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No more Imperium...

Originally posted by hirch duckfinder:
</font><blockquote>quote:</font><hr />Originally posted by rancke:
</font><blockquote>quote:</font><hr />Originally posted by jackleg:
The setting of the Imperium has been done to death.
...
Personally I place most of my stuff in the Duchy of Regina, and I'm not running out of material any time soon.


Hans
</font>[/QUOTE]...

In fact I'm sure that the many (confusing for a newb??) rules systems for traveller cannot be the reason the game has survived so long. The systems range from ok to good but are not superior to other good systems out there (hero, brp, etc). So what remains which makes traveller survive? In my opinion, it's the setting.

It's huge, how can anyone use it up?
</font>[/QUOTE]Let me preface this by saying that I think the Imperium setting is one of the best gaming universes created, with a lot of time and attention paid to the history and evolution of the environment and the metastory.

The problem, I think at least for me, is one of scale.

As an example, back in the day, there were two main campaign settings - The Spinward Marches and the Solomani Rim. I think all the OTU published adventures took place in one of the two locations. If players & refs were trying to follow the OTU adventures, it was not possible to realistically take the characters that were used in the Marches adventures and have them travel across the Imperium in a timely fashion to adventure in the Rim. (At least not without stealing an Imperiallines TJ, which would STILL take years in game time).

And to expand on that, there was this vast Imperium setting that this all took place in, but no detail of the Imperial core came into place until late in the game.

I think the only thing that a ref/player can do and still stay relatively sane is to stay in a four subsector quadrant (or smaller). That's the only way to really add a nice level of physical and socio-economic detail without feeling like you're not spreading yourself too thin.

The older I get, I think the OTU is a great place for ideas, but that is about it.
 
I have never disliked the 3rd Imperium, but it did have a staid theme about it. You never got the feel that there were things going on, Even though the 3I had to deal with the Sol, the Zho, and the Vargr, the way it was written it never felt pressing. It was probably the style of the writing and the theme. The fans of the 3I always seemed waiting for GDW to hand out more nuggets instead of taking the bull by the horns and creating and submitting there own ideas. Even if you did one planet, it could be a sourcebook unto itself.

Look at the ideas that came from the fans of d20 when Wotc turned it to ogl. Fans of 3I, came up with new ships. imho.
 
Whilst I've generally played and Ref'd in the 3I, I'm of the opinion that the rules should be (and should have been) separate from the background.

There was a thread a-while ago about separating the OTU from the rules, and putting all the 3I stuff into one, (or several) huge sourcebook(s). That way the game can still have its "official" TU whilst releasing the rules from constant references to the 3I (or any other OTU).

This approach is more flexible for those who would rather buy the game for the rules, rather than having to buy the game with the OTU woven into the very fabric of the game's mechanics. This allows the game's writer(s) to support the game's OTU but allows the players and GM/Referee freedom to develop their own TU's.

IMHO ;)
 
Originally posted by jackleg:
I have never disliked the 3rd Imperium, but it did have a staid theme about it.
Indeed, though each edition of Traveller has adapted that base setting towards a different sub-genre of SF, with CT being the "Stable Empire/Little Wars" incarnation, MT being "Uncivil War/Empire in Flames" shading into "Dark Times Upon Us" with Hard Times, TNE is "Rebuilding against the odds", T4 was theoretically "Dawn of Empire", T20 is "Life During Wartime", and GT comes in two flavors, emulating CT in one, and "Against the Old Empire" in the other, soon to be released.
 
CT rules were tenuously tied to the setting.
MT rules were lightly tied to the setting, and went far beyond the setting, TL-wise
TNE rules implied a good bit of the setting, but often didn't agree with the setting materials. Some rules were not even adjusted for the setting, but simply carried forth from CT and MT. (To wit, T&C. It's the same as MT, and nigh on identical to Bk7.) Tech rules went slightly beyond the setting, dropping some of the higher TL stuff from MT. Many side options.
T4 rules were truncated to match the setting, then the full TNE tech rules were expanded upon with FF&S2.
T20 rules are again, lightly tied to the setting.

TNE, as a ruleset, was able to be divorced from the Virus setting, but only by ignoring, redoing or reverting the encounter tables, and ignoring the collapse procedures.

T4 was easier to divorce IF you don't exceed the TL's in the rules.

