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Differences Between Universes

Avery

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Administrator
Share with us your Traveller universe and how it conforms with the “Traveller” timeline.
 
Marc,

My orginal group started in 1105 and advanced one generation in game time over 25 years. (Now that's a scary coincidence. One of them just retired from the military today.)

But when my four sons started playing we began in 1105 again. (My wife tossed my game material in a move and I started over). The boys and their friends like playing new characters and we've never made it out of 1105...in 8 real years of playing.

Warm regards,
Capt Ron, aka Tate
 
<BLOCKQUOTE>quote:</font><HR>Originally posted by Avery:
Share with us your Traveller universe and how it conforms with the “Traveller” timeline.<HR></BLOCKQUOTE>

My next campaign will be set in a completely non official universe. Humanity (as well as Dolphins and Vargr) travel to an open cluster (perhaps one of the Magellanic clouds) via STL craft. Once there they colonize several likely star systems.

The idea will be to as much as possible model the growth of the various interstellar governments using Pocket Empires with extensions of my own devising. At the time the game starts the highest TL will be in the A - B range with an average of 8 - 9.

The only known intelligent species are the afformentioned humans, dolphins, and vargr.
Settled space will include several roughly equal powers and about as many planets that are independent of any empire.

The ruleset will of course be CT with additions from all of the later editions.

David Shayne
 
Mine was set originally in the Spinward Marches, with non-Canon Imperium. My Imperium was closer to an idealized British Empire of late Victorian/Edwardian times. The Colonial office was powerful, the Nobility was very British in many ways, White Mans burden and all that, eh what?

Later we moved to Reavers Deep, and had many many interesting adventures in this sector. The Solomani were not present, but were part of the Imperium.
 
I've gone through a lot of TUs, and I think my favorite has always been the one that I based on near Earth, and based loosely on the old Terran Trade Authority books published back in the late 70's and editted by Stewart Cowley.

Year 2088 (late-TL8): Jump drives (called deVass drives) have just been developed and unmanned testing has been underway for around 8 years along with unmanned probes begin sent to the nearest stars; first manned flight to occur by 2090. Maneuver drives were efficient enough for 1G for most everyone, and up to 3G for military crafts. No ships had exceeded the 800T barrier yet (drives just not up to it yet). Average ship size was around 200T. Powerplants varied from nuclear fusion and fission, to the newer ion drives. Energy defense shields had been around for about 30 years and a-grav generators for about 25.

No man-portable plasma/fusion guns (they were ship/vehicle weapons). A lot of slugthrowers, though.

As for what was populated - Earth, of course, and a number of orbiting O'Neil colonies and shipyards. Mars was still being terraformed, even after 40 years although the atmosphere was now kind of breathable (thin, occasionally tainted). Several lunar colonies existed, including Von Braun, a low/zero-G research/manufacturing city located in Tycos.

The campaign lasted for about 5 years before I had to shut it down due to a move. During that time, the PCs saw the government change due to shifting political climates (including an interstellar war with Proxima), the refinement of the deVass generator to jump-2, ship designs exceeding the 1500T category (one of the PCs was a scientist who helped reverse engineer Proximan tech, allowing for that breakthrough), personal starships become available (ie. the yacht), and being hired on by the TTA as special ops (based on their war records). It was a VERY enjoyable campaign.

I'd like to run it again, but all original notes have since gone missing from the many moves I've been through. Hopefully, I'll be able to recover them someday. <insert starry-eyed remimiscing look>

Skoo
 
Over the years I have mostly run events at conventions.

I ran a set I titled "The Good, The Bad, The vilani" (I through VII) about a Vilani trade fleet travelling back to Vland during the Rebellion. The premise supported using a different mix of characters each time, because the captain(s) just assigned different people to this mission's away team. That slipped around the problem of having to explain why the same people were having these same life experiences while permitting rotation of characters and players came or went.

Two of the adventures (retitled, rewritten) were published in Challenge.

later, I ran several adventures near the Regency, but published materials kept complicating my storyline between submitting the event description to the con and the play date.

I am working on a personal version of Antares, circa RoM, for my GenCon adventures. That certainly would not have that problem. 9And now I see some post from Quiklink and a whole new category about D20 gaming here. Sigh.)
 
