creativehum
SOC-14 1K
When CT was in it's infancy, I wonder if they took any of this into consideration. That rafts might be a major part of a high tech cities backdrop, with traffic control issues and all. Or if they just imagined them as more or less part of the military industrial machine. Something space adventurer's might adopt to keep in their ship for if they need to get around quickly on an unfamiliar planet or to some remote location or another, not necessarily a big part of city life.
Everyone has to answer these questions for themselves, and cobble together whatever setting for Traveller they want from the often contradictory bits of rules and canon built up over the years.
But my best guess to your question is that, yes, they just imagined them as more or less part of the military industrial machine, and, yes, they are used to get around quickly on an unfamiliar planet or to some remote location or another.
Taking a look at the stories that Miller drew from when creating air rafts, one sees that they show up in many of the tales. Off the top of my head I know are featured regularly in the Dumarest novels and in The Demon Prices novels, as well as other tales. (I'm thinking now of two moments in the two series I just named where the protagonists kill the drivers of air rafts to acquire them. They're not that common.)
In all the cases I can remember, they are owned by powerful families and corporations, or used on sparsely settled worlds or to get to the sparsely settled landscapes away from cities. In general they are used to traverse great distance over terrain that would be more difficult on the ground, and to avoid any dangers: beasts, dangerous men, natural hazards.
The worlds of these novels were often sparsely settled, with plenty of planet "off the grid." Cities themselves often featured incredible automated walks ways, elevator/tube systems, and more.
Again, people should forge details found in the rules into any sort of setting they want. But, like you, I believe the concerns under consideration right now were noted at the time -- in part because the implied setting of the original rules suggested worlds on the lower side of the population scale, more unexplored terrain, worlds that are culturally and economically isolated, and so on.
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