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Core Rules book - wished it removed Psionics and added missing Pre-Career and Aliens

I don't use psionics, I find the concept irritating. I never had any use for the "There are things that look like people, but aren't. Lets kill them!" plot. So if you're a Joe, you probably have psionic relatives, even if you aren't. Same if you are Darrian. Otherwise, humans being human, you have a chance of Joe or Elf ancestry, and otherwise I forget about it.

Also as a house rule, dolphin minds are so different that they are almost invisible, much less readable, to Joe telepaths.
 
Catherine Coulter has a fictional F.B.I series with a character (Agent Dillon Savich) who has telepathic abilities. and a few side characters who also have some telepathic and/or some other psionic type powers. She's still writing books in that series.
 
Anything recent have psionics?

Well, if we look at just genral scifi and not just literature. Dune still has legs... (plus Star Wars and Star Trek or even the Stargate franchise). I'd argue that Arrival and Annihilation deal with psychic abilities presented in non-standard format, same with Chronicle and Lucy (or Minority Report). Any story exploring biological transhumanism is basically repackaged psychic content, nowadays purely "psychic power" written about the same way as it was in the 50's-80's has transitioned into more horror content rather than strict scifi because it tends to be set modern-day and not far-future.

Possessor (2020) is an excellent example of this.

D.
 
Well, if we look at just genral scifi and not just literature. Dune still has legs... (plus Star Wars and Star Trek or even the Stargate franchise). I'd argue that Arrival and Annihilation deal with psychic abilities presented in non-standard format, same with Chronicle and Lucy (or Minority Report). Any story exploring biological transhumanism is basically repackaged psychic content, nowadays purely "psychic power" written about the same way as it was in the 50's-80's has transitioned into more horror content rather than strict scifi because it tends to be set modern-day and not far-future.

Possessor (2020) is an excellent example of this.

D.
A lot of that is 20+ years ago, still different from when Traveller was written in the mid-70's. It's weird, and not stuff I want to think about anymore. I have been playing since '79 I know all there is to know about it. Didn't much care for the idea of everyone becoming psionic.
 
In the recent Godzilla vs. Kong, the latent telepathic ability of Ghidorah skull was used as a mechanism to pilot mecha-Godzilla, and then the latent telepathy somehow imbued itself into the mecha-Godzilla to control it directly. Fun to watch, but I started thinking that that was kind of weird. I'm also trying to not think about it too much, as it might affect my enjoyment of a few pre Disney Star Wars novels.

I know, I'm pulling idea rabbits out of my memory hat, but it's the best I can do at the moment.

I originally wasn't interested in using Psionics in Traveller, as I felt it was too much work, and a little too much power. But after discovering the Psionicist Class for T20 and some interesting psionic rules in Freelance Traveller, I'm thinking of adding psionics with a little darkness in it's history.
 
A lot of that is 20+ years ago, still different from when Traveller was written in the mid-70's. It's weird, and not stuff I want to think about anymore. I have been playing since '79 I know all there is to know about it. Didn't much care for the idea of everyone becoming psionic.
There is the whole MUTANT/SUPERHERO genre (dominating film franchises) where "powers" are central to the plot. That is still going strong.

I was never interested in Psionics in a Traveller Game because they were fussy and unbalancing. Either it represented a "MarySue" benefit that caused one character to dwarf the rest of the group or it required massive efforts to create balance (or PSR was so low that the PSI was meaningless).

In my most recent PbP game, several players expressed an interest in Psionics, so I agreed and chose to make it CENTRAL to the game. All the PSIONICS rolls and skills were moved behind the REF screen so players only knew what they discovered. Locating training was an adventure all by itself. I adopted a "fear of psions" tone from the X-Men universe (use it too openly and a mob may attack you, or the Government may want to dissect you, etc).

Then I planted HINTS into the CHARGEN History of players that rolled a near-death survival roll in Chargen. A "MARINE" remembers taking a desperate shot that was going to miss and "willing" the shot to curve and hit the target ... saving his life just before he passed out. Now he wants to find someone that can teach him to control his ability.

So Psionics CAN be a very Traveller thing, they just seem to need to be a deliberate choice (and the bad guys get them, too).
 
There is the whole MUTANT/SUPERHERO genre (dominating film franchises) where "powers" are central to the plot. That is still going strong.
Though when you talk to young people interested in Traveller they are more looking towards the Expanse, or Alien as that is "hard sf" where the PC's don't have cool powers like Guardians of the Galaxy or something.
 
