Why is there no Setting Guide book that explains the whole setting without going deep into each sector?

apoapostolov

Mongoose
This is a very loaded question, but I am trying to avoid ranting and just wonder about the publishing logic of not having a single starter book that each new DM can buy, understand the world at scale, and then pick a sector book based on his preferences based on this initial book's contents. Almost every other RPG line follows a starting point logic that gives an overview and a "must have product" for DMs to buy.

From a new DM who is buying into the setting, I have bought all the rules supplements that are usable to almost every hard sci-fi setting and am now planning to dip into Traveller's own setting. My options are (1) buy blindly all setting books and the four aliens books, and this is a massively expensive endeavour; (2) buy a sector book based on reviews and impressions, and then become entrenched into that sector giving half-way answers to the grand scheme of the Charted Space based on wikis; (3) buy a campaign like PoD and just create a microcosm for my players, again answering loosely based on what's on the wikis.

While Charted Space is so big, I still think that if we take the 30-50 pages of every sector book so far and put them into 2 tomes of 250 pages each, this could be an extremely valuable starting point for DMs who want to buy into the setting.
 
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This is a very loaded question,
Actually, it looks quite sensible to me. I've certainly been there before. I just concluded that even referees need to size their ambitions like a new admin clerk. Initially that admin clerk only has local lore knowledge, and then, after several years of training and experience, they gain foothold into the lore and polities of the chartered sectors. Same lifepath for novice to expert referees.

I am trying to avoid ranting and just wonder about the publishing logic of not having a single starter book that each new DM can buy, understand the world at scale, and then pick a sector book based on his preferences based on this initial book's contents.
The "standard" Sector has always been the Spinward Marches, AFAIK.

Almost every other RPG line follows a starting point logic that gives an overview and a "must have product" for DMs to buy.
Well, for me, the beauty of Traveller is that it can be played quite speculatively with both referees and players not knowing the full extent of what those in power really think, or why they are there. Some games, like RuneQuest and Shield Maidens, are what I call "closed world" games, in that the lore is pre-known in a closed world.

Previous editions of Traveller released Library Data supplements and Book 0: Introduction to Traveller. The later is more about RPG-ing while the former gives snippets of info, much in the way PCs would have acquired the info. Then there are the Journal of the Traveller's Aid Society (JTAS) publications which contain essays that debate game "lore".

In Mongoose Traveller 2e there are the Referees Briefings Referee's Briefings | Mongoose Publishing . This would be an excellent starting point for a starter looking for ideas.

(1) buy blindly all setting books and the four aliens books, and this is a massively expensive endeavour;
Not only is that expensive, it is also impractical in terms of remembering everything instantly, when the players reach significant points in their adventuring, and keep wanting to consult the rules. Do you really need to meet Zhodani, Dolphins and Solomani all at the same time, all the way from the initial adventure.

Having said that, I'd previously wished Mongoose did an "explorer" or "merchants" starter guide to aliens, simply because the separate volumes are so big.

(2) buy a sector book based on reviews and impressions, and then become entrenched into that sector giving half-way answers to the grand scheme of the Charted Space based on wikis;
Depends on the participant dynamics. A strict top-down hierarchic view can be pursued via the sector guides. However, for all other practical purposes, try starting with individual adventure's mission briefings is more focused on the mission underhand. Sector guides are good if you are writing adventures or campaigns and want Chartered Universe authenticity. I bought about three sector guides before buying the CSC.

(3) buy a campaign like PoD and just create a microcosm for my players, again answering loosely based on what's on the wikis.
If the players are heavily invested in Pirates way of life, then maybe you should channel your energies this way. If Pirates are a turn-off for the participants, then this would be an unwise investment.
 
If the players are heavily invested in Pirates way of life, then maybe you should channel your energies this way. If Pirates are a turn-off for the participants, then this would be an unwise investment.
Every time I have run PoD, the players have decided to not be pirates and the campaign works just fine, so this advice is faulty. My players had a blast and very little actually requires changing, except for the Port Attitude chart since they are not pirates.
 
