The OTU - the equivalent to that 1980s TV star after decades of drug abuse

To the OP: I actually agreed with most of your comments on the 3I. But to call the character generation system immature, tells me you missed the point entirely. Was it the starry eyed 22 year old honors grad you just rolled, who always wanted to be a fighter pilot, but just rolled snake-eyes on his qualification roll?
That's a feature, not a bug, Hell, at one point I (not a PC, real me) wanted to be a vet, but ended up doing IT. Real life has a habit of getting in the way, and I think the system handles it beautifully. I tweak it a bit to match the scenario, but the realism imho makes it in many ways, the most mature system I've seen.
 
Well guess this is neither the game nor the fandom nor the forum for me. So I say bye bye to all three. Thankfully only bought PDF so the stuff is gone in a delete
That does seem to be the case. That's why I am not on any Starfinder forums. The idea that a single game can appeal to 100% of the players out there is ludicrous.

If you want to learn about Traveller or any of its settings or how to make your own setting, this is a good place to be. But if you don't like its core mechanics and you don't want to use its main setting or make your own, then it seems like you would be having more fun somewhere else. And everyone's goal with gaming is to have fun.

I own a bunch of space opera games. I've played Star Frontiers, Metamorphosis Alpha, SpaceMaster, Star Trek, and others. I own a lot of stuff for Coriolis, Stars without Numbers, Eclipse Phase, and others. I even own stuff for GURPS and HERO, although I don't particularly like GURPS at all and only ever use HERO for supers. Traveller works best for me. I have friends who prefer to run Starfinder. That's fine. To each their own.
 
But all this is totally under your control. All you have to do is generate 250+ worlds, inhabit them with beings and animals, design the technologies, and write up the politics. And assemble all this in a way that's easy for new players to understand. Simple.
Take control of your dissatisfaction and put together something that meets your needs. I'm probably not the only one who'd be interested in reading what you come up with.

Don't even have to do that. Can leave the existing worlds in place and just modify what you don't like.
 
Honestly, don't know why you need 250+ worlds at all. I run my campaigns just fine in an isolated 2 subsectors with about 25 systems. Though I do have a lot of secondary colonies, space stations, etc. So maybe it is closer to 250 in that sense...
Hey, if he's all worried about outdated interstellar politics and griping about alien races, I figure a sector ought to be enough for him to sort his issues out in. Developing a sector will set his meta-game plot threads. Even if you've set your campaign in Glisten and Dist. 268, the geo-politics of Regina and Mora have a ripple effect.
 
Don't even have to do that. Can leave the existing worlds in place and just modify what you don't like.
Or simply take the UPPs and map of a sector and erase all the allegiances and politics and start the metagame theme fresh. Whatever.
That's what I would do personally if I was gonna do something like this.
 
Honestly, don't know why you need 250+ worlds at all.
How often I've seen advice that boiled down to "go ahead and make an entire sector if you insist but you'll never use most of it". I still haven't grown my worldgen code past the subsector, really.

I'm currently in the mood of "know something about these six-odd worlds, and if when the players go off piste, wing it" myself.
 
How often I've seen advice that boiled down to "go ahead and make an entire sector if you insist but you'll never use most of it". I still haven't grown my worldgen code past the subsector, really.

I'm currently in the mood of "know something about these six-odd worlds, and if when the players go off piste, wing it" myself.
It is kind of weird how space opera makes some people forget how to make worlds interesting for more than one adventure. :P Or a fully expanded system with multiple colonies.
 
While this is rather a pointless conversation -- as others have noted, if you don't like the default setting then the game lets you create any number of alternatives -- I enjoy the Charted Space setting. Whether I set a game/campaign there or not is up in the air, but then I enjoy both the universe and the game, and I'm quite happy to enthuse over one divorced from the other. I pour over and catalogue the established setting information, but how much of it gets used in an actual game is an unrelated matter.

I find the OTU setting very rich, personally; the key idea of no FTL communication independent from FTL travel means that the whole thing works as a pondering on how societies hold together (or fail to) across great distances. The three big human nations have different approaches to the task of keeping themselves meaningfully united in the face of distance and delays; the backstory of the Long Night provides the understanding that many worlds fear fragmentation of the larger social network as threatening to their prosperity or even survival. But no-one evolved to have an enduring social structure that spans parsecs of distance and months of silence -- so what to do?

The Imperium goes in for cosmopolitanism under an umbrella of feudalism, letting culture do as it will on a given planet but ruthlessly controlling the trade and politics between the worlds, with responsibility moving up a chain. And of course this system is itself a compromise between the Vilani "everything must be controlled so it's the same as it ever was" and the Terran "but I want to go there and do that."; the Vilani notion that anything not understood and controlled is a threat, the Terran notion that opportunity comes from change and innovation, and their mutual virtue of "let's expand to grasp it and profit from it." Plus, every notable demographic that isn't mainstream Imperial is itching to push the boundaries as much as they can get away with to assert some form of political independence. The Lancians and Luriani get their cultural regions to keep them happy in the face of potential mass defections from Imperial rigidity; the Vegans get their autonomous district because politics on the Solomani Rim made it useful to the Imperium. The Bwaps get it by working within the system so well that they're actually bucking the rules without anyone noticing (their multi-stellar Council of Creches, their history of getting the jump-2 drive) -- that's a tree for you, the roots dig in, after all... The Geonee and Suerrat and Darmine and Chanestin aren't allowed to have it because if any one of them achieves too much independence, the others will want it and there goes the empire. But they're all chafing.

