Danestar
Mongoose
Ran that once, things went well until the players all decided to be a bunch of antisocial gun nuts.Not at all, plenty of adventure to be had. Murder on the Orion Express anyone?
Ran that once, things went well until the players all decided to be a bunch of antisocial gun nuts.Not at all, plenty of adventure to be had. Murder on the Orion Express anyone?
1: as the author and others have pointed out this is actually a very small percentage of peopleSeems to me that there are many reasons for people to travel to other systems.
1) Traders and Merchant Navy. Their quarters may not be 5 star but they do it because it's their job and they get paid.
2) the rich: example is the adventure search and rescue where people land on red zone planets.
3) Bureaucrats, the nobles etc.
4) Workers for Megacorps: you go where we tell you or get fired.
Travel might have started off being dangerous but it must be reasonable in order to make it effective.
There is a lot of variation in travel styles today: from crew bunks like in modern navy vessels, cruise liner cabins etc but I don't think cars or planes are a good analogy. I used to drive 70 miles to work. Took me 90 minutes. This is completely different to a week long journey. Similarly for a flight where the max is about a 16 hour flight.
In our games, we have to think of ways to make it a viable process e.g. low berths. Yes, some people's experience of space travel will be crap, some will find it lots of fun, for some it will just be something they have to do for their job. But, if it isn't safe then the vast majority of people won't do it. But, given that people do it, I'd say it has to be safe enough.....otherwise, think of all those insurance premiums and Health and safety departments and Government departments who would come down like a tonne of bricks on violators of the regulations
Regarding Low berths, annual maintenance of the ship would include maintenance of the pods including signed certificates to say they were safe to use. I never use one unless I see that certificate![]()
There's a giant logical fallacy here - if travel is uncommon, the Imperium would not be as it is today. A solar system has almost unlimited resources that would take a civilization many centuries to exhaust. There would be some materials that MAY be less common, but for the most part running out of raw materials and needing to source them from somewhere else would mean the need to leave a solar system should only occur about once a millenium.This one is never explicitly stated (until recently), but is positively everywhere in the rules. And it seems clear that many people have noticed this over the years and have changed many rules to make space travel less unpleasant. But make no mistake: Marc Miller straight up states in T5 that travellers are unusual, and that most sophonts never leave their home world.
1) Travel is crazy expensive: Look over the average prices for most goods and services, and notice that Cr10000 for High Passage is an enormous sum. Even Cr1000 for Low Passage is a lot of money in Traveller, and you risk not surviving the trip. Needless to say, the rules have made Low Passage less deadly over time in various ways.
2) Travel is uncomfortable: Staterooms are tiny, and in the beginning there was little to do onboard. This again has changed over time, but in T5 Miller again asserts this, making the average stateroom even smaller than before! Clearly, making starships more comfortable and interesting has been a big priority over the various rules sets, so this seems to be an initial premise that many have discarded.
3) Travel is complicated: Originally, the rules made it clear that not every desired trip is easy or even possible. Jump-1 ships can't go every place. It take ingenuity to figure out how to set up fuel caches in space to arduously cross interstellar rifts. Again, as some recent threads have shown, some people really don't like this and have embraced recent official rules that make travel easier. I can understand the feeling, but it is a major subversion of the original premise.
4) Most worlds are not Earth-like: One of the biggest aversions in Speculative Fiction, to the point where you can see more recent rule sets trying to eliminate some of the weird worlds the base rules can generate. I can understand the desire not to have to think about protective gear, in the same way modern fantasy RPGers don't like to think about encumbrance.
As I hope is clear, I'm not making the case that Traveller should not change. In particular, if a majority of players think something is not fun, that should probably be addressed. But I am interested in how some of you 1) recognize the above points and either accept or reject them, and 2) what does you setting look like based upon these decisions.
For example, along with Most Worlds are Unimportant (coming soon), my setting has most worlds very disconnected from one another, even within Star Empires, and so when there ARE world alliances, that tends to be important and interesting. I embrace the "Empire Exists in Space" concept that GURPS made more clear, with the consequence that travellers are "weirdos" to the majority of sophonts who never set foot anywhere but their home world. But I admit, this is unusual compared to many popular franchises.