Traveller is not the Third Imperium setting. Traveller is a set of rules for you to run adventures in the setting of your choice. The Third Imperium is just one example...

That said there are a couple of easy options to get a hang on the setting:

buy the Classic Traveller cd/USB from FFE - you get everything published for classic Traveller Third Imperium - rules, supplements, adventures, short adventures, even a few of the boardgames.

For a really cheap but good introduction then get the Explorer's edition in pdf, the free pdf adventures Death Station and Stranded, and also the completely free classic Traveller facsimile edition pdf.
 
Greyhawk is not D&D either, but a lot of the old school folks used it as a setting. It's been fun to watch Traveller and the main setting evolve over the years. Consider the idea of looking at "The Third Imperium" as your setting guide and then look to the various major sectors after that as there are multiple rewarding directions you can go.

Fundamentally let your players explore the settings books too and then remind them that all library data they may have accessed is out of date, corrupted, or gets key details wrong because of the biases of observers.
 
The setting grew up over 50 years, through both official and unofficial publications. It's not like the Mongoose team can just have a meeting and decide what the Third Imperium setting is. I mean,they could but a good 75% of that would be researching what is already there, rather than making it up, and if they did that that, theirs would be just one opinion among many on how the setting should be managed. The advantage of this chaos is that the setting has a history, filled with the same kind of idiosyncrasies that a real history is. The disadvantage is that you can never really "know" it all - someone could always dig up an ancient GDW tome publish in 1983 which contradicts something that you've done with your game. But that's ok. Just use the setting as you understand it, and don't worry that there might be some product somewhere that says something different - there probably is. Go ahead and buy the products that appeal most to you, and run your game based off those; there will be other products that might have changed how you run it if you knew about them, but so what? The galaxy is huge, and you can run adventures in the part you've selected without having to worry about what's happening on the other side of Charted Space, your players won't be going there, so who cares? If you decide to run an adventure in some other sector later, figure it out then. Until that happens, don't worry about it.
'
 
Thank you all for your opinions and suggestions. My only concern is from a consumer standpoint, buying from the core rulebooks usable for any hard sci-fi or sci-fi opera, into the setting of Traveller itself is a very rough and unclear way. I think I will start with the Aliens of Charted Space and as others suggested Behind the Claw will be the first setting book I will buy into. But beyond this, it is very hard to tell do I need The Solomani Front, do I need Third Imperium, do I need Glorious Empire, etc. I don't even know if the Vargr have their book yet, and I have just recently discovered Great Rift exists and for the vast emptiness of it, there is a whole boxed set. It is really hard to tell what to buy and where to base my sandbox for my players.
 
Thank you all for your opinions and suggestions. My only concern is from a consumer standpoint, buying from the core rulebooks usable for any hard sci-fi or sci-fi opera, into the setting of Traveller itself is a very rough and unclear way. I think I will start with the Aliens of Charted Space and as others suggested Behind the Claw will be the first setting book I will buy into. But beyond this, it is very hard to tell do I need The Solomani Front, do I need Third Imperium, do I need Glorious Empire, etc. I don't even know if the Vargr have their book yet, and I have just recently discovered Great Rift exists and for the vast emptiness of it, there is a whole boxed set. It is really hard to tell what to buy and where to base my sandbox for my players.

Download and Study the .png from @Grognardia 's post here : Campaign Settings . Then read some of the other follow up comments that reply to that post. You might find that somewhat helpful, as it shows where the Behind the Claw book fits side-by-side, in comparison to many of the others.

A picture says more than a 1,000 words, and such, this picture should be pinned where everyone interested can see it.
 