A lot of that is 20+ years ago, still different from when Traveller was written in the mid-70's. It's weird, and not stuff I want to think about anymore. I have been playing since '79 I know all there is to know about it. Didn't much care for the idea of everyone becoming psionic.

Well, thankfully nobody is forcing you to play a certain way. I think a cursory glance at the current status of fields of Scifi in specific and speculative media in general (in fiction, TV & film, RPGs, and Computer Games) makes it clear that your opinion is not the majority, but your table is still your table.

D.
 
Well, thankfully nobody is forcing you to play a certain way. I think a cursory glance at the current status of fields of Scifi in specific and speculative media in general (in fiction, TV & film, RPGs, and Computer Games) makes it clear that your opinion is not the majority, but your table is still your table.

D.
No, my opinion is the majority, I just don't care. I admin an sf group with over 5k, there are a lot of sfrpg's with psionics, though the toxicity of Traveller people is over the top.
 
There is the whole MUTANT/SUPERHERO genre (dominating film franchises) where "powers" are central to the plot. That is still going strong.

I was never interested in Psionics in a Traveller Game because they were fussy and unbalancing. Either it represented a "MarySue" benefit that caused one character to dwarf the rest of the group or it required massive efforts to create balance (or PSR was so low that the PSI was meaningless).

In my most recent PbP game, several players expressed an interest in Psionics, so I agreed and chose to make it CENTRAL to the game. All the PSIONICS rolls and skills were moved behind the REF screen so players only knew what they discovered. Locating training was an adventure all by itself. I adopted a "fear of psions" tone from the X-Men universe (use it too openly and a mob may attack you, or the Government may want to dissect you, etc).

Then I planted HINTS into the CHARGEN History of players that rolled a near-death survival roll in Chargen. A "MARINE" remembers taking a desperate shot that was going to miss and "willing" the shot to curve and hit the target ... saving his life just before he passed out. Now he wants to find someone that can teach him to control his ability.

So Psionics CAN be a very Traveller thing, they just seem to need to be a deliberate choice (and the bad guys get them, too).
Interesting way to incorporate those near-death rolls. Thanks for sharing!
 
When Don told me that the effect of the Empress Wave was everyone become psionic, I was kind of like ugh no. lol
It's how you get "normalized psionics" in a mostly 3I setting, without rolling the calendar back to about 600IE (before the Psionic Suppressions). The other way is to let the Zhodani win the 5th Frontier War, but then it's not 3I any longer, and you could have just set the campaign in the Consulate and left well enough alone...
 
Don did not know what the original intent of the wave was, nor did he know its cause or its effects. One of the reasons it has become an FTL wave is because Don got the maths wrong on where it was and when it would hit the Imperium.

Dave Nilsen explained that it did have the intent of making psionics somewhat more common within the setting so people could have characters with those abilities, Mongoose just ignores the Third Imperium prejudice against psionics for the most part during character generation.

As to the prevalence of psionics in sci fi today...

Star Trek Strange New Worlds, Foundation, Dune Prophecy, whatever the latest Star Wars disappointment is

and yes sci fi novels are still being written that include psionic powers

Personally I don't often use them, I prefer a setting without them.
 
It's how you get "normalized psionics" in a mostly 3I setting, without rolling the calendar back to about 600IE (before the Psionic Suppressions). The other way is to let the Zhodani win the 5th Frontier War, but then it's not 3I any longer, and you could have just set the campaign in the Consulate and left well enough alone...
3I is gone by the time the wave rolls through.

As far as recent stuff goes, when teaching the game in a library or store I usually use The Expanse, or Alien as an example because that is what 15-20 year olds are most likely to have seen, maybe For All Mankind, or Interstellar. The old psi doesn't really match up with the force, or other franchises, sort of opposite, psi characters are often pretty weak esp in the case of comparing to Summer Glau. Less explaining the better along those lines, plus they have their own games.
 
To largely agree with what other people have mentioned before, I think that the rules for psi should be kept. Excising them would be no different from not including rules for fire or other phenomena; it would just be unrealistic for a "normal" setting to not include things that exist.

