Playing without Psionics

DanDare2050

Mongoose
I never much liked psionics in Traveller because it drifts the genre into the realm of sci fantasy. As it is though psi is a minor extra so it doesn't matter much if it disappears, although some life events link to it.

Does anyone else play without the psi rules at all?

Does anyone out there rejig psi to be a technological adjustment (transhuman) with moderately plausible mechanics? If so what tech level do you think that fits? Does everyone become psi?
 
I don't know if you really need it in the game. I'm quite in favor in ignoring it.

Also, with age, a person's psionic potential diminishes unless they have unlocked it. Older Travellers will be less likely able to get psionic powers. So a rare mechanic becomes something even more rarer.

Maybe talk of psionic stuff is unfounded or even myth. At one time, the church required everyone in Europe to believe in Werewolves. Maybe psionics is really a commonly used cover for what authorities want to keep secret.
 
I see no problem with keeping psionics out of the hands (or heads) of player characters, and not presenting them with psionic adversaries. But in the traditional setting, it's real, commonplace among Zhodani, and universal among Droyne and Chirpers. There are a lot of points where Traveller strays from hard science anyway.
 
We use it in our games, but no reason anyone HAS to use any part of the rules. If it doesn't suit you play style then ditch it. In fact you could do whole scenarious with the PCs debunking fake healers and mediums etc. Maybe the local Noble believes in it and his minions need you guys to arrange a convincing fake display of PSI to him. Fun to have to mimic the PSI without using any. Keeps them on their toes! Especialy when the anti-PSI mob comes for them.

It's bunkum or real, your choice.
 
For my Culture universe campaign I borrow from the psionics rules to describe augmentations - bioengineering grants glands that can mimic the awareness talent for example.

IMTU I normally try to avoid including psionics, but my in-universe rational is that psionic ability is actually relic super advanced technology from the first starfaring races that first achieved the singularity level of technology. One of them seeded space with tiny biologically based machines that could incorporate themselves into cells and repilicate along with the cells. They grant access to extradimensional tech that explains psionic effects.
 
Condottiere said:
Because of the Zhodani, it's an inherent part of the game.

But your group never needs to encounter a practitioner.
Zhodani and some nonhuman sophonts, notably Droyne and Chirpers.

In an early time period, such as the wars between the Solomani and Ziru Sirka, Zhodani are distant and essentially absent, and Droyne are not yet recognized as a major race. Psionics Institutes had not been established and psionics were not formally taught. They would only be present as wild talents, indistinguishable from technological charlatans.

Additionally, the technological setting of Traveller can be used without the customary historical setting. A universe with communication limited to the speed of jump drive, a variety of technology levels across worlds, etc., is still Traveller, but without the published universe and its Zhodani and Droyne.

The solution of "it's out there, but players never see it, any more than one would see K'kree in the Spin ward Marches, also works.
 
I toyed around with a Zhodani Empire without psionics.
Instead of psionics, they use brain implants to monitor their own population and to detect feelings of unhappiness or dissent. For low level cases, those implants would simply inject a mild drug to make the citizen happy again. In severe or persistent cases, they inform the "thought police"/"morality advisors"/Tavrchedl'.
Zhodani spies are feared, because they have superior torture/brain washing/information extraction techniques, and are known to implant devices into their victims brains that do things.
 
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