If you start with Behind the Claw, don't get any Solomani stuff just yet, it is clear on the other side of the Imperium. Run some adventures in the Spinward Marches, and when you get tired of that you can consider the Solomani Rim. You can use travellermap.com to get a sense of the macro geography: the Spinward Marches is big and you can easily run a campaign just there. It is a good a good campaign setting. If your adventure is going to involve a lot of interactions with Vargr, or if you want to give your players the option to play Vargr, get the Alien book; otherwise just go off of what you can find on Traveller wiki. Same with the other aliens and human races: buy the book if you will need to go into depth in the adventure you are running: otherwise just use what you can find on line, if your players' interactions with them will not be in-depth. Same goes for all the materials: if you will be running naval adventures, get the relevant books, if not, don't, for example.
 
Thank you all for your opinions and suggestions. My only concern is from a consumer standpoint, buying from the core rulebooks usable for any hard sci-fi or sci-fi opera, into the setting of Traveller itself is a very rough and unclear way. I think I will start with the Aliens of Charted Space and as others suggested Behind the Claw will be the first setting book I will buy into. But beyond this, it is very hard to tell do I need The Solomani Front, do I need Third Imperium, do I need Glorious Empire, etc. I don't even know if the Vargr have their book yet, and I have just recently discovered Great Rift exists and for the vast emptiness of it, there is a whole boxed set. It is really hard to tell what to buy and where to base my sandbox for my players.
Traveller is a Ruleset. Charted Space is the setting, of which the Third Imperium is only a part.
 
Thank you all for your opinions and suggestions. My only concern is from a consumer standpoint, buying from the core rulebooks usable for any hard sci-fi or sci-fi opera, into the setting of Traveller itself is a very rough and unclear way. I think I will start with the Aliens of Charted Space and as others suggested Behind the Claw will be the first setting book I will buy into. But beyond this, it is very hard to tell do I need The Solomani Front, do I need Third Imperium, do I need Glorious Empire, etc. I don't even know if the Vargr have their book yet, and I have just recently discovered Great Rift exists and for the vast emptiness of it, there is a whole boxed set. It is really hard to tell what to buy and where to base my sandbox for my players.

Personally, I think the book that does the best job at explaining the Charted Space setting as a whole is The Third Imperium. It rather obviously focuses on the Third Imperium itself, but that is not necessarily a bad thing given that it really is the anchor of the Official Traveller Universe.

From there, if any particular thing piques your interest ('The Aslan seem really cool, I want to learn more about them!', 'Wow, the Solomani sound fascinating, let's have a look...', 'Damn, the Spinward Marches sure seem like a hotspot! I want to learn more about it!'), you can get the relevant book and dive head-first into that.

But I maintain that The Third Imperium is the ideal springboard for the setting.
 
One or two subsectors is more than enough to run an entire campaign in that lasts years of weekly play. And every one of those regional sourcebooks is 32 subsectors.

As Gabriel says, The Third Imperium, is the best overall look at the Imperium itself. And it covers the core sector as well. Behind the Claw is where the setting began and everything else was developed from that. That's the traditional starting point.

If you don't want to be in the Imperium at all because that's kind of overwhelming, there's several source books for "just over the border of the Imperium" to "barely in contact, if at all."
 
Some RPGs (I'm thinking of 13th Age right now) have blurbs in their Class write-ups that say something along the lines of 'play this class if you like to unravel secrets' or 'play this class if you like pounding things on the head.' Any given sector or subsector or world can have any sort of adventure, but each has its astropolitical background that makes certain themes or adventures fit more easily.

Perhaps trying to determine what those themes are would help to tell players and GMs where they might want to start their games. Similarly, noting which regions have more support could inform players whether there is a lot of background lore or they're expected to wing it.
 
Some RPGs (I'm thinking of 13th Age right now) have blurbs in their Class write-ups that say something along the lines of 'play this class if you like to unravel secrets' or 'play this class if you like pounding things on the head.' Any given sector or subsector or world can have any sort of adventure, but each has its astropolitical background that makes certain themes or adventures fit more easily.

