Even super old school types like Sygtrygg and I don't run the setting as written
Not even I run the setting as written, because there are so many problems with it. There are so many inconsistencies and contradictions and the like, and so many events and conditions in the setting that don't have plausible motivations. I have to reimagine Charted Space every time I set a campaign in it, just to address these issues. It becomes less Charted Space and more of a 'used furniture' setting in which the names are the same.
Here are a few of my favorites.
- Homogenous "Imperial culture" instead of planetary and racial identities that would naturally occur on worlds separated by a minimum of one week's travel.
- The technically conservative and non-innovative Vilani somehow advancing their technology faster than the innovative pro-technology Solomani.
- The absolute monarchy and military aristocracy of the Imperium with a track record of coercion and violence inexplicably acting like a liberal democracy.
- The Imperial Moot being called a deliberative advisory body and then being called a legislative branch and then being described as having only one power, which is to dissolve the Imperium.
- The Imperium rules 'the space between the stars' and lets member worlds govern themselves as they see fit, and then has a body of 'law' that dictates how member worlds treat their workers.
- The Imperial military and aristocracy, predicated on honor and obedience to the Emperor, tears itself apart during in the Civil War. That means an admiral aristocrat threw honor and obligation to the wind and ship crews and officers willingly fired on their own navy. And they did it over and over again. I know the Romans did it, but the Romans were an Iron Age civilization. What does this say about 'Imperial culture'?
- The Solomani, who appeared to be good Imperial citizens, wake up one century with a case of the racisms, oppress everybody, then start the Solomani Rim War. Why? What was going so wrong in the Solomani Sphere that billions of people found autonomy and then secession to be a reasonable course of action? Especially since they're on thousands of separate worlds with no interstellar mass media to spread propaganda, and no police state to coerce them? Why were so many people so dissatisfied with Imperial rule that they willingly joined the new SolSec to oppress their neighbors?
- And the Shattered Imperium. The Imperial nobility screws up again and tears the Imperium apart. Nobody said, 'this is crazy, let's not do this". Of course it was for setting reset purposes, but things still have to make sense.
- And of course the TL15 air filters that only last for 2 weeks.
I don't have to do extensive headcanon justifications and changes with any other game setting.
If Mongoose is considering a new setting, it has to be consistent. It has to keep contradictions to an absolute minimum, and contradictions have to be corrected when found. It has to require that all future products do not contradict or create problems for the new setting's fundamental vision and established lore. It has to be kept as free as possible of arbitrary gamist limitations. People and events have to plausible motivations and causes. It has to be a coherent whole, so it doesn't require extensive headcanon to fix issues, and when players sit down with at a new table they know that the setting will be reasonably consistent with the published lore. And, most of all, it has to make sense. I'd go so far as suggesting a lore control team, whose job it is to consider the effects and later order effects of any new events, lore additions, and technology additions on the setting, and which is willing to say no to writers who want to shove their idiosyncratic pet ideas, their barely concealed politics, or crap they think is oh so funny into official lore (I'm looking
you, GT). Writers can save that for their own homebake settings instead of pushing it on the rest of us and sneering 'well, in
your Traveller universe you can do it your way' when people protest. One thing CT really did well was its clinical tone, which refrained from attempts at humor and and stayed judgment neutral.
What I like about Mongoose's work on Traveller is the way they support different ways to play. Deep Space Exploration campaigns. Naval Officer Campaigns. Mercenary Campaigns. High Fantasy (wrath of the ancients) campaigns. Empire Building & Piracy campaigns. Singularity sounds like it might be a different kind of campaign also. I would love if they do something to showcase single world or single star system campaigns. Something that showcases campaigning without a starship. Something that showcases how to run merchant themed campaigns. That kind of stuff.
Agreed.
And a product I'd like to see is not so much a book about building settings, since MgT has plenty of resources to support that, but a book that supports adventure and campaign building, like how to put together a multi-stage adventure or campaign, similar to the Star Trek TNG rpg's Narrator's Toolkit book. Something that can include some pointers how to use basic storytelling principles like inciting incident, plot points, pinch points, rising action, and so forth to create more compelling adventures for the players. Instead of presenting something straightforward like break a guy out of prison, there would be the initial situation, a complication, then information which causes the players to realize the situation is more complicated that it originally appeared, then opponents responding with increasing intensity, the players new attempt to deal with the situation as it really is, then a more serious complication which throws the outcome of the adventure into doubt, and then the climactic conflict which could go either way, and then the immediate and lasting consequences of how the adventure turns out.
Here's an example:
Ordinary way:
The party gets hired to break a guy out of prison on some backwater world.
1. The party takes the job.
2. The party tries to break the guy out of prison, and everything is as it seems.
3. Depending on how things work out, party completes the mission and gets paid, or they fail to complete the mission, and either retreat, end up dead, end up in prison themselves, or all of the above.
With storytelling techniques:
1. The party takes the job.
2. The party makes it's initial assessment of the situation, and tries to break the guy out of prison based on that assessment.
3. Complication / new information that changes things: the guy's location in the prison is fake, and he's is in an underground maximum security block.
4. The party reassesses what the situation and makes a new plan. The opponents are fighting back harder and a quick reaction force is inbound (this adds time pressure). The party attempts to complete the mission again.
5. Complication / new information that changes things again: When/if the party gains entry to the maximum security block, they find the guy and discover that he's an unwilling pawn in an Imperial Naval Intelligence operation, and they've just forced their way into an INI black site.
6. Climactic conflict: The party has to extract the guy, get past the rallying security forces, outrun or fight through the quick reaction force, and race for the 100 diameter limit against responding ships.
7. Short term and long term consequences. Make the consequences adventures in themselves:
- Success
- The party completes the mission, gets paid, and earns the goodwill of the guy and the patron who hired them.
- The party now has an implacable enemy in the INI, which leads to cascading branching adventures in which the party becomes fugitives and fights to survive as the INI/IN net draws ever closer around them. The black operation the INI was working on fails, and anti-Imperial forces advance their agendas. During its adventures, news items and rumors indicate a pattern of growing instability in the region (which can lead to more adventures).
- After surviving as fugitives for a while, the party has to resolve this situation. The characters can flee the Imperium or otherwise start new lives, accept living as outlaws, agree to serve the INI by undertaking dangerous missions for it, or even ally with the anti-Imperial forces. These and other options would lead to still more adventures.
- Failure
- Any characters who fall into the hands of the INI could end up being made into more pawns in its black operation, with various forms of leverage held over them. This leads to INI adventures with an eventual goal of escaping INI control, or even embracing the INI and making a career of it.
- Other adventures could include getting sent to some prison hellworld and having a series of adventures to escape, or getting sent to an Imperial Marine penal battalion and having related adventures.