So over in the State of the Mongoose, there was a sidetrack about the state of Charted Space and it's flexibility. I don't want to re-sidetrack that thread and most of what the sidetrack was about didn't actually interest me.
But I am interested in the bit where some folks talked about how it was annoying to have adventures be 20+ jumps apart. One of the solutions, of course, being to speed up travel. For me, I just don't play in that big a space.
Campaign worlds having vast amounts of space seem to me to exist so you can have radically different situations in different parts of them, rather than because anyone is actually trekking from IceWind Dale to Kara-Tur or jumping from Earth to Regina.
Sometimes I think people forget just how disparate worlds are. You can have a small area (for me, it's a campaign area that was originally based on the Islands subsectors in Trillion Credit Squadron which only slightly resembles the way it's presented in Mongoose
). The US is not like the Sahara or the Congo or the Himalayas or the bottom of the Ocean. And the Mars colonies are not like the settlements on Io.
You can, of course, make travelling from Dinom to Bellerophon pretty easy and travel light years per hour or whatever. That works just fine. You can also just make a smaller campaign area and fill it full of cool areas. If you like the adventure on Bellerophon or Azun or whatever, you can put that in your smaller play area.
Traveller doesn't require jump drives. It doesn't even require no FTL communications, though I think that expectation in setting design is one of its strong points. It doesn't require any particular setting.
I agree that having a sprawling setting that players are expected to spend years crossing doesn't make for good gameplay. I just don't think that's the purpose of having a sprawling setting. I think that if you have a sprawling setting, it's best used so you can run multiple different kinds of campaigns in different regions while your players have basic familiarity with the campaign concepts. Over here, we have things that do trade pioneering, over there is a big space war, over there super built up Stainless Steel Rat controlled zone, etc. Charted Space tries, with varying degrees of success, to do that.
If you want to mix those things up, you can have fast travel. Or you can use the default slow travel speeds to put those things in a relatively close space.
Charted Space is a wonderful setting with lots of cool stuff. But it's only a good setting for any individual group if it does what they need. There's no need to use Charted Space and even less need to use it in any particular way.
But I am interested in the bit where some folks talked about how it was annoying to have adventures be 20+ jumps apart. One of the solutions, of course, being to speed up travel. For me, I just don't play in that big a space.
Campaign worlds having vast amounts of space seem to me to exist so you can have radically different situations in different parts of them, rather than because anyone is actually trekking from IceWind Dale to Kara-Tur or jumping from Earth to Regina.
Sometimes I think people forget just how disparate worlds are. You can have a small area (for me, it's a campaign area that was originally based on the Islands subsectors in Trillion Credit Squadron which only slightly resembles the way it's presented in Mongoose
You can, of course, make travelling from Dinom to Bellerophon pretty easy and travel light years per hour or whatever. That works just fine. You can also just make a smaller campaign area and fill it full of cool areas. If you like the adventure on Bellerophon or Azun or whatever, you can put that in your smaller play area.
Traveller doesn't require jump drives. It doesn't even require no FTL communications, though I think that expectation in setting design is one of its strong points. It doesn't require any particular setting.
I agree that having a sprawling setting that players are expected to spend years crossing doesn't make for good gameplay. I just don't think that's the purpose of having a sprawling setting. I think that if you have a sprawling setting, it's best used so you can run multiple different kinds of campaigns in different regions while your players have basic familiarity with the campaign concepts. Over here, we have things that do trade pioneering, over there is a big space war, over there super built up Stainless Steel Rat controlled zone, etc. Charted Space tries, with varying degrees of success, to do that.
If you want to mix those things up, you can have fast travel. Or you can use the default slow travel speeds to put those things in a relatively close space.
Charted Space is a wonderful setting with lots of cool stuff. But it's only a good setting for any individual group if it does what they need. There's no need to use Charted Space and even less need to use it in any particular way.