As an aside, it is honestly kind of remarkable that CT had psi rules at all. I do not think that many people have talked about it over the years, but it is pretty clear that Marc had some pretty strong anti-psi views in the past, although they appear to have lightened in recent years (I remember that the book with the wafer jack agent had pre-existent souls and ghosts). Marc repeatedly downplayed psi in the 3I in lots of little ways. Psi being criminalized in the Imperium (kind of an X-Men-esque trope, but really makes about as much sense as making using your eyes illegal), psi scores decreasing with age unless trained (which was not even empirically supported by scientific research at the time when Classic Traveller was published; granted that was also complicated by the fact that it was intended to counterbalance the advantages in skills that older characters had), that one passage that went over the history of psi research in known space that claimed that parapsychology on Earth was not true psi research (do not know if it is related, but Mongoose also seems insistent on using the term "psionicology" which is more of a pure SF term). I also vaguely recall hearing Marc express the belief that paranormal phenomena cannot be understood scientifically on a science-fiction podcast that he was invited to, but as I do not really want to focus on that as I cannot remember the name of the podcast. I do not mean to be too harsh to Marc and again I think his views have softened over years. Weirdly enough for a brief time it seemed like Mongoose was expanding the rules for psi a bit more in Mongoose Traveller 1e (the Society for Psychical Research was founded in Britain, and it seems like some of the academic attitudes towards psi there have affected science-fiction media over there). Do not know what they have planned for 2e, although I do know that they have mentioned that they plan on publishing another Psion book.

It is kind of a miracle that psi got into the LBBs at all, and have stayed a part of the core rules for so long. Part of it is probably due to the Zhodani and such, of course, but it is still pretty remarkable that pretty much every edition of Traveller has had playable rules for psi powers, even if there are also the warning signs of "this is illegal according to the default setting," and such that make it seem more optional. A lot of games would have just gotten rid of the rules and have it be an NPC thing or something. In that regard, I am grateful that the psi mechanics have been retained for so long.
 
To largely agree with what other people have mentioned before, I think that the rules for psi should be kept. Excising them would be no different from not including rules for fire or other phenomena; it would just be unrealistic for a "normal" setting to not include things that exist.

As an aside, it is honestly kind of remarkable that CT had psi rules at all. I do not think that many people have talked about it over the years, but it is pretty clear that Marc had some pretty strong anti-psi views in the past, although they appear to have lightened in recent years (I remember that the book with the wafer jack agent had pre-existent souls and ghosts). Marc repeatedly downplayed psi in the 3I in lots of little ways. Psi being criminalized in the Imperium (kind of an X-Men-esque trope, but really makes about as much sense as making using your eyes illegal), psi scores decreasing with age unless trained (which was not even empirically supported by scientific research at the time when Classic Traveller was published; granted that was also complicated by the fact that it was intended to counterbalance the advantages in skills that older characters had), that one passage that went over the history of psi research in known space that claimed that parapsychology on Earth was not true psi research (do not know if it is related, but Mongoose also seems insistent on using the term "psionicology" which is more of a pure SF term). I also vaguely recall hearing Marc express the belief that paranormal phenomena cannot be understood scientifically on a science-fiction podcast that he was invited to, but as I do not really want to focus on that as I cannot remember the name of the podcast. I do not mean to be too harsh to Marc and again I think his views have softened over years. Weirdly enough for a brief time it seemed like Mongoose was expanding the rules for psi a bit more in Mongoose Traveller 1e (the Society for Psychical Research was founded in Britain, and it seems like some of the academic attitudes towards psi there have affected science-fiction media over there). Do not know what they have planned for 2e, although I do know that they have mentioned that they plan on publishing another Psion book.

It is kind of a miracle that psi got into the LBBs at all, and have stayed a part of the core rules for so long. Part of it is probably due to the Zhodani and such, of course, but it is still pretty remarkable that pretty much every edition of Traveller has had playable rules for psi powers, even if there are also the warning signs of "this is illegal according to the default setting," and such that make it seem more optional. A lot of games would have just gotten rid of the rules and have it be an NPC thing or something. In that regard, I am grateful that the psi mechanics have been retained for so long.
I never viewed the psionic suppression type setting response as anything else but play balancing. Space wizards can dominate the proceedings as a certain TTRPG franchise can attest, need something to make play sessions not about the psion.

Of course you can go whole hog and develop settings with widely used psionics. Alfred Bester novels with widespread telepathy or teleportation work as very unique universes, but even those have societal controls and countermeasures reigning in true rogues.
 
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