Perhaps trying to determine what those themes are would help to tell players and GMs where they might want to start their games. Similarly, noting which regions have more support could inform players whether there is a lot of background lore or they're expected to wing it.
I am pretty sure that no area has as much support material as the Spinward Marches. It has like 40 years of material having been written about it. lol
 
Here is the intro I use for my Third Imperium, it is cut'n paste of various classic Traveller sources with some editing:

The Spinward Marches – the proto-Third Imperium introduction

The lmperium is a strong interstellar government possessed of great industrial and technological might, but unable, due to the sheer distances and travel times involved, to exert total control at all levels everywhere within its star-spanning realm. It encompasses 281 subsectors and approximately 11,000 worlds. Approximately 1100 years old, it is the third human empire to control this area, the oldest, and the strongest. Nevertheless, it is under strong pressure from its neighbouring interstellar governments, and does not have the strength nor the power which it once had.

On the frontiers the lmperium allows a large degree of autonomy to its subject worlds calling only for some respect for its overall policies, and for a united front against outside pressures. Extensive home rule provisions allow planetary populations to choose their own forms of government, raise and maintain armed forces for local security, pass and enforce laws governing local conduct, and regulate (within limits) commerce. To monitor the space lanes, the lmperium maintains a Navy. Because these forces can never be everywhere at once, local provinces (subsectors) also maintain navies, as do individual worlds.

Defence of the frontier is mostly provided by local indigenous forces, stiffened by scattered lmperial naval bases manned by small but extremely sophisticated forces.

Conflicting local interests often settle their differences by force of arms, with lmperial forces looking quietly the other way, unable to effectively intervene as a police force in any but the most wide-spread of conflicts without jeopardizing their primary mission of the defence of the realm. Only when local conflicts threaten either the security or the economy of the area do lmperial forces take an active hand, and then it is with speed and overwhelming force.

At the spinward edge, 120 parsecs from the original centre of the Imperium, the Marches represent one of the furthest extents of exploration and domination by Imperial forces. Lying adjacent to territory of the Zhodani Consulate and the Vargr Extents, this region is a site which has seen much conflict and intrigue.

The Regina Subsector

The hub of new development in the Spinward Marches is the Regina subsector. Located at the very edge of the Imperium, it serves as a contact point with the Vargr to coreward and the Zhodani to spinward; the result is considerable trade activity through the starports of the region. Much of the upper strata of Zhodani society are extensively trained in, and commonly practice the Psionic Heresy

The lmperium has been suppressing political dissent in order to keep peace in the Regina subsector.

A reward has been offered by the subsector government for the location of a senator who has been missing since 1102.

A recent uprising at Feri (0405) has cut the Imperial communication jump route from Regina (0310) to Efate (0105).

The government of Roup (0407) has made a subsector-wide call for surplus starships to supplement its local forces. There has been no opposition from the subsector government.

The Forboldn Project is the primary colonization project within the Regina subsector. Originally conceived in 987 to utilize the resources of Forboldn (0208), the project began its execution phase in 1089, shortly after the Fourth Frontier War. Large numbers of colonists were recruited and shipped in cold sleep from the Imperial core, with arrival times set from 1110 to 1120. Simultaneously, preparations on Forboldn began, with detailed planetary surveys to pinpoint resources and initial building projects to prepare industry and quarters for the arrival of colonists.

Interdicted worlds are interdicted because the lmperium is trying to conceal its mistakes in social and political planning.

