creativehum
SOC-14 1K
It looks like I might have some players for a Traveller game coming up. So all my noodling on this site might have a chance to pay off.
I'm going to start a thread detailing how i'm approaching the game and the creation of the setting.
The Basic Assumptions
I'll only using LBBs 1-3
No Third imperium or any official setting material
I'll have Supplements 1, 2, and 4 on hand to make my life easier
The idea is to see what I build from the original Traveller box, which I picked up at the Compleat Strategist in my youth, read the text on the cover, and instantly fell in love with it. I bought it, brought it home, rolled up subsections, made up worlds, rolled up characters. It pulled me in like no other game did. I tried to set it up a few times over the years, never got a handle on it.
Now I think I do. In part because of all the people on this site, so thanks all! I'm very grateful for all the input, ideas, answers, and bouncing around ideas.
Out of the Box
When I bought Traveller, there was no official setting. That would eventually come in the form of GDW's house setting, The Third Imperium.
The Third Imperium an amazing creative effort, and I'm in no way knocking it with the following comments. Moreover, it's clearly brought a lot of pleasure to many people. I would say that talking about the Third Imperium, reminding it, making it real, sanding down the questions of logic has become a hobby unto itself.
But I never made the immediate connection between the rules of Traveller and the Official Traveller Universe. When I first read the rules after buying them, the text sparked certain images and ideas and made me think of certain books. And they didn't look such like what became the Third Imperium or the Spinward Marches.
I'll be covering this in more detail later. But quickly, if one reads the text of the books, there's nothing to suggest you'll end up with the Third Imperium. It is possible, of course. But it one possibility.
Instead, I'll be working from three premises:
First, to grow my setting out of the images, ideas, and rules sewn into the implied setting of the rules. This includes all the ideas that for setting and feel the rules inspired in my youth even if they are not explicitly spelled out in the text. For example, when I read these opening words in Book 1...
I immediately thought of Europe's colonial era of both North America, Asia, and Africa. The Third Imperium has the feel of the Roman Empire in its sensibilities. But those few words made my brain spring to a different model. And that's the model I want to work from.
Second, extrapolating at my whim to fill in the fictional details left blank by the rules. For example, Starships can only be built at A-class Starworts. Why is that? What are the implications? The rules don't say. But I have some ideas about that that I'm excited about for the setting. These ideas won't be the "right" ideas. There are countless reasons for and implications about having only A-class starports being capable of building starships. The ideas I want to put forth are simply notions that strike me as making sense and exciting. (Exciting in the sense they lead to more strife and conflict politically, which allows the players more chances to have adventures with their characters.)
Third, I'll be growing my game from the rules, but not bound by them. The text of LBBs 1-3 makes it clear that the game is a frame work for play. That the Referee should make adjustments and make it his or her game as he or she sees fit. So, as an example, I'm going to tweak the System Content Table to reduce the odds for an A-class starports and increase the odds for for D-class starports. I want a more frontier feel for the setting, and I want keep the Tech level of the subsector maxed out at 12. Reducing the number of A-class starports helps with that. (There will be higher tech available. But it is not native to the subsector and will be all the more extraordinary when it shows up.) I might tweak some of the other World Generation rolls as well. But that is an example.
A Favor to Ask
I'm posting here because i like posting here. And because writing is how I sort out ideas. And if you want to join in, please do.
But a favor: Please don't tell me how it's all wrong, or how it won't work, or whatever. First, bluntly, because I haven't laid out everything yet. It will take time to get everything written up. And in detailing the setting, you might find I have thought through things, or provided rationals, and more. And second, because, let's face it, a lot of people are invested in a Traveller setting being a certain thing -- and I'm not building that thing. So let's see what else someone might make from the basic rules.
I'm going to start a thread detailing how i'm approaching the game and the creation of the setting.
The Basic Assumptions
I'll only using LBBs 1-3
No Third imperium or any official setting material
I'll have Supplements 1, 2, and 4 on hand to make my life easier
The idea is to see what I build from the original Traveller box, which I picked up at the Compleat Strategist in my youth, read the text on the cover, and instantly fell in love with it. I bought it, brought it home, rolled up subsections, made up worlds, rolled up characters. It pulled me in like no other game did. I tried to set it up a few times over the years, never got a handle on it.
Now I think I do. In part because of all the people on this site, so thanks all! I'm very grateful for all the input, ideas, answers, and bouncing around ideas.
Out of the Box
When I bought Traveller, there was no official setting. That would eventually come in the form of GDW's house setting, The Third Imperium.
The Third Imperium an amazing creative effort, and I'm in no way knocking it with the following comments. Moreover, it's clearly brought a lot of pleasure to many people. I would say that talking about the Third Imperium, reminding it, making it real, sanding down the questions of logic has become a hobby unto itself.
But I never made the immediate connection between the rules of Traveller and the Official Traveller Universe. When I first read the rules after buying them, the text sparked certain images and ideas and made me think of certain books. And they didn't look such like what became the Third Imperium or the Spinward Marches.
I'll be covering this in more detail later. But quickly, if one reads the text of the books, there's nothing to suggest you'll end up with the Third Imperium. It is possible, of course. But it one possibility.
Instead, I'll be working from three premises:
First, to grow my setting out of the images, ideas, and rules sewn into the implied setting of the rules. This includes all the ideas that for setting and feel the rules inspired in my youth even if they are not explicitly spelled out in the text. For example, when I read these opening words in Book 1...
Traveller deals with a common theme of science-fiction: the concept that an
expanding technology will enable us to reach the stars and to populate the worlds
which orbit them. The major problem, however, will be that communication, be it
political, diplomatic, commercial, or private, will be reduced to the level of the 18th
century, reduced to the speed of transportation. The result is a large (bordering on
the infinite) universe ripe for the adventurer's bold travels.
I immediately thought of Europe's colonial era of both North America, Asia, and Africa. The Third Imperium has the feel of the Roman Empire in its sensibilities. But those few words made my brain spring to a different model. And that's the model I want to work from.
Second, extrapolating at my whim to fill in the fictional details left blank by the rules. For example, Starships can only be built at A-class Starworts. Why is that? What are the implications? The rules don't say. But I have some ideas about that that I'm excited about for the setting. These ideas won't be the "right" ideas. There are countless reasons for and implications about having only A-class starports being capable of building starships. The ideas I want to put forth are simply notions that strike me as making sense and exciting. (Exciting in the sense they lead to more strife and conflict politically, which allows the players more chances to have adventures with their characters.)
Third, I'll be growing my game from the rules, but not bound by them. The text of LBBs 1-3 makes it clear that the game is a frame work for play. That the Referee should make adjustments and make it his or her game as he or she sees fit. So, as an example, I'm going to tweak the System Content Table to reduce the odds for an A-class starports and increase the odds for for D-class starports. I want a more frontier feel for the setting, and I want keep the Tech level of the subsector maxed out at 12. Reducing the number of A-class starports helps with that. (There will be higher tech available. But it is not native to the subsector and will be all the more extraordinary when it shows up.) I might tweak some of the other World Generation rolls as well. But that is an example.
A Favor to Ask
I'm posting here because i like posting here. And because writing is how I sort out ideas. And if you want to join in, please do.
But a favor: Please don't tell me how it's all wrong, or how it won't work, or whatever. First, bluntly, because I haven't laid out everything yet. It will take time to get everything written up. And in detailing the setting, you might find I have thought through things, or provided rationals, and more. And second, because, let's face it, a lot of people are invested in a Traveller setting being a certain thing -- and I'm not building that thing. So let's see what else someone might make from the basic rules.
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