A billion cents*!How much is an ordinary citizen of the Imperium willing to pay to junket to the next solar system?
I very much second the comments mentioning intersystem travel as an alternative to interstellar travel. Traveller has all the rules for this, but it seems underused in official adventures.
It then goes on to provide a statistical breakdown of the average population of each of the Imperium's 27 sectors, number of systems, number of double systems, and their fraction on each sector. There's even a graph!The Second Imperial Grand Survey was published in 1065, after 70 years of field research and compilation. The Imperium contained 11,197 member worlds within its borders, or 8,976 individual systems.
The terms "world" and "system" are not synonymous to the Scouts. The Scout Service considers all bodies within one cubic parsec of space to constitute one "system". On the other hand, a "world" is a major body anywhere within one single system. By this definition, the Imperium has an average "double system" occurrence of 25 percent. In other words, 25 percent of the systems in the Imperium have more than one major world.
WHAT CONSTITUTES A DOUBLE SYSTEM?
Some binary or trinary systems have a distant companion with its own planetary system; the Scouts consider these systems to automatically be double systems. Regina (Spinward Marches 1910) is this kind of double system.
If any other bodies in the star system have a population UPP within 3 levels of the most populous world, then the Scouts count the system as having more than one world. For example, the Terra system (Solomani Rim 1827) has Terra with population UPP of A, and Luna (Terra's only satellite) with a population UPP of 7. Luna's UPP of 7, plus 3 equals Terra's UPP of A (ten), so Luna also counts as a world. So the Terra system is by definition a double system.
Even though 1 out of 4 systems in the Imperium is a double system, the Scouts typically list only one main world UPP for each system.
This. There is a lot of potential in Traveller for intrasystem adventuring that has never been fully exploited. The CT Book 6 rules for system generation (which carried over into MegaT) allowed for pentary star systems akin to the Firefly 'Verse. Place a gas giant in each Habitable Zone (HZ) and you could have dozens of habitable satellites, enough for an entire campaign that never leaves the system. I have an entire ruleset of Hard Science (TL 8) Traveller that caters to this style of play using the MegaT Hard Times supplement. Yes, more of this.But point is, it's a really interesting concept that I feel has sadly been underused, but that (hopefully) seems to be changing!
That's why I said "unless they are outside the normal spaces AND don't have their own tech". There are worlds in the reaches and other unincorporated spaces that are not visited enough that they'd have the opportunity to purchase and maintain tech that they can't produce themselves. You might not have any actually isolated worlds that are hardly ever visited in your campaign, in which case that wouldn't apply.Even a "below space tech" system might have those mining outposts, satellite networks etc. They could just pay someone from outside to set them up / maintain them (Satellite nets) or lease the mining rights.
I can seen "satellite maintenance" as a nice side gig for free traders with a launch. While the main ship is loading/unloading cargo your pilot gets into the launch, puts a few satellites into the 6x10.5x3 m hold (That is around 180m3 or similar to an Ariane 5 cargo volume(1)) and simply puts them where they are to go. Or retrieves them for repair/refuel. Reactor fuel is extremly cheap and even a limited satellite network is useful for a planet that has (or can import) radio technology
(1) Yes, the shape of the Ariane is different. But it is safe to assume that "fits in a launch" satellites can be bought from a catalog in a developed space setting like the OTU
You have to think less "Age of Sail" and think more like ships with coal and oil-fired boilers. They can't go straight from New York to Shanghai. They have to make innumerable stops in between to refuel and take of fresh perishable supplies.My problem with analogies with sea travel is that you can make ships that just go directly from Paris to NY in the age of Sail or Shanghai to Rotterdam in the present day. You don't have to stop anywhere.
You can't do that with Jump drives. There are a few places (like Rhylanor/Porozlo) where hi pop worlds are close to each other. But in most cases (especially in the frontiers like the Spinward Marches), any hi pop to hi pop run is going to be multiple jumps even if you are jump 4. Of course, you can create refueling stations independent of the starport for these "transit" vehicles to bypass the intermediary ports. But that's infrastructure not in evidence in published material.
The published material, especially the older material, does make it clear that jump 1 and jump 2 mains are the drivers of commerce, with Jump 3 and Jump 4 gaps considered a pretty significant hindrance. Part of that is that the 'default commercial tech' of the Imperium is usually given as TL 12. Jump 4 being TL 13. But also part of it is that GURPS and Mongoose changed things to make higher jump ships more cost effective than they were previously.
Obviously, comparing it to the merchant marine makes things easier to extrapolate. I just don't find it convincing. YMMV, of course. I actually like that it doesn't pin it down and lets each GM structure trade and transport how they feel suits their game best.
In what situations would a human be superior to horses? Horse impassible terrain? Is there an endurance issue? I realize horses cannot gallop for lengthy periods, but trot & canter?I think we like harping on the Pony Express meme, because it would be the last prominent example amplified by Hollywood.
As I recall, the Incas and the Greek city states preferred runners, and I think someone had a go at seeing which would be faster, horse or human, for delivering messages over a vast network.
I think the best historical analogy for jump drive is simply "no telegraph, only non-powered travel". Note that Book 1 said the 18th century. We don't get practical steam travel until the very late 18th century. So I suspect Miller means stagecoaches and Age of Sail. Whether by land or water, the question is whether or not there is any optimization for communication and passengers. Even if there is (packet boats, pony express), it's not the majority of travel, which is commercial shipping. Sounds a lot like Traveller to me.