Marc/Avery:

MTU is fairly closely CT canonical, with a few exceptions. I use the MT rules (and now the T4 psionics rules), with decorations and contacts grafted into basic CG. I don't allow Advanced generated characters, as a general rule. (If there had been an Advanced for every basic, I would have made all CG advanced).

I typically set between 1085 and 1115, but sometimes go throuugh about 1150; I NEVER AGAIN will use virus; IMTU, the hard times hit, and the 3I rebuids from Dulinor finally finishing the job on Lucan, and the "Real Strephon" (IMTU he is the Real one) bowing to superior firepower, and formally abdicating in favor of Dulinor once Dulinor finally (ca 1130) gets Lucan, and takes the capital by force, calling the moot, and then Strephon shows and abdicates in favor of Dulinor.

Nobles IMTU seem slightly more involved, and IMTU the 3I tends to overreact when it finally notices violations of the Imperial Laws... Imperial marine Battlegroups landing a brigade of Battledress, and 2 or 3 of armor, plus another brigade of leg in Combat Armor, are not uncommon. Meson fire on holed up leaders also not unheard of.

I do use the DGP materials. Extensively. I don't limit to 7 terms, I don't use Int + Edu, I allow multiple careers (subsequent enlistments at -2 DM per previous service unless single term draftee; GC ends by choice or upon second forced out). I have a variant on nobility, including several grades of knighthood, and make it possible for Reward nobles to have fiefs (in lieu of higher courtesy ranks). I use (Terms * Cr2000)+ (Officer Rank * 1000) for retirement pay; Enlisted rank has a automatic E2 by end of 1st term, and further promotions 50% shot per term 1d: 1-3 no, 4-5 1 rank, 6 1 rank, plus second rank if MCG or SEH. I use the six rank system of Basic CG, and a 9 rank system for enlisted (where appropriate). I allow rank-less careers an additional bonus skills off special duty (1 at SD TN, 2 at TN+4, 3 at TN+8, and one extra for Natural 12).

I use a slightly modified HG (match the Jump Drive fuel formmula to MT's) for big ships and insignificant ships. For PC ships, I use MT Craft Design rules.

Many (but by no means most) worlds have their own local currencies; almost all megacorps have corp-script. Corporations earn their LIC by donating 5% of their stock issues to the Immperial Family. LDC (Domain LIC's) go to the archduke, and the Archduke is expected to pass on a 1/5th (1% of total issue), LSC's (Sector wide LIC's) are 5% to the sector duke, but he passes 1/5th each to the Archduke and the Emperor), and LLC (Limited Liability Local Charters, the Subsector equivalent of an LIC) are sent up the chain frm the SubSector Count or Duke. World Imperial Nobles are typically enfeofed with the starport, and make their moneys fromm administration of the port; they are also the de facto Imperial Consul for the world; major ones may have a formal conulate system. Where the local government has a noble in charge, he is usually also regonized as an imperial noble, landed and such, but with nigh-auto approval of candidates to take office. Imperial Feudalism is Fealty to both immediate governance and the emperor. Sector Dukes run the Sector Government, Subsector Dukes or Counts run the Subsector Government. Some minor polities have succesfully lobbied to get counts or marquis who have a see in a less-than-subsector imperial sub-government; they typically pay token service to the subsector count(s)/duke(s), from whomm they are responsible. Almost all imperial members maintain a local navy (even if it's just 2 G-carriers and a dozen inspectors), the Subsector and Polity Governements have subsector navies, and the Sector Government has the Reserve Fleet; the Imperial Main Fleets are run by the Domain Grand Admirals (who, since the reinstatement of Archdukes, now have to answer to a local noble's oversight and budgeting, rather than the far-off emperor). There is no standing Imperial army, coacc, nor sailors; there is a standing imperial navy, marine, and scout service. There is a standing Planetary Forces Command at the imperial level, drawn from world and polity armies. Subsectors may have a small standing army, and sectors and domains may maintain a reaction force, but these are properly Huscarles units. Sector and Subsector dukes may hhave units comprised of Imperial Marines. Mercenaries and Starmercs have to be licenced; The Pirate career is really the Starmercs.

