My List
Here we go... is this thing on? Ok then:
Traveller Iconic Elements.
FOUNDATIONAL.
The Jump Drive is the key to travelling to other stars. Starships of size 100 tons or greater can travel to a nearby star system in about 1 week’s time. Communication travels at the speed of jump.
Sequential jumping. To go two parsecs, you may make two consecutive 1-parsec jumps.
Starports are like Deep Water Ports, and service interstellar ships. Spaceports are like Airports, and service insystem ships. Both follow a basic classification system: A, B, C, D, E, F, G, H, X, Y.
Ships may refuel by skimming Gas Giants.
Two-dimensional space maps. "Empty" hexes only indicate "no star system present".
Tech levels. Traveller allows for multiple levels of technology. Worlds are not homogenously hi-tech. Backwaters are part of this.
Technology Level defined by particular items. See ACS Power Plants, Sensors, Weapons, and Defenses for some examples of this. See T5 chapters discussing gravitics and equipment, as well.
Modular rules. Like The Traveller Book but don't like its starship design? Swap in Traveller 5's ACS and you're done.
Humans are recognizably and unapologetically twentieth century humans. Transhumanism, cyborging, and the like are exceptions, not the norm.
Pre-career character generation. Chargen is a solo mini-game with its own risks and rewards.
Six main characteristics per person.
Characteristics take damage from combat.
Combat is deadly.
Patron oriented adventures. You have a vast setting... you never know where the players will go.... But patrons give the referee a lot of control over such a chaotic situation. They are a coping mechanism that solve a problem created by the scope of the game and contrast greatly with lists of "standard" adventure premises. There is an implication of wide-open, wide ranging player driven adventuring here.
Mercenary Tickets.
Push, Pull, Gimmick, Enigma.
PCs and NPCs are on an even footing.
No meta-game rewards. No "experience points", for example.
OFFICIAL SETTING – The Third Imperium.
Sophont direction is essential. Devices, vehicles, and other technology need someone in charge.
Starships have several basic designs. A, C, SDB, CE, J, K, L, M, P, R, S, X, XT, Y.
Shotguns in Space. Traveller includes "anachronistic" elements that defy science fiction conventions. Not everything is blasters and lasers.
Lots of worlds and Feudal Politics. SOC, Navy, and Marines implies these.
High Passage
Low Berths
Library Data
Ship's Locker
The Timeline. As Don showed us, that can go on for pages.
The Spinward Marches is Traveller's 'home'. Others like other settings, and they are still all 'Traveller'. But the Spinward Marches is 'home'.
More generally, Charted Space is Traveller's home, which is (by extension from the original Regina subsector) the Example of the default assumptions that undergird Traveller's rules.
Cosmopolitan. A number of sophont types interact in Traveller.
Traveller's Aid Society. TAS News Service (TNS) is part of that.
Sophonts. Significant non-human sophonts includes:
· Aslan
· Droyne
· Hiver
· K'Kree
· Vargr