Jetrock
SOC-8
Can anyone recommend any Traveller reference materials (official or otherwise) dealing with the Long Night? Has anyone run campaigns in that setting? I'm assembling notes for what may be an article or short freelance supplement about running Traveller campaigns during the basically missing millennium in Traveller universe history, between the fall of the Ramshackle Empire and consolidation of the Sylean Federation into the Third Imperium. I figure it has a ton of roleplaying potential, in the sense that actually living in the ruins of a collapsed interstellar empire in an era of diminished resources, increased piracy and raiding, and growing societal collapse might not be all that fun, but it could be a wild setting for roleplaying! Not as grimdark as Traveller TNE, and more of an open "sandbox" for very old-school Traveller gaming; some have suggested that the Third Imperium setting established boundaries for Traveller that made most of the discussion about the setting, not the game, so why not take the Third Imperium out of the setting?
The few references i found, mostly in the history sections of Solomani and Vilani splatbooks and third-party supplements like the Keith bros' Reaver's Deep sector book, refer to a century-long period between the point where starship crews could expect to be attacked by pirates at least once a year, and the point where so many systems had lost jump technology that there wasn't enough space travel for piracy to be profitable. These references also mention that a few brave, hardy souls dared to continue interstellar trade--which sounds a lot more like a lively Traveller campaign than a milk run through core sectors in a fat trader!
A "Long Night" setting has potential for fans of the 1950s-70s literary/technical sci-fi that informed Traveller's creators (more so than Star Trek or Star Wars), and justification for technological anachronisms (like a 10-ton Computer/1 in a ship with jump drives and antigrav thrusters.) The relative lack of information about this period means that the GM can introduce settings and races that might have vanished entirely from public memory. Tech generally couldn't get much higher than TL 11, with TL 12-13 items from the old Imperium era having the status of irreplaceable artifacts. But who knows? In a thousand-year period, a pocket empire could develop higher technology or even variant technology, only to lose it in a bitter conflict with jealous, technologically inferior but more numerous neighbors, or a tragic accident. Speaking of which, the Long Night was also the period of the Darrians' ascent to their highest technological level--and their tragic fall. Did any little pocket empires have contact with the incredibly high-tech Darrians, and did they trade their amazing artifacts? And how interesting would a campaign setting after (or during) the Star Trigger period be? Evacuating planets ahead of the deadly electromagnetic wave that doomed Humaniti's most advanced pocket empire, assisting survivors, or stealing whatever isn't nailed down after the evacuation ships leave in time to jump out before the wave hits?
A resource-hungry universe means a "small ship" Traveller universe--big ships are either big targets (slow bulk freighters) or unfathomably expensive to maintain (ancient battleships of the First Imperium/Interstellar Wars period), meaning ships will mostly be small Classic Traveller sizes. It also means salvage becomes critically important (and thus the piracy economy.) Rumors of long-forgotten sites of space battles, floating hulks of ancient ships filled with long-lost plasma guns and inertial dampers, become important targets for a salvage crew--who will have to have enough firepower to suppress other scavengers looking for the same ships. Similarly, mercenaries will be in high demand, even if it's just for "bullets and beans." Scientists will eagerly pursue lost high tech artifacts, and of course the bravest and greediest merchants will still try to scratch out a semi-honest living, like the merchant princes of the "Foundation" novels.
Alien interaction also has potential for interesting gaming--the early Vargr incursions into Vilani territory as the empire collapsed, the Aslan border raids into Solomani space, early encounters with the Hivers and K'Kree could also be interesting. And speaking of aliens, who can say how many times the secrets of the Ancients were discovered and lost again--with no centralized interstellar authority to regulate and interdict Ancient sites, what's preventing you from grabbing that intriguing artifact--or anyone else from trying to take it from you once they realize its significance?
Any references to publications or articles appreciated; this is still clearly a very rough and unformed idea, as I'm not sure how much commercial potential a supplement for an obscure era of an obscure game will have, but it might be fun.
The few references i found, mostly in the history sections of Solomani and Vilani splatbooks and third-party supplements like the Keith bros' Reaver's Deep sector book, refer to a century-long period between the point where starship crews could expect to be attacked by pirates at least once a year, and the point where so many systems had lost jump technology that there wasn't enough space travel for piracy to be profitable. These references also mention that a few brave, hardy souls dared to continue interstellar trade--which sounds a lot more like a lively Traveller campaign than a milk run through core sectors in a fat trader!
A "Long Night" setting has potential for fans of the 1950s-70s literary/technical sci-fi that informed Traveller's creators (more so than Star Trek or Star Wars), and justification for technological anachronisms (like a 10-ton Computer/1 in a ship with jump drives and antigrav thrusters.) The relative lack of information about this period means that the GM can introduce settings and races that might have vanished entirely from public memory. Tech generally couldn't get much higher than TL 11, with TL 12-13 items from the old Imperium era having the status of irreplaceable artifacts. But who knows? In a thousand-year period, a pocket empire could develop higher technology or even variant technology, only to lose it in a bitter conflict with jealous, technologically inferior but more numerous neighbors, or a tragic accident. Speaking of which, the Long Night was also the period of the Darrians' ascent to their highest technological level--and their tragic fall. Did any little pocket empires have contact with the incredibly high-tech Darrians, and did they trade their amazing artifacts? And how interesting would a campaign setting after (or during) the Star Trigger period be? Evacuating planets ahead of the deadly electromagnetic wave that doomed Humaniti's most advanced pocket empire, assisting survivors, or stealing whatever isn't nailed down after the evacuation ships leave in time to jump out before the wave hits?
A resource-hungry universe means a "small ship" Traveller universe--big ships are either big targets (slow bulk freighters) or unfathomably expensive to maintain (ancient battleships of the First Imperium/Interstellar Wars period), meaning ships will mostly be small Classic Traveller sizes. It also means salvage becomes critically important (and thus the piracy economy.) Rumors of long-forgotten sites of space battles, floating hulks of ancient ships filled with long-lost plasma guns and inertial dampers, become important targets for a salvage crew--who will have to have enough firepower to suppress other scavengers looking for the same ships. Similarly, mercenaries will be in high demand, even if it's just for "bullets and beans." Scientists will eagerly pursue lost high tech artifacts, and of course the bravest and greediest merchants will still try to scratch out a semi-honest living, like the merchant princes of the "Foundation" novels.
Alien interaction also has potential for interesting gaming--the early Vargr incursions into Vilani territory as the empire collapsed, the Aslan border raids into Solomani space, early encounters with the Hivers and K'Kree could also be interesting. And speaking of aliens, who can say how many times the secrets of the Ancients were discovered and lost again--with no centralized interstellar authority to regulate and interdict Ancient sites, what's preventing you from grabbing that intriguing artifact--or anyone else from trying to take it from you once they realize its significance?
Any references to publications or articles appreciated; this is still clearly a very rough and unformed idea, as I'm not sure how much commercial potential a supplement for an obscure era of an obscure game will have, but it might be fun.