I make a distinction between citizens of the imperium and subjects; except for barbarian, all the PC careers enable one to obtain imperial citizenship (I assume PC's have done so, unless they state otherwise).

As an aside, I use a palmtop computer for die-rolling in almost all my gaming; PalmOS utilities would be a good thing for any new ed...)

IMTU, there are some other things which are best left undefined in canon: Norris and Branj are lovers; Lucan shot Varian (and Dulinor's men had video), Most of the moot acknowledges the Right Ascension by Personal Assassination. The Solomani run under "White Man's Burden" racism rather than "Deep South Postbellum/Jim Crow" racism. Interspecies marriages are not seen as a problem by the Imperium, nor are same sex; it's simply a matter of making the marriage legal on ANY SINGLE member world... but there are varying social ramifications.

------------------
-aramis
=============================================
Smith & Wesson: The Original Point and Click interface!
 
We had started off with the canon Imperium, but it evolved as we played. The final form was that of essentially The British Empire in space. The Empire was a powerful force, which if pissed off would really rain on your parade. It tended to be somewhat Victorian in outlook towards use of "gunboat" diplomacy to handle uppity non-Imperials. The Imperial nobility were the stiff upper lip, Old School tie, etc types. "White mans burden" was not so much a cliche as an outlook. However non-humans could become nobles, but were expected to conform to the overall outlook of the Empire.

Some excellent sourcebooks are:
Out in the Noonday sun by Valerie Pakenham
Queen Victoria's Little Wars by Bryan Farwell
Mr. Kipling's Army also by Farwell.
Pax Brittanica by James Morris

<BLOCKQUOTE>quote:</font><HR>Originally posted by Murph:
Mine was set originally in the Spinward Marches, with non-Canon Imperium. My Imperium was closer to an idealized British Empire of late Victorian/Edwardian times. The Colonial office was powerful, the Nobility was very British in many ways, White Mans burden and all that, eh what?

Later we moved to Reavers Deep, and had many many interesting adventures in this sector. The Solomani were not present, but were part of the Imperium.
<HR></BLOCKQUOTE>
 
<BLOCKQUOTE>quote:</font><HR>Originally posted by Avery:
Share with us your Traveller universe and how it conforms with the “Traveller” timeline.<HR></BLOCKQUOTE>

We prefer to play "under" the timeline, rarely rising to a level that will even generate TAS news (we hope), though we did once have a bad run of world governments in crisis *just* as we were in-system.
The BIG picture differs a bit, though. The universe our games are in has the decaying remnants of a galactic-scale war littering the skies. A race reminiscent of Andre Norton's black-skinned Forerunners, originally from the other side of the galaxy, suffered a huge and (ultimately) genocidal civil war. A bare handful of them survive, and generally avoid Imperial space except to clean up their messes. Grandfather was one of their (failed) weapons, and the Empress Wave was the genocide weapon, lit off tens of thousands of lightyears away and still going strong...
 
Gosh my. As if, we have had one. Mostly we constantly and regularly align our timeline to the official TU. Think perhaps of a time-synch program that, if you run it often enough, you never notice the time differences. For us that becomes easier because I will shift a few short adventures into one of the other timelines. Then my players have enjoyed many parts of the TU timelines.

As an aside: We really liked the rebellion period until it became 'hard times.'
------------------
mark ayers, philosopher serf, editor of n2s; the journal for an empty mind
<http://www.users.qwest.net/~n2s/>

[This message has been edited by n2s (edited 23 June 2001).]

[This message has been edited by n2s (edited 23 June 2001).]
 
<BLOCKQUOTE>quote:</font><HR>Originally posted by n2s:


As an aside: We really liked the rebellion period until it became 'hard times.'
<HR></BLOCKQUOTE>

The Hard Times & Virus Night periods are necessary historically to foster the proper "new optimism" that is the New Era. Being a "great unknown" explorer by preference, the New Era (lite on, but not sans, Virus) is my personal era of choice. I just don't get play in it that often...
 
