Spirit of 1977
Cosmic Mongoose
In 1977, Book 1 of Traveller opens thusly:
"Traveller covers a unique facet of future society: the concept that expanding technology will enable man to reach the stars, and to populate the worlds which orbit them. Nonetheless, communication will be reduced to the level of the 18th Century, reduced to the speed of transportation."
Being in middle school in 1977, I did not fully understand that 2nd sentence. But that sentence is the starting premise of all of Traveller, and it ripples through the rules to this day. Given the recent discussion as to what the future of Traveller should be, I thought a review of the often unspoken premises underlying Traveller would be useful. To be clear, I personally 1) like most of Traveller's foundations, and 2) fully understand why many might not.
Traveller has not always been great at stating its underlying premises. Book 1 continues that "players are capable of playing single scenarios or entire campaigns set in virtually any science fiction theme." No offense to Marc Miller, but that last statement is just wrong. There is lots of speculative fiction that Traveller handles poorly without a lot of work. The point of this series of posts is to outline what Traveller does well, or at least what it explicitly or implicitly addresses.
To keep this organized, I'm going to break this discussion into a number of separate posts. So there is no need to respond to this post at all, unless you have some overarching comment you think belongs here.
"Traveller covers a unique facet of future society: the concept that expanding technology will enable man to reach the stars, and to populate the worlds which orbit them. Nonetheless, communication will be reduced to the level of the 18th Century, reduced to the speed of transportation."
Being in middle school in 1977, I did not fully understand that 2nd sentence. But that sentence is the starting premise of all of Traveller, and it ripples through the rules to this day. Given the recent discussion as to what the future of Traveller should be, I thought a review of the often unspoken premises underlying Traveller would be useful. To be clear, I personally 1) like most of Traveller's foundations, and 2) fully understand why many might not.
Traveller has not always been great at stating its underlying premises. Book 1 continues that "players are capable of playing single scenarios or entire campaigns set in virtually any science fiction theme." No offense to Marc Miller, but that last statement is just wrong. There is lots of speculative fiction that Traveller handles poorly without a lot of work. The point of this series of posts is to outline what Traveller does well, or at least what it explicitly or implicitly addresses.
To keep this organized, I'm going to break this discussion into a number of separate posts. So there is no need to respond to this post at all, unless you have some overarching comment you think belongs here.