The subsector I'm working up is part of an empire in decay. The empire's power is slipping away, both politically and economically, as civil wars across different sections of the empire have drained its focus. The influence of the empire on the subsector as a political or social entity is non-existant.
Instead, three noble families which have rules potions of the subsector are now scrambling to exert influence and exploit resources of worlds not yet explored. The families see themselves as both standard-bearers for the rich tradition of the imperial past, but also cut off from its support and making their own way forward as best they can.
Trade has been limited and focused on about on third to one half of the worlds in the subesctor. There are many "fly over" worlds, with ships focused on wealthy and high population worlds. Mortgages are backed by the noble families, with fealty and history with the families being a primary consideration for getting a charter on a ship, trade route, or resource exploration rights. A-class spaceports are owned by the noble families. Industrial espionage and sabotage is on the rise between the noble houses, affecting both starships and spaceports.
There are many worlds with indigenous, native aliens, as well as settlements of humans. Some of the humans are settlers from the empire either invited by the noble families or seeking better opportunities. Others are from times before a previous rise and fall of interstellar society cycle and thus cut off socially and culturally from each other. (Again, trade has been limited to and focused on a few key worlds. Space lanes, jump cassettes, and other limiting factors from early CT rules are in effect.)
There is an indigenous and ancient faith revolving around psionic powers that has been isolated and quiet. It existed from the time before the last rise and fall cycle of civilization in the subsector (centuries ago). As a power vacuum opens up in the subsector the cult begins to make itself known. It begins recruiting from both the common populace and tries to insinuate itself in the noble houses as well. The teachings promise peace (of course) and a chance to avoid the coming possible crisis of an all out war by uniting the worlds of the subsector under one banner. Obviously none of the noble houses want this. But how to use the faith to their own ends, or stamp it out completely, all the while not being influenced by it is part of the stress the rules class is under.
I haven't decided yet if the Player Characters will be centered on worlds from one of the ruling houses or have arrived from beyond the subsector. If they have already have served in the noble house' military or services and have easy access to patronage and get us going. (Whether they remain loyal to the noble house over time is their business.) On the other hand I am tempted to have all PCs arrive in the subsector fresh. This makes the entire environment open to exploration and allows them to find their own way in terms of loyalty. I think this will be something to bring up with the players and ask them what they want.
Adventures will be a mix of political conflict fought out over resources, cold-war espionage and sabotage, as well as expiation and adventure on backwater worlds where all sorts of aliens, alien civilizations, and cultures can be found. (I should note that each of the three noble houses also has their own specific cultures as well.)
Most worlds are politically isolated, with no law enforcement between the stars apart from the efforts of the three noble houses protecting they limited influence on several star systems each. PCs will have varying degrees of safety from the law in illegal activity, depending on where their activities take place and who is backing them and providing cover. (Noble patronage can be very helpful in some circumstances.)
Common Noble House Tech Level is 9. Average Noble House Tech Level is A-B. Exceptional Noble Tech Level is C. This, of course, limits the practical size of starships to less than 5,000 dTons. Higher tech levels may well be scattered around the subsector for the PCs to discover, interact with, and puzzle out.
The tone and feel is a softer SF than I think many people expect from
Traveller, with the SF elements serving as a backdrop and as McGuffins for adventure rather than and end in and of itself. Think Jack Vance's
Planet of Adventure and
The Demon Princes books, E.C. Tubb's
Dumarest Books, Herbert's
Dune (just the first book), and a bit of
Game of Thrones.
That's the basic sketch I'm working from.
So... differences from OTU:
- No imperial influence across the subsector, (politically, militarily, socially)
- Interstellar political power is limited to three competing noble houses
- Nobles are part of an elite, family based tradition going back centuries that identify themselves as part of an elite, as part of a tradition, and as part of a family and have no intent to let any of that slip (noble are not, per the OTU, bureaucrats with very fancy titles.)
- Interstellar trade and technology controlled by the noble houses
- Trade is limited between a few worlds and is now being developed with new energy
- No megacorporations as found in the OTU but rather limited trading companies granted charters by the noble houses and their family members
- Trade and fleet powers relatively weak compared to the Third Imperium's trade and power
- Ships cap out 5,000 dT
- TL max 3 TLs lower than found in the OTU
- Competition (political and economic; cold and hot) between the three Noble Houses
- No outside power enforcing peace on interstellar and interplanetary disputes
- Psionic powers part of a distinct, underground culture (no psionics institute, but rather taught by a secretive cult at war with the ruling houses and imperial culture)
- All policial factions from the OTU gone; all species from the OTU gone
There are other implications from this list that differentiate from the OTU, but I think these are the main points.