creativehum
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Over in this thread, the conversation moved away from the core topic, and onto other matters I'm curious abut.
First, Whipsnade, made this really really smart (and in my view) utterly accurate post:
But I want to move slightly sideways, away from concerns about reconciling the setting details of the OTU, and address something mentioned in passing. Specifically, the references to Greyhawk and Blackmoor. Because the fact is, over its history, GDW created MANY settings for it's D&D line.
With that in mind:
flykiller wrote:
I disagree with this completely, for lots of reasons. But the most important (which I discuss in this post) that the original Traveller books (LBBs 1-3) had almost no science-fiction in them, with the clear and stated purpose (in the text and on the back cover of the box) that the Referee would be adding whatever fantastical and weird SF elements he wanted to his setting, based on books, movies, or his own imagination. The game had a default "conservative" SF feel (with Jump Drive and Communication at the Speed of Travel being the only real conceits that the game establishes as mattering to the setting).
As Whipsnade replied ot flykiller:
But this range is SO MUCH LARGER in terms of weirdness and SF premise, and pulp-SF premise, and if one wants to go there, HARD SF premise...
I mean, even Whipsnade's reply is somewhat mired in the accretion of the Third Imperium in our own imaginations. That is, given the Jump Drive and and Communication at the Speed of Travel conceits, no, one will not have Star Wars or Star Trek as given.
But both of those universes do have large navies, armed forces, scouts... (in some of the early source material, Luke wanted to go to the Imperial Academy), Forgery, Bribery (smuggling exists in the Star Wars universe, of course). When the Enterprise Crew goes to a world modeled on Nazi Germany or a world modeled on Chicago Mobsters, they encounter people armed with the same archaic weapons that many readers of original Traveller first complained about.
So, while one cannot, because of the two core SF conceits of the game, recreate the settings precisely, one could easily use the rules of Books 1-3 to build one's own setting that leans toward those two other properties. Someone could have gone to the imperial academy and then joined a Rebellion against the Empire. Light Sabers are just weapons with damage dice, and Force rules could be grown out of a modified Psionics System. A Referee could build a benevolent Federation-like government and have the PCs travel in a exploration ship to new worlds, and so on...
But those are just examples of the larger point:
The number of kinds of settings, with the dials of fantastical to SF premises turned in any direction, are nearly infinite in terms of what one builds for a setting using the original Traveller rules. (As flykiller points out, there is some sort of interstellar organization with a navy, army, and so on. As I point out, yes... and that imperial government might be countless light years away from where the PCs are adventuring, or the governments might be much smaller than the OTU Imperium, and still have such forces. There are million ways to interpret those implied setting assumptions.)
And then Whipsnade noted:
And so , this:
How come only one setting for Classic Traveller? (The later editions of Traveller all assumed and leaned on the existence of the OTU, despite the text of MT saying it could be used for any setting the Referee wished).
If TSR could grow out many different settings using its own, core flexible rules, wouldn't it make sense to offer other possibilities for the Traveller system as well?
The original Traveller (1977) rules suggested that one or two subsectors would be enough for years of play. (A notion I think it still accurate).
A subsector that was full of Dumarest-like worlds with a couple of core SF mysteries based on biology or the ecosystem could stand as a terrific setting for the Traveller rules.
A subsector full of political, hot-house intrigue (without a huge Imperium breathing down everyone's neck, keeping the peace) could be a terrific setting for the Traveller rules.
A more pulpy subsector with the feel of John Carter or Howard Chaykin's Ironwolf comic book would be a terrific setting for the Traveller rules.
All these things are possible once one assumes that the original Traveller rules were there for the Referee to build from and onto, not the limit of what the setting was supposed to be about. (Which, again, is explicit in the text and the box cover.)
I know many, many people built their own settings with the Traveller rules (especially in the first two years of the game, when there was no setting and one had to).
But I'm curious why the OTU, compelling as it is, was the only setting GDW built? And I'm curious if anyone ever proposed other setting that would be very different in tone and feel from the OTU?
As others note over on that other thread, the conflation of the Traveller rules and the Traveller setting became more and more pronounced over time. But there's no reason for this conflation to have prevented someone from developing a very different feel for a completely different setting. Not a distant subsector still sitting in the OTU's universe, but something completely different.
I'm curious about this. Just a thought that's been wriggling around in my head. And now seems to be as good a time as any to ask about it.
Thoughts?
First, Whipsnade, made this really really smart (and in my view) utterly accurate post:
Traveller canon accreted. As Mike correctly points out, there was no plan beyond the need for the next adventure.
Making things worse, there was no Greyhawk or Blackmoor either. No long running and very personal sci-fi campaign settings lovingly crafted by the men who'd become GDW using early versions of the rules set that would become Traveller.
OTU canon was assembled much like how California was geologically assembled. Dozens of times over hundreds of millions, island chains rammed ashore on the North American Plate leaving behind a complex and diverse geological potpourri west of the Rockies where juxtaposed "suspect terranes" are not just different but whose geologic evolution is also incompatible.
So we have the nebulous "idea" of Traveller repeatedly colliding with different versions, authors, publishers, and so forth accreting canon with every collision.
