Its interesting watching what Hasbro is doing with the 4th Edition Dungeons and Dragons. They are abstracting it entirely and having no default core world. No Forgotten Realms, No Greyhawk, no Eberron. I wonder if they could do a similar thing for T20 Traveller? In otherwords say its a setting with starships, jumpdrives, various tech levels, weapons, and character options but don't get any more specific than that. For instance, one might include a sample subsector, or star system, allow options for 3-d mapping etc. Is it the specific setting or the type of setting that makes it work?
The thing is we are sort of pinned down by prior cannnon. Does there really need to be an Imperium with an Emperor sombody sitting on the Iridium Throne. If you don't feel like detailing a whole setting and would only like to run a small part of it, you could easily go 3-D. The only question is what general assumptions to use. D&D 4th Edition doesn't have a map, just generally assumptions about cosmology.
Traveller can be abstracted in a similar fasion.
Standard Core assumptions (What makes Traveller Traveller?)
1) First detail the technologies and character classes.
2) Starship Construction rules
3) Planet and System generation
4) Assume Interstellar Governments exist, but don't say what they are.
5) Give a few examples of planetary systems which the GM could insert into his or any campaign, but don't give them a specific location in a larger setting, stay vague about it.
Basically, what I'm talking about is seperating the game from the Setting the way D&D is
The thing is we are sort of pinned down by prior cannnon. Does there really need to be an Imperium with an Emperor sombody sitting on the Iridium Throne. If you don't feel like detailing a whole setting and would only like to run a small part of it, you could easily go 3-D. The only question is what general assumptions to use. D&D 4th Edition doesn't have a map, just generally assumptions about cosmology.
Traveller can be abstracted in a similar fasion.
Standard Core assumptions (What makes Traveller Traveller?)
1) First detail the technologies and character classes.
2) Starship Construction rules
3) Planet and System generation
4) Assume Interstellar Governments exist, but don't say what they are.
5) Give a few examples of planetary systems which the GM could insert into his or any campaign, but don't give them a specific location in a larger setting, stay vague about it.
Basically, what I'm talking about is seperating the game from the Setting the way D&D is