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What is the quintessence of the iconic ships?

TheDS

SOC-13
There is a certain playstyle that suits unmoderated (solo or GM-less) play, and that is the trader game. Basically, you create some star systems, pick a starship, and start hauling cargo from one place to another, making money to pay the thing off, maintain it, maybe upgrade it, perhaps deal with troublemakers along the way. MANY (computer) games use this (Pirates!, Elite, Star Traders, Space Rangers, Megatraveller, etc), and a subset of each edition of Traveller I've read through is well suited to it.

Over the years, new game systems have come around and given us stats for the iconic ships, and rules with which to use them. When you look at a given ship, what makes you accept or reject it as a "valid" interpretation of that ship? How do you know a Gazelle is a Gazelle? How do you know they respected the differences between free trader, far trader, fat trader, and subsidized merchant? Does the presence a spinal mount or a jump drive disqualify a Dragon from being a Dragon, or is it a brilliant reimagining?

I understand this can be tricky. Frex, under some sets of rules, Jump fuel takes up 10% of hull per parsec, but under others it takes up 5%, and under still others it might take up some other amount according to certain factors the player might be able to control. This affects how much payload you can have, so while in one rules system you might say the Fat Trader MUST have 75% payload, in another it might simply be impossible to exceed 50%. And then we get to something like the CCG, in which the stats are not at all represented in the way they usually are; how do we know how well/poorly they did interpreting the iconic ships?

Mostly I ask this from the point of view of a designer. If a designer wants to call their game some incarnation of "Traveller", it has to conform to certain expectations. "What IS Traveller" is certainly a valid question to ask in this context, but it's beyond the ken of THIS post. This post is a subset of that. If you're redesigning the iconic ships to fit your system, how do you know if you've succeeded? What are the "real stats" you have to conform to? This question can be further expanded to other ships that are less iconic, like those found in FSSI or BL/BR; was it valid to put parallel mounts on the Chrysanthemum destroyer? Was it translated fairly between the systems?

So, in summary: what makes you accept or reject the stat block of a ship as being a valid interpretation of that ship? What is its quintessence, the thing that makes it what it is that you always count on seeing?
 
To expound ever so slightly... I've seen people conduct analyses of the ships under each system, looking at their profitability, and the profitability isn't always consistent between editions. In one rules set, the Beowulf might be the most cost-effective ship, in another the Marava might be. In some, the Subsidized ships might be profitable, in others they might not be. So the answer to this question shapes what the Imperium (or at least your game) looks like. Much like HEPlaR and Jump-masking completely upended the way the game is played (not to mention how economics even works in it), a profitable Subz Liner also radically alters things.
 
Well a Free Trader is small, but not the smallest starship (that'd be a Type S), and is slow with short legs. A Far Trader is the same, but with legs one step longer. A subbie is double the size, but still slow and short-legged. All will have minimal space for armament.

A Gazelle has drop tanks, and is faster without them, but has short legs. With them it's still fast and has good range, and if it dumps them it gets very good range for that one jump. It carries a small, armed, sub-craft. Not keen on interpretations that place the sub-craft internally.
 
So, in summary: what makes you accept or reject the stat block of a ship as being a valid interpretation of that ship? What is its quintessence, the thing that makes it what it is that you always count on seeing?
Stat block, a far trader is J2 etc. and I try to make that true per whatever rules I use. For playability's sake, the whole monkeying with every little detail I don't think helps.
 
<Grav_Moped enters the chat, lays out his Patrol Cruiser and Scout/Courier deck plans on the table>
:)
Excellent work!

Brings up a good point about the CT rules, though: The 100 ton Scout uses the smallest possible Jump and Maneuver drives and gets a rating of 2 for each of them. A 200 ton ship using the exact same drives is of course rated as 1 in each. This is a limitation of CT, but in MT and later editions, it's possible to build a Scout to have J1/M1. So my question is: is it more important for the Scout to have a 2/2 rating, or small drives (which would then give it a 1/1 rating)? IIRC, some later editions rate it as J2/M1.
 
Yup! Bill Keith says "This is a Scout Ship", and that's good enough for me.
But Bill Keith DIDN'T say it was a scout ship. Whoever slapped his scout picture on a battleship's description did.

Even Sid Meier makes mistakes. Even MWM makes mistakes. Heck, even I make mistakes. You can do what you want, but I don't let other people do all my thinking for me.
 
Some of the originally-LBB2 ships are artifacts of its build rules -- especially the 1st edition. They were carried forward for continuity (and because they served game-mechanic purposes: basic merchant, basic scout ship and so on). Also note that J-2 was a big deal and J-3 was really fast before High Guard...
 
Tangentially related:

I have a theory (which is mine) that an early draft of the rules started out with mass in tons (2000#, then 1000kg because metric is the future), and volume as about 1 gross register ton per nominal ton. A GRT is a 10' cube -- a D&D grid square as a cube.

I further theorize (yes, it is still my theory) that an early draft of the drive performance table had 100-ton steps to 1000, instead of 200-ton steps.

This gives you the Type A as the minimum ship, but it's called a 100-tonner because tons are (about) twice as big as they ended up being.

Then some bright fellow asked what happens when you put the Size A drive into a "50-ton" hull, got a good result (J2/2G), and went with it. This opened the can of worms that is jump-capable small craft, and smaller drives than A...

Along the way, they had already started drawing deck plans, and kept the basic ideas when they switched to using volume instead of mass.

Between that and shifting to volume from mass as the controlling factor for performance, the ton got redefined as 13.5m^3 -- but they kept the table as-was; merely relabling the hull sizes as 100, 200, 400, etc.

This explains why only the 100Td hull doesn't get rounded up to the next higher 200Td step for drive rating calculation purposes.
 
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Tangentially related:

I have a theory (which is mine) that an early draft of the rules started out with mass in tons (2000#, then 1000kg because metric is the future), and volume as about 1 gross register ton per nominal ton. A GRT is a 10' cube -- a D&D grid square as a cube.
No, it's 100 cubic feet, not a thousand (and also about 3 m^3). Which means with CT's 3m high decks it's a 1m x 1m square. So I do not think they used the GRT as a starting point. I think it more likely that they were looking at those 5-foot by 5-foot squares (converted to 1.5m in metric), and realised that two of them was about the same volume as a tonne of liquid hydrogen, and decided that this was a nicely futuristic measure that also fitting nicely with their preferred deckplan/tactical combat scale.
 
Pulpwise, scoutships tended to be the smallest starships.

I learned to live with the fact that you can't squeeze the lemon into a smaller container.
TNE/FF&S, TL15, using thrusters, you can get Type-S capability into a 50-DTon hull. M2, J2, four small staterooms, standard weapon socket, 4.75 DTons cargo, air/raft, fuel scoops and pusification. You do need to turn off the contra-grav or the radio to power the hungry laser turrets. CT-style jump fuel requirements mean the cargo hold drops to 2.25 DTons.

Even High Guard will get a Type-S' capabilities into 65 DTons at TL15 if you ignore the 100 DTon floor on jump-capable ships.
 
No, it's 100 cubic feet, not a thousand (and also about 3 m^3)
Good catch. Still think they started out by mapping decks using 10' square grids, then realized there wouldn't be many 10' wide corridors and this made for bad personal-combat layouts, hence the shift to 1.5m grids.

Main point of the hypothesis is cutting the volume of a "ton" about in half and re-labeling the rows in the drive table to match.
 
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Without restrictions, I recall somewhere in the range of thirty to forty tonnes, you could squeeze in a bridge, engineering, and a two tonne stateroom.
 
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