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[OTU] What's your opinion on the Reft Sector?

Hi everyone,

during the last couple of days a friend and I are in a SF-rpg-frenzy. Looks like he is going to gather some friends for a new SF-project.
During our talks we discussed the most recent news about Gliese 667; and then I started thinking about Generationships, Sleeperships, different developments, Serenity-style-ish background etc. blabla. And today my friend told me he had bought himself the Reft-Sector sourcebook for Traveller, because he read the cover-texts and had remembered my thoughts on a fictitious Gliese667-setting ...

Now I ask you: What do you think about the Reft Sector? And do you think it would be suitable for a Serenity-style Traveller-campagin?

Best wishes!
Liam
 
I am a Firefly nut. and a nut about OTU history prior to the Third Imperium and Terra. Since you have specified OTU in your heading, I will stick with that as constraints. So..

First, the OTU does not seem to have the fast terraforming that is implied in Firefly/Serenity nor the gravity technology that allows all planets to have 1g and standard 24 hour day cycles. This technological assumption comes from the Serenity RPG and web sources I have come across. Even if such technology exists overall, keep in mind that the ships launched from Terra at a time when Terra was TL8 or maybe some TL9 (like every other TL9 device except Jump Drive). Terraforming is around TL11. It is not likely that small awake crew will advance the overall TL

Second prior to the misjump of the El Dorado into the Islands subsectors the Islanders do not have Jump Drive so ships coming and going to different systems is limited to the original generation ships and new builds once they get to colonizing. So it takes years to get from one system to another. The lack of terraforming means think space stations and MAYBE one or two extra Life Zone planets per system.
 
Once jump becomes available, then it is doable but it's not Central Planets vs Border Worlds. It is more different governments vs. different governments. As such doing any job that comes along, even legal ones is interesting because of who considers it legal and who considers it illegal. Since jump ships are a relatively new innovation, there may be less ships meaning your obsolete freighter may be more recognizable.

For flavor, the culture clash/mash in the Islands is German, French, and English (UK), not American and Chinese. English, is the "trade" or common tongue. You might have other cultures as well (like Badger's home planet), but the colony ships were ESA built, so most likely any smaller national groups would come from ESA contributing nations.
 
Hi there,

thank you very much. When I mentioned "Serenity/ Firefly", I just meant the idea of a ship's crew of very diverse personalities dealing with all kinds of freelancing-activities covering all shades between legal and illegal qualities. So writing here about "Serenity/ Firefly" is not so much about transferring "Serenity/ Firefly" into this pocket of the OTU-verse.

Anyway, leading back to the major question: What is your opinion on the quite exclusive situation of the star-clusters in the middle of the Reft-Sector? Since the technological means of star-travelling are so different from what is supposed to be overall standard in the Imperium (and elsewhere), would you think that the Reft-'anomalies' of civilization fit into the picture or are way too 'misplaced' in the OTU?

And besides those questions I'd like to learn more about your opinions if this supplement is worth the bucks or not? My friend has no opinion about the Reft-Sector-sourcebook yet; and I wonder if I should 'just buy' it, or if I should consider advice from more experienced Traveller-gamers on this forum.

Best wishes!
Liam
 
Hi there,

thank you very much. When I mentioned "Serenity/ Firefly", I just meant the idea of a ship's crew of very diverse personalities dealing with all kinds of freelancing-activities covering all shades between legal and illegal qualities.

That's the classic Traveller set up.
 
As HG_B wrote, you're describing the classic Traveller set-up. The Reft Sector or, more accurately, the Islands Subsectors region of the Ref is a good place for such a classic campaign IF you take care to rewrite and/or ignore much of the canonical information regarding the Islands.

Let me begin by first explaining that the Islands were originally created as a setting for a strategic level wargame. The eight major powers in the Islands, their locations, their strengths relative to each other, their colonial possessions, their diplomatic relations, all of it have been carefully crafted to create a balanced wargame.

