... My issue here is the size of fleets. One argument seems to be the Imperium has trillions of credits to toss around so why the vargr not. The other is we just want big ships to shoot at each other in a cool war game aka FFW. What we discover is that these two arguments are the bases of the big ship little ship issue. With that one you add general rules arguments.
So here I go. The big money issue is a red herring. First most players are not going around counting GDPs to determine the economics of the Imperium. In essences they are not worried about the economics of this universe. You can freely play without this issue. Now if you want to start another thread about the Imperial economy we can do that and Ill debate how the Imperium could not exist if it only spent its taxes on the military.
A red herring. Really? :devil:
You don't want a big fleet in your universe. Fine, it's your universe and that's actually a fun model to play under, go for it. However, I might point out that one does not have to have a big debate about the Imperial economy, nor run around counting GDPs, to realise that the hundreds of billions of people mentioned in Supplement 3 as inhabitants of the Marches could afford quite a bit more fleet than you'd like to see, without even breaking a sweat.
Yes, you can freely play without this issue, by the simple expedient of pretending it doesn't exist. Still, It doesn't take a rocket scientist to do a quick and dirty estimate based on that book alone and come up with a sector population well over a half trillion souls. In fact, it might be advisable to do a bit of independent head-counting if you want to argue against a large fleet, 'cause Supplement 3 figures are about double what Spinward Marches Campaign offers us - and Supplement 3 is much easier for the average not-worried-about-the-economics player to stumble across and take as scripture when he looks at you and asks you why your Imperium has such a small and scattered fleet.
So, pretend the issue doesn't exist. There's a long list of issues we all pretend don't exist in order to get on with the game. (The use of sandcasters as a defense against lasers comes to mind, as does the jump-masking rule that many of us elect not to use for simplicity's sake.) However, I would counsel against simply writing the issue off as a red herring, lest you find yourself with no answer for your players - some of whom I suspect may be a good deal more inquisitive than you give them credit for. The fact that you choose to pretend it does not exist for the sake of your preferred style of play does not mean the issue isn't out there waiting for one of your more inquisitive players to add two and two and get four.
... Now FFW as a game. I dont see how it is important to the OTU that you cant do without it. Yes, the FFW is needed, but since the narrative just gives fleet numbers and some locations/battles over 3 years, you can play in the "OTU" Traveller without playing the FFW game.
No, that's not right.
Yes, you can play a rousing campaign without the FFW game, just as you can play without having some fool duke assassinate your Emperor and make a royal mess of things.
However, FFW as written only works in a big ship, big fleet universe. A small fleet universe works best when you see the sector as a big wild frontier where war is characterized more by commerce raiding and small punitive expeditions. A small fleet doesn't carry enough troops to conquer anything of significance, and if it's really a threat to the likes of Efate or Jewell or Rhylanor (or even neighboring systems those worlds might consider to be important), then you're left explaining why those well-populated relatively-high-tech worlds couldn't scrape together enough cash to build ships to protect their skies - which invites the enemy to bring more ships, which leads the systems to band together to make more ships and organize a more vigorous defense ... and then you're unhappily back in the big fleet universe. No, a small-fleet 5th FW is a very, very different beast from anything described in FFW-the-game; best is to ignore the game completely along with all reference to it, and craft a 5th FW that is more appropriate to the setting you're trying to create.
...The rules question thats a gorden knot none of us can untangle because each edition tried to solve the problems of the last while also changing the setting. My simplistic answer is to pick a rule set you like and play any period you wish. That is to say play golden age OTU with T4 rules if you want. If T5 is useful I might use that as the bases of my game.
All of these issues are referee issues and it gives them plenty of room to work around them.
In other words, it's an IMTU thing rather than being a question of what the canon universe is like, 'cause I gotta tell ya, a canon Marches of a half-trillion souls can afford a whole lotta Kinunirs, if you're preferring that small-ship thing, and that can make life a little crowded for us who work in the field of - ahem - discrete transport of goods and items.