Elsewhere in the Spinward Marches

Exile Camp. A location committed to the containment of individuals guilty (or presumed guilty) of political crimes of discontent. Governmental controls are usually restricted to the retention of inmates, and a general oppression of the population.

lmperial Prison. A penitentiary or rehabilitation centre for those guilty of lmperial crimes.

lmperial Reservation. A location, usually very large, under lmperial jurisdiction and restricted to use only by members of the lmperial family, or those authorized by a member of the lmperial family.

lmperial Way Station. A base established for the repair, maintenance, and overhaul of lmperial equipment. It may include provisions for Army troop barracks, naval and scout ship overhauls, and intelligence operations

The lmperium has long maintained (since 556) a research station in the Retinae system for the purposes of communications research. Accessed from Frenzie/Vilis via Thanber, the station has frequently figured in Zhodani diplomatic protests. Its long-standing presence at Retinae and the steadfastness of the Emperor has served to maintain its continued operation.

Asmodeus is recovering from a nuclear war which ended in 1005

World 728-907, recently surveyed, is a large inhabitable world with no evidence of higher animal life although extensive forestation and insect presence have been noted. The Ministry of Colonisation has designated the world for seeding within the next century, with a view to colonisation upon availability of personnel and funds.

Collace is the site of one of several lmperial scout bases in the district. Application has been made for membership in the Imperium, which is pending.

Tureded, a small agricultural world, has recently become of increasing importance as a trade and shipping centre because it lies at a junction for jump-I travel from rimward to the Regina, Jewell, and Rhylanor subsectors. It is expected that Tureded will be upgraded to a class B starport within the next decade. The Scout Service is currently negotiating the establishment of a Scout base, with the apparent intention of an xboat link from Rhylanor to Dinomn and Regina

The Ling Standard Products shipyards at Lunion and Strouden are the major shipbuilding points within the entire Spinward Marches. The excellent workmanship, combined with level D technology, makes LSP products highly sought after.

The asteroid belt at Zaibon was once the largest deposit of copper on record, but the lode has dwindled to virtually nothing, and the facilities are deteriorating.

Wardn is a small world notable primarily for its intricate patterns carved in its desert plains. One hypothesis holds the runes are marks left by anaerobic life, while another claims that they are artifact results of an ancient culture.

The government on Quiru is a military junta which is the result of a mercenary operation. Imperial force has not yet been brought to bear.

Egypt has been selected for a Ministry of Colonization training base.

Mithras is the site of an Imperial exile prison; convicted individuals are deported to the world where they begin life anew. Although environmental conditions are harsh, the opportunities on Mithras have made it a showcase of rehabilitation.

The Imperial Research Station at Duale has reportedly suffered extreme damage from an explosion of undetermined origin in 1102. A high degree of military security has been present in the system since that date. The nature of the research being undertaken is not known.

Nexine is an underpopulated water world currently being used by the Ministry of Conservation for reseeding efforts using biologically altered humans.

The desert world of Thisbe has undertaken a long-term project to divert large numbers of frozen water and gas asteroids from the Thisben belt to the planetary surface; the intention is an improved atmosphere and hydrographic percentage
 
I think your question is valid.

Acknowledging the distinction between rules and setting, and that setting does not have to mean Charted Space, I still think a very short play primer would be useful. There is a fair amount of implied setting to the rules.

So, it might include:

What sort of game rules Traveller presents (traditional, pass/fail, simple and quick and get out of the way etc)
A simple example of a task to illustrate
Technology Levels and Jumpspace - how that shapes the topography of polities and that information travels at the speed of the fastest starship
Sentience and AI
Government types, societies and example conflicts
The types of game and the sort of things characters actually do
A note on how YTMD (your Traveller may differ)

Such a thing may exist? I checked the Starter set and it goes some way, but not as a simple stand alone. I think somethnig like the above would really hook into the feel of what Traveller is about.

Separately, it might be useful to have a very short Charted Space primer, without going into any setting sector in detail. This might include:

An overview of the shape of the Third Imperium and neighbours and how the 3rd got there.
The societal pulls of nobility and corporation alongside individual system governments
The Ancients - and what is commonly known
Alien Species - with a brief statement as to how they typically think

Neither of these primers would need to be more than a dozen carefully chosen pages. Of course, there is nothing to stop me writing them for my groups.

Just a thought.
 
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