That's like saying the game is called Dungeons & Dragons. Positing that most NPCs aren't encountering dungeons or dragons regularly is a head scratcher.The game is called Traveller. Positing that not much travelling goes on is a bit of a head scratcher to me!
If people had a choice, most won't bother to leave their neighbourhood.
I think that both of these being true point out clearly how on a macro scale there is a lot of movement of people and goods. But the personal scale of the people playing often are not that relevant to that flow.The percentage of people travelling may indeed be tiny but that is a tiny percentage of a gigantic number.
The most populous worlds in the OTU have ten billion-plus inhabitants so even if only one in a thousand people from Mora travel in a given year that is over a million travellers (which incidentally matches the figure for passengers per annum given on the wiki page) and even if we assume that most travel is on large liners with hundreds or thousands of passengers that is still multiple liners leaving the starport per day not to mention the huge volume of goods that would come in and out and the presence of a huge naval base etc etc.
And yet a lot of the NPCs that the PCs encounter will have some relationship to dungeons and dragons (or other monsters), they have info on the dungeon that the PCs need, they want something retrieved from the dungeon, they want the dragon killed, they need to be rescued from the dragon.That's like saying the game is called Dungeons & Dragons. Positing that most NPCs aren't encountering dungeons or dragons regularly is a head scratcher.![]()
Well since all of Traveller isn't the Spinward Marches it would be kind of silly if all of like was like the SM.The OP is correct that early Traveller assumes you are in a backwater and that ship traffic is rare enough that subsidizing a tramp trader to ensure they actually visit your planet regularly is a necessary thing for a lot of places. Later Traveller products, especially post GURPS, do not maintain that flavor.
Yeah? Did I ever say anything like that?Well since all of Traveller isn't the Spinward Marches it would be kind of silly if all of like was like the SM.
Actually, MegaT has some adjustments for more developed areas. The starport table has Mature and Cluster areas where the probability of Class A & B ports is higher. But that's all.But that IS what the system generation method creates by default. Because it is essentially the same system as the 1977 rules. It creates the Spinward Marches and other frontiers. If you want developed regions, you are going to have to do all the work. The rules as written will not produce sensible results for a developed, long settled region with huge trade volumes.
because it is a good part of my setting. So, serious question to @Asuma. How would you respond to a setting where the vast majority of worlds (but not population) are ignored by their Empire? I find this an amazing setting, with Pop 7- worlds free to take many different stances: 1) we hate the Empire and oppose it; 2) we ignore the Empire as they ignore us; 3) we use our non-importance to do what we want; 4) we wish the Empire cared more about us; 5) we are actively petitioning the Empire to include us; and so on. Conversely, Pop 8+ worlds are almost always important and may or may not relish that status.In short, the game directly says there's a lot of travelling going on. Saying there's billions of people that will never be involved is neither here nor there, there's still plenty that will, and the Travellers will never encounter those billions anyway. So I disagree with the original premise,
All depends on how LARGE of a setting are you going to do. If you want a template to follow that seemed to work for both big and small things, one need to look no further than the Lands of Greyhawk setting. A large land area was detailed out, with major polities, cities and land references. Enough detail was given for the kingdoms to provide a basic setting, but large swaths were left untouched for referees to make their own settings within the greater setting. Then they got even more clever and assigned the published modules to actual locations on the maps - thus boosting the overall setting with information anyone could incorporate into their games.This quote from @Asuma is very interesting:
because it is a good part of my setting. So, serious question to @Asuma. How would you respond to a setting where the vast majority of worlds (but not population) are ignored by their Empire? I find this an amazing setting, with Pop 7- worlds free to take many different stances: 1) we hate the Empire and oppose it; 2) we ignore the Empire as they ignore us; 3) we use our non-importance to do what we want; 4) we wish the Empire cared more about us; 5) we are actively petitioning the Empire to include us; and so on. Conversely, Pop 8+ worlds are almost always important and may or may not relish that status.
The various stances of worlds have a direct impact on travellers. They may be welcome at the starport but not the world. Or the world may be actively recruiting travellers to become citizens and leave behind the decadent life of an Imperial citizen, and so on. Think "global elites" for travellers and you get a feel for the conflict.
So, what would you think about such a setting?