The Islands are an armed camp, a tinderbox only lacking a spark, a multi-party interstellar war waiting for the first gunshot, a zero-sum game played by paranoids, and much much more all packed into a small fishbowl. Any freelance activities anywhere in the Islands are going to get the rapt attention of eight nearby powers all to very ready to fear the worst rather than the somewhat distracted interest of the solitary, somewhat distant, Alliance in Serenity.

You're going to need to dial back the wargaming aspects of the Islands in order to give your campaign the "room" it needs.
 
Wow!

Hi there.

That is very interesting. That actually gets my attention. Drawing back the level of - may I say so - paranoia wouldn't be so much of a problem - I guess, because ...

I just wonder how much the 'lack of jumping capabilities' in the islands, as I understand Nathan's reply, does have an impact a) on the 'explosiveness' of the political situation on the one hand and b) on the gaming activities of the gamers. Mh ...

Best wishes!
Liam
 
I just wonder how much the 'lack of jumping capabilities' in the islands, as I understand Nathan's reply, does have an impact a) on the 'explosiveness' of the political situation on the one hand and b) on the gaming activities of the gamers.


Please don't get confused here. The Island powers have jump drive, they just never developed it on their own and received it rather late. The Islands were settled by STL generation ships and FTL in the form of jump drives came after most of the systems already were settled. That's a "designed-in" problem and that's why the Islands are a war waiting to happen.

Remember, the Islands were designed to be a wargame map first and an RPG setting second.

Briefly, the history of the cluster goes something like this. The European Space Agency launches 3 STL generation ships a few decades before Earth develops jump drives and meets the Vilani. Each ship carries a different linguistic/cultural groups; "English", "French", and "Germans". Around 4500 AD, the three ships arrive in the Islands Cluster and each colonizes it's own world. That's when the fourth culture appears. A majority of the colonists were carried in cold sleep while multiple generations of the crews were born, lived, and died aboard the ships. The crews decide they don't want to settle a planet and prefer to keep exploring. They eventually colonize a fourth system, a planetoid belt, meaning four founding systems were settled.

Over the centuries, the old ESA STL ships travel around the Cluster and new STL ships are built too. Nearly all the other systems in the Cluster are settled by colonists picked up by those ships and dropped off at the other systems the ships have found. The four original worlds settle "daughter" worlds and those "daughters" settle further worlds. Of the four linguistic/cultural groups, the "French" settle the most worlds in the Cluster with their original world, Amondiage, settling daughter, granddaughter, and even great-granddaughter worlds.

The whole Cluster plods along linked by STL ships with schedules measured in years until the 3rd Frontier War when an Imperial navy cruiser misjumps into the Cluster. It limps into the planetoid belt I mentioned above, the one settled by ESA STL ship crews, and manages to repair it's jump drive with the help it gets there. After the cruiser jumps home, the Belt culture builds it's own jump drives thanks to what they learned and begins to create an empire.

Then the IISS shows up.

The IN cruiser reported on what had happened, the Imperium correctly deduces the Belt culture will reverse engineer jump drive, and the IISS is sent to "restore the balance of power" in the Cluster. The Scouts do this by picking seven likely worlds and giving them jump drive technology. The Belt culture's empire is stillborn and the Islands become the eight man wrestling match I wrote about earlier.

Obviously, that story has holes you can fly a Tigress through. Among many other things, when you look at the history of the OTU, the idea that a mid-rift cluster of over twenty worlds would remain out of contact for thousands of years is ludicrous. Whether you go by the original 6 parsec gap or the later 7 to 8 parsec retcon, anyone with jump3 or better and extra fuel tanks could visit the Islands any damn time they pleased.

