Hi, new member here. I started playing Traveller back in 1977 with the first edition. I played regularly for several years, then lost interest. I lost all my Traveller materials several years ago during a move, and am now rebuilding.
I made a few ATUs. My first started with good old Regina Subsector from the Kinunir adventure. I had a Star Wars-ish Imperium/ Empire, but I thought the core worlds were off the left edge of the map, since that's where the jump routes went. I sketched a large scale map of the Imperium based on the map of Oz. Regina was in the East, and Oz was the core worlds. I had all sorts of crazy gonzo stuff. I started with a zoo ship (this was way before the safari ship came out) with a big critter I named a Grendel (long before Pournelle's 'Legacy of Heorot'). The trick was the critter was sentient, and in pain. A telepathic character sensed this, and they became buddies, a la Androcles and the Lion. Its home was Kinorb, also home to the anagathic tree krakens. This started all sorts of plotlines: bored nobles hunting Grendels for sport, alien invaders (stolen from Piers Anthony's 'Cluster'), the Emperor wanting tree krakens, etc.
I decided the Imperium was decadent and cruel. Mercenary had just come out, and they had an intriguing weapon: the meson gun, which destroyed everything in a burst radius. I decided this must be a disintegration weapon, like the positronic ray in 'Barbarella' (only the classics!). I created a mini Death Star called a monitor. It was made of ten 5000ton ships which jumped independently, but linked to form a massive meson gun to bombard planetary targets (stolen from 'Dune'). When rebellion inevitably began, the scouts, who had always been the red-headed stepchildren of the Empire, joined the resistance. I gave them a nifty trick, the "controlled misjump", which allowed them to travel up to 36 parsecs at a jump.
That campaign crashed and burned when in game and out of game rivalries got mixed together. I started a "next generation" universe, with the psionic Jedi running the place. They turned out to be thought crime prosecuting dictators. Yep, way before Zhodani!
Sometime later, I started a new ATU using an alternate star system generator from an early issue of 'White Dwarf', which created an inordinate number of black holes and neutron stars. It also gave me my favorite starting locale, Ringer's World: A-101300-G. Yes, tech level 16. I had just seen an episode of 'Doctor Who' where Gallifrey was powered by a tamed black hole. I decided Ringer's World was a modern freeport built, unkowingly, over one of a series of Ancient outposts, linked by Black hole powered teleport gates, long before 'Stargate'. Damn writers keep stealing my material :wink: . A mystery cult had built up around the Ancient site. A cultist would choose a portal. Some led to black holes or neutron stars, but others led to still functioning Ancient sites. The ecstatic rush being teleported made the cultists believe they had a mystical encounter. I remember another plot hook involving scientists chartering the characters vessel to study a nearby supernova. Needless to say, this was not hard SF.
My last ATU was the League of Planets, an intentional analogue to the League of Nations. I found a list of stars within 5 parsecs of the Sun, and converted the right ascension and distance to the hex grid, ignoring 'altitude'. If more than one system fell in a hex, I used the most interesting one. I wanted to use real star names, Altair, Procyon, 70 Ophiuchi. My three central systems were Sol, Alpha Centauri, which I kept changing each time I ran because I was never satisfied with it, and Barnard's Star, home of one of four waterworlds, Panthalassa:
A-A8A955-C. Down rimward of Sirius and Procyon was a four system cluster, centered on the Dante system. The Danteans had conquered their little mini empire while the League stood by and watched, a la Italy conquering Ethiopia. I ran the 'Sky Raiders' trilogy in this setting.
Unfortunately, although my players seemed to enjoy themselves, most didn't like the lack of a experience/advancement system like in D&D. They wanted to level up and get magic. I tried several times to graft an experience system onto the game, but I wasn't happy with the results. Advancement seemed too fast. It finally devolved into one shots and short mini campaigns. I hope this isn't too long winded, but I'm jazzed to run Traveller again![/url]