MT was easily disconnected from setting; so was CT. MT provided for TL's up to 22, with fairly good coverage to about TL18; CT up to 16 or 17; TNE to about 20, but consistently only to 16; T4 was to TL 13, IIRC, and FF&S 2 to about 17, with a few up to 20.

I'd like to see rules support for a wider range of TL's than the setting demands. Since the setting says TL 17 is about the top (excluding the ancients), but the world gen can hit TL22, at least TL 22...
 
Originally posted by Aramis:
I'd like to see rules support for a wider range of TL's than the setting demands. Since the setting says TL 17 is about the top (excluding the ancients), but the world gen can hit TL22, at least TL 22...
I agree completely.
 
The Imperium as a setting always seemed to lack enough frontier for my tastes. The Imperium itself is hemmed in on all sides by other interstellar nations, allowing little in the way for exploration. While I understand that I could set any exploration games in a different era then the Golden Age of The Imperium, they always had the problem of knowing that the world/system you were boldly going was written up already.

Now, after saying this - I still wouldn't change the setting because it has been around for so long and shows a gradual evolution of the OTU that I do enjoy. I have added on rules for off-map unofficial subsectors that I call Provinces (detailed here) http://www.travellerrpg.com/cgi-bin/Trav/CotI/Discuss/ultimatebb.cgi?ubb=get_topic;f=7;t=000225#000000 to allow for these pockets of exploration and minor empire-building that seems to satisfy my players and I without breaking canon badly.

I believe that is what I would like to see in the OTU for T5. More ways to instill "flexibility" in the setting for individual campaigning while not tearing it asunder.
 
Being a loyal Imperial Citizen, I of course love it.

What we percieve here is not "done to death" but "done to depth". The Imperium is as small as it is presented. If your game is on an epic scale, with vast changes happening abruptly, then of course the Imperium's role in the game would be to fall. Imperium is synonymous with stable or boring to many players.

But, if one sees it for what it could be... thousands of worlds with trillions of inhabitiants, plus trillions more in transit or passing through, the possibilities are truly endless. Yes, there may not be an intergalactic war every two minutes, but then who are those guys with clubs chasing you through the starport?

All a question of scope. There should be action even in the civilized areas of space, and it doesnt all have to be trading tractor parts.
 
Originally posted by Eric O'Dell:

IMHO, the real failure is on the part of third party designers. There's no reason an enterprising group of designers couldn't have produced an alternate setting.
While absolutely true, in my experience there were tons of people during the time of MT interested in writing new and/or variant settings. The problem was that they were Mary Sue settings which served the designing indivdual's interests but which failed to interest anyone else.

With limited resources, always the case with RPGs IMO, it's often difficult enough supporting one setting, let along many.
 
What's surprising about the OTU is how little it has changed since it's inception. Having collected and sourced a great deal of the Traveller canon in the last couple of years I'm actually amazed at how little information is added or expanded upon from over 20 years ago. Only in JTAS, GT, and recent T20 stuff has the OTU been given any real depth for me.
Apart from the major changes to the setting in the various iterations, like civil war or Virus, much of the Library Data remain identical to the original LBB's. I'd have thought after 20 years we might know a little bit more about Jump space or Psionics institutes or whatnot. It seems people are afraid to expand upon the old knowledge. It makes it feel a little stagnant.

I do like the basis of the OTU, I just think it is badly presented. The reams of mainly randomly generated sectors, fixing the basic details of worlds but not giving any really useful data at all is the main problem. I spent 4 hours once looking for a particular world type with particular neighbours in the whole of the Gateway Domain without success, scratching that particular adventure idea if I wanted to use published materials. Or the issue of worlds that on the map look like major trade hubs due to astrography but only have a class E starport. It also leaves no room whatsoever for referee ideas. Maybe the OTU should have concentrated on key worlds in sectors and do them in detail rather than sketchy info for every planet.

The OTU is a good idea undermined by inconsistent presentation, and a 20 year reluctance to do anything about it.
 
The skeleton history of the OTU, from the Ancients, through the Interstellar Wars to the Third Imperium, was written out back in 1978 or so, and I assume it's been used as the baseline for GDW products.
 
Uh, Rob, parts of it are older still... see also the Imperium boardgame.
 