What we need to remember is that the Islands were crafted as a wargame and, at first, only vaguely attached to the OTU. GDW basically said "They're in the Great Rift... someplace..." pointing to some gray area on the map where only a few pencil marks appeared. The problems began when that gray area began to get colored in. You look at the maps now and the claim that the Islands were unknown until after the Third Frontier War will either make you laugh or gnash your teeth. Plenty of people, myself included, have come up with various excuses. None really work because the Islands were never really meant to be an integral part of the OTU's story. They were a place you could fight a strategic wargame and little else.

Anyway, the canonical Islands is the eight-man wrestling match between paranoids I wrote about. The game they're playing is a zero sum one, any achievement by one power comes at the expense of another. It's set-up this way because - as I've constantly repeated - it's a wargame.

Each of the eight powers has one or more colonies/client states. Any attempt by one power to reduce one of the few remaining neutral worlds to colonial and/or client state status will mean war with another power or powers. And any war that breaks out between two or more powers will bring the others in too. The situation is like pre-WW1 Europe and deliberately show. All this means that any "finagling" your players get into will have consequences all out of proportion. Each of the eight powers is closely watching the others and closely watching whatever goes on anywhere in the Cluster. There isn't a lot of wiggle room for the type of campaign you've mentioned.

You're going to need to defang the Cluster. I always thought that preventing the secondary/tertiary colonization of the Cluster until after the IISS hands out jump drive might do the trick. This means only Amondiage, Neubayern, and New Home in the Old Islands subsector are settled along with Serendip Belt in the New Islands subsector. None of the subsequent STL colonization that "filled" Cluster occurs. When the Imperium hands out jump drive technology, a colonization rush does begin but it's more like the one seen in 2300AD where one power cannot lay claim to entire system and many systems host colonies from multiple powers. Run the clock forward a few centuries and you've got a nicely jumbled collection of colonies, ex-colonies, old powers, new powers, and everything in between with lots of wiggle room for all sorts of finagling.

Of course, whether my gibberish is of any help is debatable. I'm quite sure you'll quickly come up with ideas that will work for your RPG group.

Good luck.
 
Thank you so much, Whipsnade.

That is an awesome read. And it makes a lot of sense - because it is supposed to be the setting for a ... dundunDUN: wargame. Now I have a far better understanding what is going on there. And actually that helps me a lot in the decision-making process whether to buy the sourcebook or not ...

Sweet.

Best wishes!
Liam
 
Thank you so much, Whipsnade.

That is an awesome read. And it makes a lot of sense - because it is supposed to be the setting for a ... dundunDUN: wargame. Now I have a far better understanding what is going on there. And actually that helps me a lot in the decision-making process whether to buy the sourcebook or not ...

Sweet.

Best wishes!
Liam


Mongoose Trav published a good treatment of that sector. You can get it in pdf.
 
Thank you so much, Whipsnade.


You're welcome. Glad I could provide what little help I could.

And actually that helps me a lot in the decision-making process whether to buy the sourcebook or not ...

I'd buy it because you can always change, ignore, or otherwise modify whatever bits don't work for you and your group. There's always something you can plunder!

Good luck and please let us know how it turns out. :)
 
Please don't get confused here. The Island powers have jump drive, they just never developed it on their own and received it rather late. The Islands were settled by STL generation ships and FTL in the form of jump drives came after most of the systems already were settled. That's a "designed-in" problem and that's why the Islands are a war waiting to happen.

Remember, the Islands were designed to be a wargame map first and an RPG setting second.

Briefly, the history of the cluster goes something like this. The European Space Agency launches 3 STL generation ships a few decades before Earth develops jump drives and meets the Vilani. Each ship carries a different linguistic/cultural groups; "English", "French", and "Germans". Around 4500 AD, the three ships arrive in the Islands Cluster and each colonizes it's own world. That's when the fourth culture appears. A majority of the colonists were carried in cold sleep while multiple generations of the crews were born, lived, and died aboard the ships. The crews decide they don't want to settle a planet and prefer to keep exploring. They eventually colonize a fourth system, a planetoid belt, meaning four founding systems were settled.

