creativehum
SOC-14 1K
By 1980, HG 2E, the Imperium is firmly a concept within the rules mechanics for character gen.
I'd love to hear more about this.
For me, the OTU is definitely creeping in... but not yet firmly a concept.
Page 1 in the General Background begins with this:
Traveller assumes a remote centralized government (referred to in this volume as the Imperium) possessed of great industrial and technological might; but due to the sheer distances and travel times involved within its star-spanning realm, the lmperium is unable to be everywhere at once. As a result, the lmperium allows a large degree of autonomy to i t s subject worlds, calling only for some respect for its overall policies, and for a united front against outside pressures.
The first sentence (as in Book 4) states clearly that the term Imperium is a generic term used for convenience. Outside of "this volume" the remote centralized government might be called something else entirely.
The next sentences do start nailing down assumptions about how the assumed, remote centralized government works in a manner exactly like GDW's Official Traveller Universe.
But, importantly, the book contains no specifics about the government in terms of dates, history, or geography. No proper nouns are given in the text. (At least as I have been able to find.) There is nothing in the book to suggest that the "the Imperium" as used in the volume is anything more than a generic notion for players to use to create characters mixing notions from a fantastic SF setting and ideas scooped up from real life military examples.
Compare this to the text of Background section on page one of the text of Book 6 Scouts:
BACKGROUND
In the last century before the end of The Long Night, the Sylean Federation began its coalescence into a powerful empire. A major force in this move into interstellar space was the Sylean Federation Scout Service. The SFSS was established with two main missions: first, the exploration of neighboring regions for the consequent contact or recontact of their inhabitants; and second, the use of advanced Sylean technology to lure these contacted planets into the growing Federation.
Largely due to the efforts of the Scouts, the Sylean Federation rapidly turned
into an empire - the Third Imperium. The Sylean Federation Scout Service became the lmperial Interstellar Scout Service: the IISS.
With the passage of time, however, the missions of the Scout Service have
evolved into different pursuits. The original assignment of recontact soon turned to one of actual discovery and exploration of new, unknown worlds. With the maturity of the Imperium, that mission lost importance, and newer ones have taken its place. In any analysis, the Scout Service is a survivor, changing its missions and evolving its structure in order to maintain its numbers and (some cynically say) its budget.
I am going to assume that the difference in the texts is stark enough that I don't have to explain the differences, yes?
Furthermore, the text of Book 6 uses dates from the Imperial calendar. It mentions the Spinward Marches. Regina, capital of the Regina subsector is described in detail.
Again, I don't think I need to point out how different this is in approach to the text of Book 5.
* * *
To put things plainly, I've come up with this notion:
Let's say someone wanting to play an SF RPG game picks up Traveller Books 1-5. He reads them. He now has more than enough information to create his own setting, utilizing the implied setting details from the text and rules, combined with his own reference of SF literature and movies and TV. (He must introduce that last clause of that sentence, as there are no concrete details of any sort about the setting of play in any of the books.)
In other words, the Referee assumes (correctly) that he has everything he needs to play and needs nothing else to play. The five books provide a toolkit for the Referee to go off an build whatever sort of environment he or she wants for the players. Even the bits of background introduces into Books 4 and 5 can be jettisoned without concern, since there is no real consequence to dumping said notions. (The core premise of all things Classic Traveller is that the speed of communication does not exceed the speed of travel. As long as this is held firm, then tweaks in the assumptions of the implied setting from text and rules will probably be fine.)
Now lets say the Referee picks up Book 6.
Please look at the quoted section above.
Again, I think we can see the stark difference.
As soon as the Referee reads those paragraphs, one thing becomes very clear to him or her:
"This is no longer complete."
There's a "Long Night." A "Sylean Federation." There is no longer a "generic" Imperium used as a convenience for text, but instead a specific Imperium -- that has matured. (Maybe I didn't want a mature Imperium? Well, too bad. Up until Book 5 you could have any kind of Imperium you wanted. But now... not so much.) You now know this specific, named Imperium is about 1,100 years old. There's a thing called the Spinward Marches... and so on.
Now, is the game set of six Books still complete? No. Because all these things you need to know about are not really defined. There are hints of things ("Matured" -- how much? What does that mean?) but not really any concrete details that will help a Referee in creating the setting that, by all accounts, now exists as it never existed before the Referee bought Book 6.
The key here is that of course LOTS of details were left undefined in Books 1-5. But that was fine because the details were his to define. There was nothing specific enough for him to not know enough about, because no concrete, specific setting details (history, names, geography, and so on...) showed up at all.
Now, for me, the difference is clear. I honestly don't see how one can look at the two books and not see the differences between them.
However, I'm willing to assume I might be missing something. I look forward to any specifics you provide.