I shall now make a poor attempt to synthesize

Philosophy #1
The Imperium is . . .An optional setting.
This based on the fact that right from the start the first three rule books told YOU how to construct your own universe. Don’t like the starships provided, fine make your own. Regina not spicy enough for you? Ok hotshot let’s see a UWP from ya’.
The Imperium is exactly what you want it to be.

Sigg Oddra:
I'd rather T5 went back to encouraging people to design their own settings too
The Imperium OTU could still be there for those without the time to put together their own settings...


Philosophy#2
The Imperium is . . . great for setting and background. It provides the impetus that a generic universe cannot.
By robject
I'm a little of each opinion, here. I find plenty of sketchy information in the Spinward Marches -- enough data in broad strokes, and some work required of me to flesh it out for my particular campaign.

ByJim Fetters
Let me preface this by saying that I think the Imperium setting is one of the best gaming universes created, with a lot of time and attention paid to the history and evolution of the environment and the metastory.
The problem, I think at least for me, is one of scale.

By the Duckfinder
However, a setting as detailed as the imperium with nearly thirty years development is an incredible asset. I can pick and choose what I would like to use and change things as I please.

Philosophy #3
The Imperium is . . .annoying and unnecessary.
People come close but cannot seem to commit to this heresy. I can play devil’s advocate and state the following. . .
LBBs 1-3 do not make the Imperium a necessary facet of the universe and so any attempt to shackle it using “official” maps and other frippery only limits personal creativity.

Most of us seem to fall into category 1.
 
you missed #4:
An Imperium setting is needed and essential, but needs to be freed of 30 years of unfocused growth. Restart the imperium from the base assumptions, dropping all the intermediate canon.

EG, Imperium Prime.

and #5:
There need to be a dozen interlinked OTU settings.
-MWM
 
A blank slate you say?

A “new” Imperium disconnected from the rest of the OTU with the benefit of hindsight incorporating the best of all worlds and avoiding the worst of the mistakes. An alternate universe?
and/or
A proto-Traveller concept?

"and #5:
There need to be a dozen interlinked OTU settings.
-MWM"

I did not know that
 
Apologies for the length of this post. It needed some in depth treatment...

MWM's been trying to get buy in for multiple times in the OTU setting for T5 for the last two years.

I don't buy into MWM's oddity.

Multiple settings are fine. Multiple timepoints in the same setting are not; it felt bad to be playing "In the past" with T4.

I would like to see a "fresh write" of the Imperial setting, matching the design sequences, rules mechanics, and "fill text" to make a cohesive core.

SOme examples of how this failed in prior editions:
1) Battle Dress. BD was mentioned in CT Bk3, required vacc suit skill only. Bk 4 made a separate skill for it, but not many marines got it, and fewer army types. JTAS, in an article which many claim to be canonical, had Loren put forth that ALL Imperial Marines are BD troops. MT completely ignored the article. TNE sidestepped it, but it is a baseline for RC Marines. T4 again did not make it automatic for marines. GT comes out, and in it ALL marines are required to have Battlesuit skill, albeit at a trivial level. In T20, there was serious argument in playtest over the canonicity of Loren's article. Sanity won out, and it was (in part due to my own longwinded diatribes) made it so GM's could mandate BD without making it mandated for GM's who didn't follow the "All marines are BD troopies" mentality.

Another such issue is the "Kinunir Controversy". Is it a cruiser? Well, in a Bk2 universe, sure. In a HG universe, it's a close escort.

Likewise, the Gazelle... in Bk2 universes, it's a real battlecruiser. In a median universe, where a Kinunir is a CL, it's basically a destroyer. In a HG2 universe, it's a target, and below the scope of real military vessels.

The Type T: Is it a Corvette? A Cutter? A Cruiser? In a pure Bk2 universe, it's a functional light cruiser. In a HG universe, it's a gnat, perhaps a cutter. In a Median universe, it's smaller than a Gazelle, so it might be a decent corvette (fast escort).

Bridges: the kind on ships, that is. Bk2 and Bk5 ships have a minimum size of 20 T, and require 2% of hull or the minimum size... but we know that that excludes the computer. MT Ships have no bridge design sequence; total the control panels and the seats to find the bridge space... seldom terribly big. TNE goes to 1T per bridge crewman... T4 keeps that. T20 is back to the HG 2%/20T min.

