In a recent post in my blog, I addressed the small vs. large ship question and I thought those of you in the current discussion might find it of interest. Quote follows:
Let's look at a green-purple topic from my own campaign - one known as small vs. large ship Traveller. Understanding the problem requires a little historical discussion. The original "little black book" Traveller and Star Wars were both released in 1977. The Book 2 starship construction rules limited starship hulls to a maximum of 5000 dT (about the size of the battleship USS Arizona. Displacement tons are used to describe Traveller starships; a displacement ton is 14 cubic meters - the approximate volume of 1 metric ton of liquid hydrogen. Ken Pick has a great discussion on translating displacement tons for comparison to current naval vessels in
this article at Freelance Traveller.) So, the largest battleships in space were about the size of a WWII battleship.
When the second edition of High Guard (Traveller book 5) came out in 1980, it was also the year The Empire Strikes Back was released. The Star Wars Imperial Super Star Destroyer was, in the eyes of science fiction fans everywhere, the premier example of a truly large interstellar warship. Reflecting the effect of the movies, High Guard allowed construction of vessels up to 1 million displacement tons (about
55 times the size of the largest current US carrier, the Nimitz.)
Ever since then, Traveller players and GMs have argued the relative merits of the two systems and small vs. large ship Traveller. Rather than replay years of this discussion here, let's look at the two different universes that result from the choice from a story standpoint.
In a large ship Traveller universe, massive naval vessels, many thousands of times larger than the small tramp freighters usually piloted by PC's, rule the spacelanes. Titanic spinal mount weapons smash the enemies of the Imperium at ranges far beyond possible for the weapons of small combatants (like the player characters' vessel.) A strong central Imperial government is implied by the need for such vessels (which are beyond the all but the richest of individual worlds to build and pay for) and by the ability to enforce the heavy taxation necessary to pay for the number of squadrons of these huge vessels described in Traveller canon. These vast vessels and their escorts patrol known space during peacetime, keeping order and suppressing piracy. To paraphrase
Grand Moff Tarkin, "Fear of these vessels will keep the lesser systems in line."
This Imperium sounds lawful, ordered, powerful, and not terribly interesting. The official Traveller canon supports a large ship Imperium, and I think it is no coincidence that the first area of the Imperium mapped and described for campaigns was not a core sector, but rather a distant frontier sector (the
Spinward Marches.) The Marches are adjacent to sectors full of chaotic Vargr corsairs, territory-seeking Aslani, and a mysterious psionic government (the Zhodani) with whom the Imperium has fought several border wars. There are also more Ancient sites in the Marches than any similar area in known space. Even with this exciting frontier setting,
GDW finally felt it had to destroy the Imperium (
MegaTraveller's Rebellion followed by
TNE's Virus-mediated near-total destruction of the Imperium) to make Known Space more interesting.
Let's contrast this picture with the small-ship Traveller universe I created for my current campaign. There are no spinal mounts. The maximum size of a warship capable of combat-levels of thrust is 12500 dT (a little larger than the WWII battleship Yamato) with large, slow megafreighters up to 30000 dT (a little smaller than a modern supertanker.) The 12500 dT dreadnought is only 60 times larger than the smaller tramp freighters instead of 5000 times. Planetary fleets can be competitive on a ship-by-ship basis (although the Imperium still has the advantage of numbers) and the required taxation to build a comparable Imperial fleet in terms of numbers to the large-ship Imperium is considerably less with a small-ship fleet. With less taxation comes less control.
This is an Imperium that commands, but does not dominate with an iron fist. Individual worlds may feel freer to tug at their leash, if not rebel openly. Imperial government is smaller and weaker, and individual worlds have more authority. Imperial power is used wisely and with precision - a rapier, not a greatsword. Piracy has room to exist and make life more interesting for the players.
In such a universe, the player characters can matter. Many posters have compared small-ship Traveller to the
Age of Sail, where piracy existed, individual small armed merchants could have meaningful engagements with small naval combatants, and prizes could be taken. A romantic era to be sure, but Traveller is
space opera and it is supposed to be entertaining to play. Read
Master and Commander or another Jack Aubrey novel by
Patrick O'Brian (or watch the movie with Russell Crowe), and tell me that you would not enjoy some of that flavor in your science-fiction setting.
That's why I chose small-ship Traveller.
Quote ends. Just my two centicredits worth.