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Does Classic Traveller need an update?

Does Classic Traveller need an update?


  • Total voters
    325
My "CTPlus" is a Frankenstein's monster of CT and MT and other things. 'Cuz when we say "CT Updated", we really are talking about House Rules in the Extreme.

The result is Not Classic Traveller, but it's more like CT than anything else.


  • Characteristics include the Soc analogs (Cha and Cas), but not Curiosity, which I assign to the Talents list.
  • Careers are a mixture of Book 1 and Citizens and other things. Diplomat, Rogue, Noble, Scientist, Entertainer, Agent, Scout, Merchant, Army, Navy, Marine, and plain old Citizen.
  • Ship Shares.
  • The Skills list is expanded to accommodate the pile of careers -- around 64 skills. Their use is standardized under the CT/MT task system. This is a closed class.
  • Supplemental to the Skills is the Talents list, which are typical inherent capabilities that can be held by aliens and how they work. Talents include Curiosity, Hibernate, Invisibility, and is an open class.
  • Ranges are designed to work with the task system and combat systems. Somehow, the combat system also works with the task system.
  • GunMaker is imported and modified from Traveller5, and uses Burden to determine usage DMs when the weapon class is otherwise unknown. Archaic firearms are supported, though approximate.
  • Starship design is a formulized version of the basic Book 2 ship design system, includes a set of 9 small hulls for building small craft, allows "ganging" for larger ships and proportional drives, and with many of the toys from MegaTraveller or T5 thrown in (sensors, weapons, power sources, drives, bridge sizings...). Component designs are rationalized so they can be derived from a basic form through adding or subtracting TLs: one table controls how price and volume changes as TL changes. TL can be the controlling characteristic for tasks. For example, a character with Gunnery-3 firing a TL 12 turret has a DM of 3 + 12/5 = +5. Effective obsolescence happens when TL allows selection of a more capable component type.
  • Improved trade rules (borrow from Merchant Prince, T20, T5, etc).
  • Computer programming stays in. Computer as a DM in combat is OUT. Computer as a task resolver is IN (again, TL can be the controlling characteristic).
  • World mapping from T5 is used as-is. Some of the animals concepts from T5 are imported. A form of VehicleMaker is imported.
  • Updated system gen rules, with reasonable (I don't require "correct") stellar distributions.
  • The psionics rules are from Traveller4.
  • Robot-build rules are included, and are not an engineering exercise.
  • Robots and aliens can both go through basic character generation, and in general no new career gen processes are required except for highly unusual cases.
  • Sophont generation. Can be somewhat "fluffy", but has to at least generate the elements that affect career resolution, travelling, using equipment, and performing tasks.
 
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I think the problem across all editions of Traveller is that they never have "finished" an edition, in each edition the game grows and matures, so much amazing stuff gets added then one day the Developers and players turn around and see that the game has gotten to big to "finish", so an other edition is put in to development.

This is why the Traveller5 Core Rules is 600+ pages long. It covers quite a lot of ground.

We'll see whether or not additional rules will be needed for the core rules.
 
Name doesn't matter. We've been calling the concept "CT Plus" and similar things for years.

More career options is tricky. Do we replace the basic careers with Advanced chargen, or do we dumb down the "Citizens" careers? If the former, do we also then expand the skill list in the core rules? How far? And how much rewriting of the skill descriptions is needed, if characters get more skills on average than they do in basic career resolution?
Not sure how they’d do it, but I’d expect at least 10+ careers in any new edition of Traveller - in the corebook. There should be a diversity of choice from the get go.

The universal task system did show up in Classic Traveller — late though, and of course it wasn’t edited into the core rulebook.
Again, I am referring to the core rule book, not somewhere down the line in supplements.

Integrating the rules with the task system (i.e. standardising the rules) in general is a good idea, but what that means really depends on what each person wants. For example, the combat system cannot use the universal task profile without being completely rewritten -- and that's a can of worms that will never happen. Conforming other bits of CT to a task format would probably not have those problems, tho.
That would be what I want - how it would be implemented and developed would be something the developers would have to sort out.
 
