Aliens in Traveller are, well, alien. They are far more than humans dressed up in bodysuits, which brings an additional layer of complexity to playing them. So, for our first Alien Module, it makes a certain sense sense to skip over a part of the rules that many people consider optional anyway.
Goal: Don't want to provide rules for Aslan psionics. Solution that would not involve contradicting previously published material (StwnicPPM): Write: "Psionic skills are rare among Aslans so we won't provide rules for Aslan psionics here."
...by far the greater part is the idea that if all major alien races have psionics to one degree or another, then that is an immensely boring situation. What makes them so special? However, if you have one psionic heavy race and one with little to none (with other in-between), then that creates some interesting dynamics.
Goal: Distinguishing Aslan psionics from that of other races (Like, for instance, the Hivers who don't have any at all). StwnicPPM: Let Aslan psionic powers remain as previously described, worse than those of Humans but better than those of Hivers.
Remember our other take on the Traveller universe - it is a very, very, very big galaxy. Anything can happen.
It's a big Galaxy, but the Aslans are a single species well-known to the scientists of Charted Space, who have had almost three millenia to study them. Not everything can happen. Suddenly discovering that the Aslans breathe chlorine can't happen.
For now (and the foreseeable future), we are simply addressing what is 'standard' and well understood.
The accumulated knowledge of 2,500 years, as it were.
Now, if I was the one writing the new Traveller OTU material (and you may judge it is better that I am not!), I would not be laying out everything as fact - you would be reading, say, xenobiologist reports on the various alien races, documents from scouting parties, etc, each giving their _opinion_ on what it is they are seeing. So, the xenobiologist may confidentely claim there are no Aslan psionics at all. But is he right?
Player: "After reading this report, we do a library data search for what his peers have to say. We also do a search for mentions of psionic assassins, sorted by reliability. Have there been any authenticated instances in the last 2,500 years? We also do a search of reports, memoirs, and travellogues by visitors to the Foahikteah and Yeoil Kew clans."
Referee: "<Answer which removes any doubt about whether the xenologist is right or wrong in the referee's TU>."
Of course, with that method, you won't be able to trust anything you read, especially when two different people are telling you two different things, and both are clearly biased!
So if all the credible experts agree with one person and only a few crackpots agree with the other, their obvious biases will leave you in doubt about which one you can trust?
(Note: I'm not saying that there aren't subjects where experts can disagree. There are. Lots. But there are also a lot of subjects where sorting the wheat from the chaff isn't trivially easy).
That is a very interesting way of approaching a setting, and we will adopt it somewhere along the line. Writing as 'God' is not always the best way of doing things. . .
This is a old concept. Authorial voice and viewpoint writing. DGP did it with their alien modules. It can be very effective, as long as it is made clear what is what. I don't think a setting book should do viewpoint writing without making it absolutely clear that that's what it is. It's not fair to referees, who are entitle to know what is true and what isn't.
Besides, it remains a mystery only until someone writes an official adventure where the disputed fact is resolved. If the xenologist's report is wrong, the first time you meet a psionic Aslan will prove it.
3. The fact that it is different from what has gone before is, again, not a major issue. What is _vitally_ important is that our books have their own internal consistency. This goes further than bay weapons, and on to the various points raised about Aslan and, say, the exploration of the Trojan Reaches. Our main concern is being consistent, rather than maintaining consistency (if you see where I am going).
I do. I wonder if you see where I'm going. Is maintaining consistency of ANY importance to you? If it is, I would think that you'd want to be made aware when you're about to invalidate something established by PPM. To take another example I brought up, as far as I can see, having the RoM spend official efforts on colonizing parts of the Trojan Reach doesn't accomplish anything for the present day setting that could not be accomplished by leaving it to refugees from the RoM, and it makes your TU less plausible. Let me stipulate that it isn't very much less plausible, but I submit that it is a bit less plausible. So why do it?
Hans