This thread (http://www.travellerrpg.com/CotI/Discuss/showthread.php?t=23830)
got me re-hashing a very old theme. "What defines Traveller?"
As I develop this thread, I plan to cite resources which are useful, and potentially canonical.
I. Foundational Assumptions
The foundation is the universal assumptions about the game... ah, universe. To quote Daryen:
Here's my list, a modified version of Daryen's list salted with others' comments.
got me re-hashing a very old theme. "What defines Traveller?"
As I develop this thread, I plan to cite resources which are useful, and potentially canonical.
I. Foundational Assumptions
The foundation is the universal assumptions about the game... ah, universe. To quote Daryen:
Daryen said:Traveller is all about a base set of assumptions. Science fiction is a huge concept that can be expressed in innumerable forms. While the underlying system any edition of Traveller has used is highly flexible, there are still certain assumptions that are involate.
Violate these, and you lose the 'Traveller', regardless of setting. Keep these, and setting probably doesn't matter.
Here's my list, a modified version of Daryen's list salted with others' comments.
- Jump. This is the key. The way Jump technology works dictates many other aspects of Traveller. This is probably the primary defining assumption. Without Jump there is no 'Traveller'. In brief: 100 tons or more, 1 week spent in jump, communication travels at the speed of jump.
- Starship classes (A, C, E, J, K, L, M, P, R, S, X...).
- Starport classes.
- Gas Giant refueling.
- Humanity. Humans are recognizably and unapologetically twentieth century humans. There is no transhumanism; cyborging; or any such. Any of that is a rare exception, not the norm.
- Sophont direction is essential. Starships, bases, vehicles all need a person in charge.
- Cheap power.
- Gravitics. Open-top Air/Rafts are part of that.
- Tech levels. Traveller allows for multiple levels of technology. Worlds are not homogenously hi-tech.
- Shotguns in Space. Traveller includes "anachronistic" elements that defy science fiction conventions. Not everything is blasters and lasers.
- Lots of worlds and Feudal Politics. SOC, Navy, and Marines implies these.
- Mercenary Tickets
- Backwater worlds
- Meson guns
- High Passage
- Low Berths
- Library Data
- Ship's Locker
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