CT + CotI for your basic career choices.
Character generation options (points buy, special duty roll, rule of 4, more automatic level 0 skills)
Simplify the skill list ;)
Simple task system (CT has had this since Andy Slack wrote in White Dwarf - just use 8+ for everything, not just combat)
T4 combat (armour as damage dice reduction)
Ship construction based on %, not a drive table
 
Actually, having thought about it, I really don’t want to see an ‘new’ version of the ‘classic’ Traveller game. I want the original game to be kept in tact in perpetuity. I want it to remain a classic.

What I want, however, is what was billed for with T5 and Mongoose - an integrated standard mass market edition (like MgT) with a supplemental ‘ultimate edition’ (like T5) for the hardcore fans. I’d like both of them to be fundamentally linked to Classic Traveller though.

The problem with all this is that MgT and T5 (and by extension Classic Traveller) are not very compatible rulesets, the differing fan bases are a bit tribal now, and there has been a lack of co-ordination in marketing the relationships between each version. MgT also runs into some issues as an intro-level game - primarily due to it’s art direction and layout in the core rules book especially. The game is fun - but the presentation could be better and more attractive to new players.

Both the T5 and Traveller: Liftoff Kickstarter campaigns have disappointed in different ways. My hope is that people at FFG, Mongoose and any other interested parties could actually get together and co-ordinate a plan that actually encouraged new Travellers while also maintaining a satisfied traditional fan base. But somebody around here needs to take a lead on these issues.
 
I'm not proud - I'll steal the best bits from any edition of Traveller to make what I think is my ideal home brew system :)
I can find good points in every edition, but the flames start when you try to reconcile the setting with the different rule sets.

Oh for a systemless setting book that describes the different eras of the OTU and leaves the rule set to individual group choice.
 
My hope is that people at FFG, Mongoose and any other interested parties could actually get together and co-ordinate a plan that actually encouraged new Travellers while also maintaining a satisfied traditional fan base. But somebody around here needs to take a lead on these issues.

I think what will happen before you see that is a 3rd party game using the SRD's to create a version that appeals to RPG players of today. It probably will NOT be a 2D6 system. Nor will it have the game before the game char gen system.
 
Oh for a systemless setting book that describes the different eras of the OTU and leaves the rule set to individual group choice.

Different strokes for different folks. I really dislike "systemless" books and tend to stay away from them.

I prefer to keep focused on the edition, and stay within the same edition, seldom straying outside of it.

I do this with most games.
 
Oh for a systemless setting book that describes the different eras of the OTU and leaves the rule set to individual group choice.

Actually, I quite like this as an idea. Sort of like The Guide of Glorantha books released by Moon Publishing?

It’s something that every version of the game could use, and could be a really meaty, full colour, spectacular book if backed by a successful Kickstarter campaign. And what’s more - there isn’t something like this in existence as it stands in any edition, and it could be a unifying project. Since Guide to Glorantha has been released, it’s actually boosted the interest in RuneQuest (new core setting book), HeroQuest (new edition coming) and there’s even a 13th Age (d20/D&D) version coming out…

If successful, we could see new editions and supplements spring up in support from all companies wishing to take the opportunity of tapping into a newly invigorated market.

Something to think about…A Guide to the Third Imperium….
 
Traveller Bible, Part 1 (proposed)

Something to think about…A Guide to the Third Imperium….

I made a stab at a Traveller Bible some years ago, but haven't worked on it for years. Goodness me, the file was last changed back in March of 2007...

Anyone who wants to do something with it is welcome to do so. Just note that it's very rough and is missing anything published in recent years:

Part 1:
Code:
                              The Traveller Bible
                              ===================

Note: References to canon material is in the form [XX:YY] where XX is the code
for the book/magazine and YY is the page number. 

Key: AM1* = Aslans; AM2 = Kkree. AM3 = Vargr; AM4 = Droyne; AM5 = Hivers; AM6 =
Solomani; AM7 = Darrians; AM8 = Alien Realms; AR1* = Zhodani & Vargr; AR2 =
BtC = Behind the Claw; De = Denuli; AGD = Astrogators' Guide to the Diaspora
Sector; EA = The Early Adventures; GD = Gateway to Destiny[1]; MTJ# =
Megatraveller Journal no. #; LDNZ = Library Data (N-Z); RD = Reavers' Deep
Sector Sourcebook[2]; RF = Rim of Fire; S&A = Solomani & Aslan; Sh = Shadows;
SR1 = The Legend of the Sky Raiders; SR2 = The trail of the Sky Raiders;
SS = Safari Ship; TA = The Traveller Adventure.