<BLOCKQUOTE>quote:</font><HR>Originally resegiled by GypsyComet:
The Hard Times & Virus Night periods are necessary...to foster...a "great unknown" <HR></BLOCKQUOTE>

We had a great time there too. I only wish I had not tried to follow the published background material. If we had set ourselves in some region of the Traveller universe that was our own, well then I might still be there.
smile.gif


There was an occasion when I could not reset to the "Canon" no matter how often I tried. Everything we did effected the environment. In the rest of Traveller, one had to run a very high-level campaign to effect the TU, except in explainable ways. Not so in TNE.
 
IMTU

The rules are TNE. It allowed the the best character advancement to satisfy my players. Psionics are more relaxed. My favorite universe was the one where the characters had jump start on everyone else
The characters were a mixed group (1 Droyne Sport, 1 female Aslan, 3 Imperial humans and 1 hidden SolSec agent!) who were on Capital the day of the assassination. They met fleeing the madness of that day and heard Dulinor's proclimation. The SolSec agent made the game interesting by commandeering the ship the characters were fleeing on and forced the ship to misjump...1 week later they were some 36 parsecs Rimward with knowledge no one else had, so we went with it...Yes, they altered canon on the Rim, though Hard Times hit it as well. Later the Droyne, the Aslan, and one of the humans survived as remnants on Terra in a TNE campaign(Yes, I am a bit Terra Uber Alles). Virus had burned out Solomani Confederation fervor in favor of other technology. By the introduction of untouched Project Phoenix caches, psionics and organic technologies (I borrowed from 2300 and other sources) which Virus could not infiltrate, humans defeat Virus, or at that is how it went. Then they went on to new exploration and clean up of the Rim, recontacting the Aslan, Vegans and others.
 
IMTU I play under the Megatraveller ruleset with some modifications. I set the game around the year 70. Imperial expansion is going strong. More planets are being incorporated every year. Then they hit a big problem.
They reach the Zarushagaar sector. Most of this sector is ruled by a government called the Navan Federation. It is not really a Federation, it is a centrally controlled religious autocracy that has a lot to do with the Rule of Man.
The military and government are controlled by the church who have maintained it's current state of 200 worlds for 600 years. Thay haven't expanded in all that time as they have developed a prophecy that they will go forth to rule the stars, as their ancestors did before, when the stars come to earth.
A very vague prophecy that is touched off when an investigating Imperial Scout ship crashes near a monastery on an outer world. When they see the emblem on the side of the scout ship they believe the time has come and embark on a campaign to retake the Imperium as was their birth right.
They have expanded upon the Rule of Man's experiments with Dolphins and Apes and have superior medical and biotechnological levels than the Third Imperium. They only have jump-2 as every world in their area can be reached by jump-2. Most of them are fanatics. But the majority of the population on the outer worlds does not support the church or the government.
I'm just starting building this and plan to begin running in October.
 
<BLOCKQUOTE>quote:</font><HR>Originally posted by GypsyComet:
The Hard Times & Virus Night periods are necessary historically to foster the proper "new optimism" that is the New Era. Being a "great unknown" explorer by preference, the New Era (lite on, but not sans, Virus) is my personal era of choice. I just don't get play in it that often...<HR></BLOCKQUOTE>

I disagree about virus.

Hard times was a good idea... if you're having a protracted war, there should be effects.

Virus was both unneeded, and merely a way to wipe clean the slate totally. Virus presented a means for making all that went before essentially immaterial. A non-virus post hard times short night would have worked just as well, with the resultant 3I trying to grow again, the Ziru Sirkaa blocking that, and the Solomani confed growing from it's pre-SRW borders.

A shakeup was a good idea. That much of a shake-up (virus) wasn't; even the "Promised bastion of the 3I" was rapidly becoming anything BUT a bastion of the 3I.

------------------
-aramis
=============================================
Smith & Wesson: The Original Point and Click interface!
 
<BLOCKQUOTE>quote:</font><HR>Originally posted by aramis:
Virus was both unneeded, and merely a way to wipe clean the slate totally. Virus presented a means for making all that went before essentially immaterial. A non-virus post hard times short night would have worked just as well, with the resultant 3I trying to grow again, the Ziru Sirkaa blocking that, and the Solomani confed growing from it's pre-SRW borders.