CT1e comes ashore in 1977, is subducted by the 1981 version, and leaves fragments behind only to be quickly followed by the early adventures, and two versions of High Guard among dozens of others things. Publishing "tectonics" brings MT ashore soon after followed by smaller collisions involving MT-ish terranes all leaving their own fragments behind. The process keeps repeating with every new version, every addition to canon, every supplement, and every 3rd party publication up through the explosion of OGL products we're seeing today.
In the end, we're left with a collection of fragments which can never be reconciled with each other.
But I want to move slightly sideways, away from concerns about reconciling the setting details of the OTU, and address something mentioned in passing. Specifically, the references to Greyhawk and Blackmoor. Because the fact is, over its history, GDW created MANY settings for it's D&D line.
With that in mind:
flykiller wrote:
the first three books specified navies and armies and scout services and nobility, which suggests an awful lot about the implied setting. it also specified high passage, which all by itself suggests entire volumes about the implied setting. it also listed forgery and bribery as skills, which suggests entire volumes more about the implied setting.
starting with those three books, the otu seems like the sparsest and most minimal setting possible.
I disagree with this completely, for lots of reasons. But the most important (which I discuss in this post) that the original Traveller books (LBBs 1-3) had almost no science-fiction in them, with the clear and stated purpose (in the text and on the back cover of the box) that the Referee would be adding whatever fantastical and weird SF elements he wanted to his setting, based on books, movies, or his own imagination. The game had a default "conservative" SF feel (with Jump Drive and Communication at the Speed of Travel being the only real conceits that the game establishes as mattering to the setting).
As Whipsnade replied ot flykiller:
Not an implied setting, but instead an implied range of settings. While the First Three LLBs aren't going to give your Star Trek or Star Wars without wholesale and fundamental changes, they will still give you far more than the OTU however.
But this range is SO MUCH LARGER in terms of weirdness and SF premise, and pulp-SF premise, and if one wants to go there, HARD SF premise...
I mean, even Whipsnade's reply is somewhat mired in the accretion of the Third Imperium in our own imaginations. That is, given the Jump Drive and and Communication at the Speed of Travel conceits, no, one will not have Star Wars or Star Trek as given.
But both of those universes do have large navies, armed forces, scouts... (in some of the early source material, Luke wanted to go to the Imperial Academy), Forgery, Bribery (smuggling exists in the Star Wars universe, of course). When the Enterprise Crew goes to a world modeled on Nazi Germany or a world modeled on Chicago Mobsters, they encounter people armed with the same archaic weapons that many readers of original Traveller first complained about.
So, while one cannot, because of the two core SF conceits of the game, recreate the settings precisely, one could easily use the rules of Books 1-3 to build one's own setting that leans toward those two other properties. Someone could have gone to the imperial academy and then joined a Rebellion against the Empire. Light Sabers are just weapons with damage dice, and Force rules could be grown out of a modified Psionics System. A Referee could build a benevolent Federation-like government and have the PCs travel in a exploration ship to new worlds, and so on...
But those are just examples of the larger point:
The number of kinds of settings, with the dials of fantastical to SF premises turned in any direction, are nearly infinite in terms of what one builds for a setting using the original Traveller rules. (As flykiller points out, there is some sort of interstellar organization with a navy, army, and so on. As I point out, yes... and that imperial government might be countless light years away from where the PCs are adventuring, or the governments might be much smaller than the OTU Imperium, and still have such forces. There are million ways to interpret those implied setting assumptions.)
And then Whipsnade noted:
Setting materials sell. Adventures sell. Campaigns sell. Even Build-A-Whoosit books sell. Rule systems not so much.
GDW was wise enough to know they were in business to sell things, so they made things which sold.
And so , this:
How come only one setting for Classic Traveller? (The later editions of Traveller all assumed and leaned on the existence of the OTU, despite the text of MT saying it could be used for any setting the Referee wished).
If TSR could grow out many different settings using its own, core flexible rules, wouldn't it make sense to offer other possibilities for the Traveller system as well?
The original Traveller (1977) rules suggested that one or two subsectors would be enough for years of play. (A notion I think it still accurate).
A subsector that was full of Dumarest-like worlds with a couple of core SF mysteries based on biology or the ecosystem could stand as a terrific setting for the Traveller rules.
A subsector full of political, hot-house intrigue (without a huge Imperium breathing down everyone's neck, keeping the peace) could be a terrific setting for the Traveller rules.
A more pulpy subsector with the feel of John Carter or Howard Chaykin's Ironwolf comic book would be a terrific setting for the Traveller rules.
All these things are possible once one assumes that the original Traveller rules were there for the Referee to build from and onto, not the limit of what the setting was supposed to be about. (Which, again, is explicit in the text and the box cover.)
I know many, many people built their own settings with the Traveller rules (especially in the first two years of the game, when there was no setting and one had to).
But I'm curious why the OTU, compelling as it is, was the only setting GDW built? And I'm curious if anyone ever proposed other setting that would be very different in tone and feel from the OTU?
As others note over on that other thread, the conflation of the Traveller rules and the Traveller setting became more and more pronounced over time. But there's no reason for this conflation to have prevented someone from developing a very different feel for a completely different setting. Not a distant subsector still sitting in the OTU's universe, but something completely different.
I'm curious about this. Just a thought that's been wriggling around in my head. And now seems to be as good a time as any to ask about it.
Thoughts?