*AM stands for 'Alien Module'; AR stands for 'Alien Races'.

[1] All information in GD is per the late 10th Century.

[2] I consider the Gamelords material sufficiently well known to warrant
    inclusion in the 'extended canon'. Unfortunately, my collection doesn't
    contain very much of it. However, much of the material is collated in RD,
    so I'm using that as my reference, even though it is a very rare book. If
    anyone can provide me with original references to these facts, please do. 


World History
-------------

1) Indigenous population

The first question that must be answered is, does the world have an indigenous
population? If the world is incapable of sustaining life, the question is easy.
Otherwise, it's a judgement call. According to [reference], there are roughly
100 minor non-human races inside the 3rd Imperium and a total of roughly 400 in
all of Charted Space around 1100. This works out at an average of about one per
three subsectors.

The best way to handle it is probably to refrain from introducing new non-human
races unless you have a specific use for them in mind, but not to be afraid to
do it if you do have a reason. (It should be noted that there are ways to get
non-human populations that didn't evolve on the world. Chapter 2, Ancient
Times, will have more to say about that.)

The following worlds are known to have indigenous populations:

(Note: Many of the references are just a name and a world (sometimes not even a
name). The references marked by an asterisk contains no more information than
that.)

Hex  World Name  Species              References

AHRIMAN

???? Matrix       Inyx                [AR2:135-142]


ANTARES

2405 Githiaski    Githiaskio          [AR4:61-67; JTAS16:12-14, 27]


CORE

No minor non-human races are mentioned in the writeup of Core in TD9.


CORRIDOR

0338 Ishirdu      Irdu                [TD3:46]
2238 Divad        Brinn               [TS12:18-24]
2804 Neghu Oug    Ojehshodu           [TD18:34]
3131 Xapoqoz      Xapoqi              [TD18:34]

CRUSIS MARGIN

???? Devi         Devi Intelligence   [AR2:127-134]
???? ?            Beree               [GD:24-25]
???? ?            Kafoe               [GD:33]
???? Sfyri        Kahyri              [GD:33-45]

DAIBEI

3020 Temeraire    Evantha             [AR4:38-44]
???? ?            Bruhre              [TC7:36; RD:56]

DARK NEBULA

1225 Kuzu         Aslans              [AR2:5-63; JTAs20:10-13; S&A:43-98; TD17:6-18; TD18:8-14]
                  Ormine              [TD17:30; S&A:100]
                  Ulane               [TD17:31]
1719 Hlao         <unnamed>           [TD17:32]

DENEB

0917 Kubishush    Gl'lu               [TD1:35*; MTJ1:25*]

The Scout Service has found no native intelligent life in the Atsah subsector.
[EA:46]


DIASPORA

2125 Moncton      Swarmer             [AGD:12]
3008 Ningho       <unnamed>           [AGD:7]


EALIYASIYW

1527 Iraisafeie   Huosoa              [TD18:36]
2604 Ahetaowa     Ahetaowa            [AR4:14-21]


EMPTY QUARTER

0426 Marhaban     Bwap                [AR4:22-37; JTAS11:12-15]


FAR FRONTIERS

xxxx Mirayn       Gogs                [SRL]

GATEWAY

xxxx Akeen        Akeed               [GD:22-24]
XXXX Alphaaric    Faar                [GD:28-29]
xxxx Trevannic[*] Droashav            [GD:26-27]

[*] Not original homeworld.


GLIMMERDRIFT REACHES

xxxx 224-103      Maskai              [GD:35]


GUSHEMEGE

0437 Jaeyelya     Ael Yael            [AR4:5-13; JTAS15:13-15, 47]


GZAEKFUEG

1635 Vrirhlanz    Hlanssai            [AR3:76-81; JTAS24:40-43]


GZURR!K'L

???? Izyme        Lithkind            [AR3:132-142]


LISHUN

0110 Jesikara     J'sia               [AR4:95-100]
0621 Shuna        Minlad              [TD6:14-27]
2307 Jagd         Jgd-ll-Jagd         [AR4:90-94; JTAS17:9-13]