Ship Sizes: The Bk2 universes are 5000Td or less. The HG/T20 universe tops out at 1MTd. The TNE/T4 universe, due to radiator constraints, tops out about 50KTd for warships, and IIRC, around 250KTd for merchantmen. I don't know the limits for GT.

Is the army local or imperial: CT makes it look imperial. MT implies local. TNE sidesteps, by being RC, and Local. T4 is apparently imperial. T20 is local, but GM's can make it imperial easily. GT is localized, but GM's can have an Imperial Army by using GTL12 for IA troops.

Nobles: How much power do they have? Canon addresses only the power of world nobles. CT, we have two articles, and a lot of innuendo implying, but never stating, vast amounts of power for the Serving Landed Nobility. MT does little to mitigate this, and reprints one of the two articles almost verbatim. TNE again sidesteps, by not being set in the Imperium. T4 makes it far less certain that nobles have a lot of power, but again, by being in a different timeline zone, can't be used to answer for the other setting points. T20 implies a good bit of power, but not direct power. GT, it depends upon which advantages you take...

These are the kinds of things a new setting NEEDS to solve to survive in todays market place, where "fill text" is often more than 3/4ths of the product.

(Most GURPS supplements, including much of the GT line, is this way. BTC is almost entirely fill, GTFT is about 1/3 fill... and most of that is explanation of the method, rather than actual setting info. As an Aside; GTFT is the prescribed trade and commerce model for GPD... where I see it fitting better, due to FTL commo.)

The lightest "Fill Text Level" products on the market are D&D3.5E PH and DMG, at about 10% (the religions, the technology, and some other bits, mostly scattered), Hero System Rulebook, at about 3% for HSR5, (vs 20% for 4th Ed Champions, and up to 30% for several HS3 products), and GURPS core rules, at about 10% based upon 3R (I don't have 4, and won't buy it. If you really think I need GURPS 4, send me a PM, and I'll send you the snail address to ship it to...)

Anything by WWG is about 50-80% fill. Most D20 core rules by other than WOTC run at least 25% setting fill. T20 among them.


By fill text, I'm talking anything which is neither rules nor direct explanation of why rules are or how they work. So examples are not "fill text" nor are rules, but the intro blurbs in the chapters of many games probably are. monster description texts clearly are, except for the parts that describe special abilities; monster stat blocks aren't.

Don't get me wrong: Fill Text is important in modern RPG's. It really helps when the fill supports and is supported by the rules.

Traveller has survived on Good Fill, and Good rules, but not Good Fill supporting Good Rules. They have disagreed often. I've had players decline to play upon finding out that MTU is not an "All marines are BD troops" or "Landed Nobles have direct charge of ALL starports."

So, I'd rather see a clear setting attached to the assumptions in the rules than any pre-extant setting tied to the new ruleset.

In that respect, TNE was fine; there was no imperium, so there were no multi-hundred-kilo-displacement-ton Battleships... and so the fact that they can't be built to "Known" specs in TNE is far less obvious until a gearhead tried to rewrite the AHL... and found that she can't be made to happen in FF&S, at least not with published stats from Supp 5.

Likewise, if you're going to have 500KTd BB's, you'd better be able to actually make them fly at relative combat speeds in the rules. If you're going to have a massive tradeflow setting, ala GTFT, you'd better have a world generation system which makes more sense in that environment.
 
Originally posted by Murph:
Aramis, great post, can we get some further from you on this topic please?
Some people are never satisfied ... ;)
 
Originally posted by Kurega Gikur:

Philosophy #1
The Imperium is . . .An optional setting.
This based on the fact that right from the start the first three rule books told YOU how to construct your own universe. Don’t like the starships provided, fine make your own. Regina not spicy enough for you? Ok hotshot let’s see a UWP from ya’.
The Imperium is exactly what you want it to be.
I agree with this, but my viewpoint is that the Imperium is an example of what could be done with Traveller, set in a universe comfortable and easy for many sci-fi fans to understand and play in, with many themes heavily explored in classical and semi-classical sci-fi (feuding noble houses, interstellar piracy, space traders and so on). It is also a fine universe to play in if you don't have the time or inclination to build your own from the ground.

But for me, the ability to build my own TU was always one of CTs key appealing points.
 
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