In Traveller, you set your waypoint and push the button. Advance the calendar a week or two and you're in a new system. Lather, rinse, repeat, and you can be in a whole new sector or region.
May I suggest: Start Small.
The lure of the OTU is the way it is
huge. It stretched across countless subsectors. Has politics back at the Core, and on the frontier of the Zhodani borders. There are 16 subsectors in the Spinward Marches alone...
I am going to suggest you don't get lured by all that glitter.
Even in the sprawling potential of the The Spinward Marches it is possible to start small.
I am going to pose a question: "How much do you really need to get going?" I think the answer is, "Less than you think."
TRAVEL
It is possible to start the game without a ship. Not only might the Players not end up with a character with a ship, but you as Referee might simply declare that the PCs can't start with a ship.
There are several good reasons for this. First, getting a ship serves as a terrific carrot for the PCs. They might get one for services rendered on the behalf of a noble, a planetary government, a corporation, and so on after several adventures.
Second, it keeps the movement of the PCs somewhat limited at first. Not because you are forcing them or railroading them into particular situations and trapping them... but simply because in the implied setting of early
Traveller makes traveling between the stars a big deal.
For example traveling between the stars is expensive.
If we look at the average expenses per Book 3 we find:
Ordinary Living thus costs Cr4,800 year.
High Living is Cr10,800 per year.
Meanwhile, this is how much it costs
per jump to travel
High Passage: Cr10,000
Middle Passage: Cr8,000
Low Passage: Cr1,000
Most people can't afford to travel, and for those who do it will each up an incredible amount of the resources. And, again, those travel rates are per jump. If you are planning on traveling three or more jumps then you are spending
years of living expenses.
This means that if the PCs don't have a ship yet and want to travel, they'll need to earn money on high risk/big payoff adventures. (This is one reason why they'll want to get a ship of their own!)
Second, the ships available to PCs at first will be J1 ships. This means that even if they can Travel they won't be able to shoot all over the galaxy at first. Moreover, most ships in Book 2 have jump capabilities of J1, J2, or J3. Even getting across a subsector is a big deal.
Which brings us to...
GEOGRAPHY
Once upon a time someone had Traveller Books 1-3 (and maybe Book 4), Supplements 1 (
1001 Characters), 2 (
Animal Encounters), and 3 (
The Spinward Marches)... and that was it. And it was
fine. People played the game and it was fun.
In
Supplement 3: The Spinward Marches one found several about eight pages worth of text describing the background of the Third Imperium and the sixteen subsectors of the Spinward Marches. I would suggest going smaller than that.
Pick one subsector to start with. Let's look at the Regina subsector:
Let's assume, as the book itself suggests, that you start on the world of Regina, where the PCs have gathered and meet after arriving in the Spinward Marches.
Notice that there are several worlds clustered around Regina within Jump-1 of each other. (Other worlds, while nearby, are two parsecs away... out of reach for J-1 ships at 2 parsecs.)
This is by design. The game is built for a Referee to sketch out a subsector and have that subsector be useful for many sessions of play because of the mix of ship types and jump drives available. (The 1977 edition of the rules stated: "Initially, one or two sub-sectors should be quite enough for years of adventure (each sub-sector has, on the average, 40 worlds), but ultimately, travellers will venture into unknown areas and additional subsectors will have to be charted.")
So I would recommend zooming in on a subsector rather than the whole of the Imperium.
And I would recommend zooming in even
further ...
Imagine that map above is your map for the start of the campaign. Notice how that map seems
manageable. But see how much
potential is there. Fourteen worlds, all of which can be reached by a Jump-1 ships. Yet traveling from from one end to the other (Knorbes to Yori) will take five months... and longer if adventures take place along the way. (And adventures should take place along the way!)
Moreover, the area is full of hotspots: three Amber Zones and one Red Zone.
Still, a single world (let alone fourteen!) can be daunting. Which brings us to...
STARK AND SIMPLE
In
Stars Without Numbers Kevin Crawford suggests that a Referee should never prepare more than he needs for the next session, or if more, only things he's having fun preparing.
I think that's a good benchmark.*
Something to think about then is what do you need for the Players to have a good time? Yes, you need details of culture and politics. But how much politics?
In this essay on
Planetary Governments in Traveller, Marc Miller wrote this about the Government type in the UWP:
It is important to remember just what purpose the government factor is meant to serve. Traveller players and characters are rarely involved with governments on the international and interplanetary level. That is to say, they do not deal with kings or presidents or heads of state; they deal with individual members of broad government mechanisms , they deal with office holders and employees whose attitudes and actions are shaped by the type of government they serve. As a result, travellers are rarely interested in the upper reaches of government; they want to know what they can expect from the governmental structure at their own level. For example, if a group of travellers were to journey across the United States from coast to coast, they would be interested in the degree of responsiveness they could expect from local governments, in how easy the local court clerk would respond to information requests, or in the degree of difficulty that could be expected in obtaining certain licenses. As they moved through Nebraska, the fact that that state has a unicameral legislature would be of little or no importance....
I think in this quote Miller is warning against becoming obsessed with details beyond the scope of the concerns of the the Player Characters. Yes, we want context for our worlds, we want consistency. But those qualities serve to give us what we
need. And what we need are elements of setting that the Player characters can
interact with.
Which bring me to...
PLAYER FACING
I think of the term "Player Facing" when I'm thinking about this stuff. Player Facing is all the stuff (the places, the objects, the people, the organizations) the the PCs can interact with. The guy who want them dead. The secret organization that is trying to steal the thingamabob. The patron who wants them to find his daughter.
Think about the images and factions and characters you want to present to the Players. (Remember what I wrote about using index cards in a previous post.) Make the images and ideas bold and strong. Make them things that the PCs can interact with.
This city has clothing woven by strange spiders in amazing patterns that glitter as the large red sun sets. The spider factories are at the north end of the city and compete in an annual festival. There's an industrial haze in the distance where massive mining vehicles cut their way across the landscape and often stop as troops battle swarming creatures. At night the prayers of the religious faithful echo across the city's towers -- sung by members of religious people who settled here centuries ago and are now a smaller and smaller percentage of the population and seem are rumored to be growing in anger at their loss of power.
Okay. I have enough there to make things
happen. All of that is stuff the Player Characters can
interact with.
Do something like that fourteen times and your good to go.
With that in mind I really want to reiterate what Whipsnade said:
Make it yours.
Don't get trapped by the official UWPs. The UWP World Generation system is there as a "prod to the imagination." If you know what you want don't let the UWP get in the way. Scratch things out, re-write them,
come up with what you can't wait to share with your players.
So, to summarize:
- Remember that the mechanics and implied setting details are your friend. They limit the mobility of the PCs at the start of play.
- Feel free to focus in on one patch of geography of a cluster of worlds rather than thinking you are responsible for mastering all sort of information scattered across countless books written over forty years.
- Focus on what you need to play: The people, places, organization, creatures, environments that you can't wait to share with your players that the PCs can interact with.
- Make it yours. The early materials of Classic Traveller were there for you to have a good time with as you made them your own. You own nothing to the setting. The setting material is there for you.
*(By the way,
Stars Without Numbers is a sandbox SF game set among the stars and very much like
Traveller. The book has really solid Refereeing advice for running sandbox style games. The link above leads to a free PDF version of the game.)