Over the centuries, the old ESA STL ships travel around the Cluster and new STL ships are built too. Nearly all the other systems in the Cluster are settled by colonists picked up by those ships and dropped off at the other systems the ships have found. The four original worlds settle "daughter" worlds and those "daughters" settle further worlds. Of the four linguistic/cultural groups, the "French" settle the most worlds in the Cluster with their original world, Amondiage, settling daughter, granddaughter, and even great-granddaughter worlds.

The whole Cluster plods along linked by STL ships with schedules measured in years until the 3rd Frontier War when an Imperial navy cruiser misjumps into the Cluster. It limps into the planetoid belt I mentioned above, the one settled by ESA STL ship crews, and manages to repair it's jump drive with the help it gets there. After the cruiser jumps home, the Belt culture builds it's own jump drives thanks to what they learned and begins to create an empire.

Then the IISS shows up.

The IN cruiser reported on what had happened, the Imperium correctly deduces the Belt culture will reverse engineer jump drive, and the IISS is sent to "restore the balance of power" in the Cluster. The Scouts do this by picking seven likely worlds and giving them jump drive technology. The Belt culture's empire is stillborn and the Islands become the eight man wrestling match I wrote about earlier.

Obviously, that story has holes you can fly a Tigress through. Among many other things, when you look at the history of the OTU, the idea that a mid-rift cluster of over twenty worlds would remain out of contact for thousands of years is ludicrous. Whether you go by the original 6 parsec gap or the later 7 to 8 parsec retcon, anyone with jump3 or better and extra fuel tanks could visit the Islands any damn time they pleased.

What we need to remember is that the Islands were crafted as a wargame and, at first, only vaguely attached to the OTU. GDW basically said "They're in the Great Rift... someplace..." pointing to some gray area on the map where only a few pencil marks appeared. The problems began when that gray area began to get colored in. You look at the maps now and the claim that the Islands were unknown until after the Third Frontier War will either make you laugh or gnash your teeth. Plenty of people, myself included, have come up with various excuses. None really work because the Islands were never really meant to be an integral part of the OTU's story. They were a place you could fight a strategic wargame and little else.

Anyway, the canonical Islands is the eight-man wrestling match between paranoids I wrote about. The game they're playing is a zero sum one, any achievement by one power comes at the expense of another. It's set-up this way because - as I've constantly repeated - it's a wargame.

Each of the eight powers has one or more colonies/client states. Any attempt by one power to reduce one of the few remaining neutral worlds to colonial and/or client state status will mean war with another power or powers. And any war that breaks out between two or more powers will bring the others in too. The situation is like pre-WW1 Europe and deliberately show. All this means that any "finagling" your players get into will have consequences all out of proportion. Each of the eight powers is closely watching the others and closely watching whatever goes on anywhere in the Cluster. There isn't a lot of wiggle room for the type of campaign you've mentioned.

You're going to need to defang the Cluster. I always thought that preventing the secondary/tertiary colonization of the Cluster until after the IISS hands out jump drive might do the trick. This means only Amondiage, Neubayern, and New Home in the Old Islands subsector are settled along with Serendip Belt in the New Islands subsector. None of the subsequent STL colonization that "filled" Cluster occurs. When the Imperium hands out jump drive technology, a colonization rush does begin but it's more like the one seen in 2300AD where one power cannot lay claim to entire system and many systems host colonies from multiple powers. Run the clock forward a few centuries and you've got a nicely jumbled collection of colonies, ex-colonies, old powers, new powers, and everything in between with lots of wiggle room for all sorts of finagling.

Of course, whether my gibberish is of any help is debatable. I'm quite sure you'll quickly come up with ideas that will work for your RPG group.

Good luck.


This is very useful.. I am trying to do something for a Friend here on the CoI and this bit of info actually forced me to rethink the Imperial Navy Situation (and the Scout Service) for the three subsectors he Land Grabbed...
 
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