wordboydave
Mongoose
(cross posted from Reddit/Traveller
I've been thinking a lot recently about the structure of space opera's universes, and how one of the big decisions any creator makes is, "How close, practically speaking, are big civilizations to each other?" Other questions--like, how does FTL work and how many alien races are there, etc--are secondary. What you're really asking is, "Is traveling from one inhabited planet to another like taking an old wooden vessel to another country, or is it more like driving an RV across town?"
In Star Wars, for example, everything is--practically speaking--very close together. You want to go to the Cloud City, then BAM! There you are. You can travel from Dagobah to Kashyyk in a blink; it's as easy as saying (in game terms), "Okay...and in the next scene, now you've arrived." It is very rare in the Star Wars universe that you get a sense that anything is far from anything else. "All that way? We don't have enough fuel!" is something no one ever says...and the downtime between large inhabited systems is measured in chess games, not actual days and nights of sleep. When players land on a lightly- or barely-inhabited planet, it is usually by choice: if they'd wanted to go to one, a big city-type planet was always an option instead.
Contrast this with Star Trek, where it's quite common to hear characters say, "It's going to take two weeks to get there." And where the heroes stay at a distant starbase with only 100 people on it simply because there's nothing else nearby.
I mention this because Traveller clearly lives in the second of these worlds--there's plenty of downtime between worlds, and it's very easy to generate an uninhabited or hostile series of destination planets--and because the more I think about it, the less sense it makes for someone in such a world to make starships available for lease. Heck, having monthly costs for a ship AT ALL is a little punitive when going anywhere and coming back is a month of time already!
If you need x-boats to carry messages, then you'd presumably need something similar to carry money back and forth as well--you can't read a card-swipe at faster than light--so payments would take a long time in transit, and might require several separate jumps to reach their final destination. Why make a payment at all if the interest will be added before it even arrives? Why couldn't you simply slip off the grid into practically anywhere in the universe?
I could be very wrong, but it seems to me that for ship rental to make any sense, you either need a Star Wars universe where everything is really (effectively speaking) close together, or some form of travel constraints (jump gates, e.g.) that would limit where ships might show up. Otherwise, even launching something like a repo/salvage operation for a rogue ship would be a hugely expensive undertaking with very little chance of success.
I realize Traveller isn't especially realistic in all its particulars (thank goodness!), but I'm curious about how other players and GMs have conceived of this over the past decades. And for that matter, how did merchants handle this problem in the Age of Sail?

I've been thinking a lot recently about the structure of space opera's universes, and how one of the big decisions any creator makes is, "How close, practically speaking, are big civilizations to each other?" Other questions--like, how does FTL work and how many alien races are there, etc--are secondary. What you're really asking is, "Is traveling from one inhabited planet to another like taking an old wooden vessel to another country, or is it more like driving an RV across town?"
In Star Wars, for example, everything is--practically speaking--very close together. You want to go to the Cloud City, then BAM! There you are. You can travel from Dagobah to Kashyyk in a blink; it's as easy as saying (in game terms), "Okay...and in the next scene, now you've arrived." It is very rare in the Star Wars universe that you get a sense that anything is far from anything else. "All that way? We don't have enough fuel!" is something no one ever says...and the downtime between large inhabited systems is measured in chess games, not actual days and nights of sleep. When players land on a lightly- or barely-inhabited planet, it is usually by choice: if they'd wanted to go to one, a big city-type planet was always an option instead.
Contrast this with Star Trek, where it's quite common to hear characters say, "It's going to take two weeks to get there." And where the heroes stay at a distant starbase with only 100 people on it simply because there's nothing else nearby.
I mention this because Traveller clearly lives in the second of these worlds--there's plenty of downtime between worlds, and it's very easy to generate an uninhabited or hostile series of destination planets--and because the more I think about it, the less sense it makes for someone in such a world to make starships available for lease. Heck, having monthly costs for a ship AT ALL is a little punitive when going anywhere and coming back is a month of time already!
If you need x-boats to carry messages, then you'd presumably need something similar to carry money back and forth as well--you can't read a card-swipe at faster than light--so payments would take a long time in transit, and might require several separate jumps to reach their final destination. Why make a payment at all if the interest will be added before it even arrives? Why couldn't you simply slip off the grid into practically anywhere in the universe?
I could be very wrong, but it seems to me that for ship rental to make any sense, you either need a Star Wars universe where everything is really (effectively speaking) close together, or some form of travel constraints (jump gates, e.g.) that would limit where ships might show up. Otherwise, even launching something like a repo/salvage operation for a rogue ship would be a hugely expensive undertaking with very little chance of success.
I realize Traveller isn't especially realistic in all its particulars (thank goodness!), but I'm curious about how other players and GMs have conceived of this over the past decades. And for that matter, how did merchants handle this problem in the Age of Sail?