The Solomani try to create a sense of a unifying *nation*, whatever a given Solomani perspective might mean by that. (The Imperium and the Solomani complain about the other's racism and corporate-noble dominance respectively, and they both have a very real point, but the real reason they don't like each other is simple -- one's an empire, the other's a nationalist movement. One will always consider the other the enemy).

The Zhodani go in for "social engineering" (taken to the extreme of "mental engineering"); trying to change human nature rather than being constrained by it.

All three approaches have their benefits and pitfalls. On a smaller scale, any interaction between worlds of various sizes and tech levels can explore more nuances to the theme. What's the conflict? What's the nature of this relationship and the implicit consequences for anything that upsets or challenges it? Whatever scale you operate on, the setting has it as part of a wider web of interdependence. How much you or your players focus on the ripples spreading out across that web is up to you/them, but there's always opportunity to have a disturbance cause knock-on effects and changing agendas elsewhere. After all, isn't that the real point of having a setting many times larger than a given campaign will likely involve? An implicit context to everything that allows any twists/shakeups/expansions/contractions to make sense logically. It might never come into play that the Aslan you stole a shipment from has now lost standing in the clan and a marriage has fallen through, meaning political changes on nearby worlds... but the possibility is inherently included.

The aliens also serve to explore the theme, of course. The gregarious but ever-fracturing Vargr who make changeability a virtue (given their nature, they only try half-heartedly to stop the splintering, more interested in finding the advantage in any change); the carefully ritualistic, implicitly antisocial Aslan with their single culture but no shared government (as The Deep and The Dark pointed out, the reverse-Imperium); the manipulative anarchy of the Hivers and their "every one for itself -- but timidly and clustered together" schtick and patronising altruism; the K'kree and Droyne with their inbuilt dependence on the social group; the former unable to integrate internationally unless they force their morality onto others, the latter quietly squatting amidst and between the other factions, too secure in themselves to care about empires.

As a final point, saying that the Imperium inherently doesn't work is hardly new to the setting, since one of the official timelines has it implode and fall apart due to its peoples' multiple conflicting ideas as to what it *actually is*.
 
Cold War in Space with the evil mind games playing Commi<<<Zhodanie and evil Space Nazis on the Solomani Rim. Not to mention Space Peta and other stuff that makes little sense in civilisations

That sounds like some of the GURPS Traveller nonsense.

Classic Traveller, MegaTraveller, and TNE didn't do that. The books in those editions described the setting in matter-of-fact terms without author value judgements smeared all over them. That came in with GURPS Traveller. The Solomani were never "nazis", that was entirely a GURPS Traveller invention. Like previously mentioned, they were nationalists in their traditional region of space, they had a real democracy, and they were trying to free themselves from the despotic rule of an absolute monarch. But, they started kicking Vilani imperialists and other aliens out of their space, so the GT writers slapped the nazi label on them.

I had a conversation with a chatbot about this very thing while I was trying to teach it to play Traveller:

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Suu, you crazy diamond!
 
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But, regarding OP's comments about the setting, I know what he means. Traveller was my first ttrpg. I was a little kid and I couldn't see it's flaws. As I got older, of course there were little flaws, but it was Traveller. Only when I was much older did the scales of love and nostalgia fall from my eyes, and I could see Traveller's glaring flaws. It was heartbreaking, really, but it was the truth. There were so many good things about Traveller. Traveller put the creative tools right into players' hands. Traveller's creative tools alone made it have more good than bad. And I know what OP means about the various Traveller communities. I'll never go back to CotI. Only with Mongoose is there hope.
 
Depending on what viewpoint you want to take, all the six major polities can be archetypes drawn from Terran history, or stereotypes, prevalent in the Seventies.

Modified by time.


 
I repeat: The solution to your griping is really very simple.
All you have to do is design one yourself and folks can get their rocks off complaining about your creation too.
Have fun with that.
As for the assertion that everything Traveller is a rip-off, just note that the last piece of original literature written by humanity was probably the Epic of Gilgamesh in 4000 BC. Literally everything else, from Dr. Seuss to any one of the sacred books you might have on your shelves this minute, is plagiarism. And even Gilgamesh was a collection of tribal fireside myths and stories strung together as a narrative.
'Nihil sub sole novum' [nothing is new under the sun]
 
I repeat: The solution to your griping is really very simple.
All you have to do is design one yourself and folks can get their rocks off complaining about your creation too.
Have fun with that.
As for the assertion that everything Traveller is a rip-off, just note that the last piece of original literature written by humanity was probably the Epic of Gilgamesh in 4000 BC. Literally everything else, from Dr. Seuss to any one of the sacred books you might have on your shelves this minute, is plagiarism. And even Gilgamesh was a collection of tribal fireside myths and stories strung together as a narrative.
'Nihil sub sole novum' [nothing is new under the sun]
And the bolded is probably why we spend so much of our time making new ones. :D
 
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