A shakeup was a good idea. That much of a shake-up (virus) wasn't; even the "Promised bastion of the 3I" was rapidly becoming anything BUT a bastion of the 3I.
<HR></BLOCKQUOTE>

IMO Virus served two purposes:

1) Deus ex machina RESET button to instantly terminate a storyline which had grown both stale and 'distasteful,' and allow something like a clean slate upon which to rebuild the TU more or less from the ground up

2) A way of bringing 'machine intelligence,' a popular-but-theretofore-mostly-neglected-in-Traveller aspect of SF, into the OTU setting

The first I find utterly reprehensible and it goes to the core of the contempt I believe Dave Nilsen exhibited towards the then-existing Traveller fan- and designer-bases. There are ways to reshape, refresh, and reinterpret things without destroying and/or belittling everything that came before.

The second I can appreciate, especially since it's got a basis in Traveller Canon (the infamous Adv. 13). That's why in my hypothetical Milieu 1450 setting Virus (or rather, what Virus eventually became) exists, but it's the second aspect that's emphasized, and the first is conveniently ignored, relegated to the pages of History.
 
IMTU,
There is a merger between a 2300AD and the Traveller universe, as I postpone first contact with the Vilani until much later. For I believe Terrans would be wiped out in 2100, even if they took on a province of the the Vilani imperium.

I see a unity imposed the Children of Earth and the Regency campaigns achieved through utilizing an Ancient network of wormholes. That were discovered in late 1112 but kept as a state secret by Stephon who never really understood them because that itself was under wraps of the INI. The all was forgotten save what hardwired into certain capital battleships of the Imperium, called the Black Files which contain even more secrets. But, no one has the the TL-17 codes needed to uncrack them.

Dulinor was a reformer of sorts. Wanting to bring liberal democracy and a quasi-constitutional order to an otherwise autocratic state.

The Zhodani represent a belovent force, acting in force, only in kind. One that strives away from conflict and focuses more attention coreward.

The 3I actually plays a more active role in forming planetary governments through actively wedding or grafting the 3I social structure upon planetary governments.

The Ancients represent a much more darker and sinister force. Jumpspace and parts of planets are dominated ruins of ancient civilizations from the time of the Ancients, that may or may not be part of the true Ancients civilization.

I tend to shy away from the GURPS aliens and focus upon diverse human cultures a la BITS.
 
I typically just ignored new TNS data once I started a campaign. I pick a point in time, say, 1112 - and then ran a whole campaign from there. My players never cared for sticking with the universe that much...
omega.gif


One of the things I set up in my universe was a fairly strong conflict between the nobility, which was fairly robust, local governments, and subsector bureaucracy. A position I was very fond of developing was the Office of the Governor-General, who was the Emperor's representative on all Imperial systems (though his powers ebbed and flowed). When the noble was also the GG, he had virtual dictatorial control over his area, when the noble was not also the GG (more often, in MTU) there were great clashes between different parts of Imperial "government."

I ran an entire campaign based on the fights of the admission of Collace/D268 into the Imperium, with construction companies fighting over who would build the subsector capital building, local politicians clamouring to be named Marquis, and SuSAG as the bad guys trying to keep Collace out of the Imperium (as Tarsus had long ago made its admission to the Imperium entirely tasked to Collace's - and its psionic drug facility was at Tarsus).

I have two binders utterly full of notes from these campaigns --- now, if I could only find them!
 
Our traveller universe started about 15 years ago, and we sortof went our own way. We had minimum drive sizes based on tech level, making ships under 5000 tons impossible to have jump drive before tech 13 (even then, 1000 dton jships are the norm).
We also used Jump gates to allow for smaller ships to jump.
This led to alot more in system development and sub-light adventures.
Book 6 added alot to the details and our ref went nuts with system building and mapping.
He would put as much work into the culture and history of a single system, as I would put into a single sector.
The game, although keeping alot of the Traveller concepts, felt alot like the old west with the core worlds being like Monarhist Europe and the frontier being like dodge city.
Some of the games fealt like an old Zorro episode where a local corrupt noble is oppressing the poor people and the heros try to keep on the noble's good side while thwarting him at every turn.....

Even now, with just a few hours a month to play, we still enjoy getting together for a few beers and a bit of traveller.

best regards

Dalton
 
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