NOOQ

3201 Sphereworld  Inheritors          [AR3:121-131]


OLD EXPANSES

0231 Thorell      Thorellians         [TD12:34]
0738 Vras         Shalli              [AR4:101-106]


REAVERS' DEEP

1124 Gaajpadje    J'aadje             [AR4:82-89; TD16:27]
1226 Htalrea      Polyphemes          [RD:54, 58]
1404 Storm        H'Oskhikhil         [RD:53]
1711 Tsanesi[*]   Yn-tsai             [TC7:33; RD:63]
1721 Lajanjigal   Languijigee         [RD:55]
2111 Lhshami      Lhshanna            [TC7:33; RD:56]]
2724 Virshash     Virushi             [AR4:132-142; JTAs12:10-15]

[*] Not original homeworld.


REFT

0435 ?            Sakika              [TD19:6-12]
1907 Aum-Rhar     Tezcat              [AR4:116-123]

RICENDEN

???? Guaran       Hivers              [AR3:5-62; JTAS13:16-23]

RUUPIIN

xxxx Kirur        K'kree              [AR2:64-126; JTAS10:6-11, 15; JTAs21:41-46; JTAs24:6-8]
2417 Kagh'kir     Girug'kagh          [AR4:45-60; JTAs21:33-36]


SOLOMANI RIM
Hex  World Name   Species             References

0502 Ugarup       Gurungans           [RF:34-35, 65-66]
1717 Muan Gwi     Vegans              [LDNZ:28-30, RF:31-33, 91-92]

RF:33 states that the Solomani Rim is "rather lacking in non-Human sentient
species. Aside from the Vegans, no other species native to the region has 
wide-ranging importance". Although this leaves the door open for non-Human
sentient species that are NOT of wide-ranging importance, the detailed nature
of Rim of Fire suggests otherwise. Do not introduce more indigenous sentient
species in the Solomani Rim.

SPINWARD MARCHES
Hex  World Name  Species         References

0108 Gyomar      Tethmari        [BtC: 35, 37-38]
0416 Retinae     Takashi         [BtC: 34, 42]
0710 Stave       Obeyery         [BtC: 32, 41]
     Sheol[*]    Sheol           [AR1:122-133]
0838 Mewey       Mewey           [BtC: 31-32, 56]
1031 Denuli      Shriekers       [SS:40-49; De: 13-19; BtC:33-34, 73;
                                 AR4:107-115]
1131 Faldor      Otarri          [BtC: 32-33, 74]
1320 Saurus      Saurians        [BtC: 33, 65-66]
1511 Tionale     <unnamed>       [JTAS9:28-29]
1939 Craw        Crawians        [JTAS10:16-22; JTAS11:37-42]
2309 Yurst       Ursty           [BtC: 35, 83]
2523 Byret       Larianz         [SMC:18]
3002 Yebab       Eibokin         [TA:82-84, 142; BtC:31, 103; MTJ1:25]
3019 457-973     Pelosians       [SMC:20; RegS:43]
3202 Junidy      Llellewyloly    [TA:84-85, 143; BtC:31, 104; MTJ1:25*]

[*]  Gas Giant in the Querion system



VLAND

3129 Wimorel    Kolzar           [TD5:42*]


VAGUE OR UNSPECIFIED LOCATIONS

Species       Notes                                           References

Addaxur       Another name for Clotho                         -
Asym          "...known throughout the Imperium as Asyms."    [T4:147]
Clotho        Near center of Zhodani Consulate                [AR1:113-121]
Denaar                                                        [T4:147]
Drakarans     Egde of Vargr Extents                           [AR1:100-112]
Graytch       Borrum. a backwater world in the Imperium.      [T4:147-148]
Hhkar         Amdukan sector                                  [AR4:68-75]
Hresh         Double-star system on the edge of the Imperium  [T4:148]
Ithklur       Tryylin/? (Hiver space)                         [GD:31-32]
Krayl'luk     The world Afawahisa, somewhere in the Coreward  [S&A:49]
              Hierate.
Mwawmbijebe   The world Kualakhtae somwhere in Aslan space.   [AM8:34-39]
Saie          Reavers' Deep                                   [RD:60]
Valkyrie      Rimward of Solomani Conf. and Aslan Hierate.    [AR4:124-131]
Wanderers     Entered Gateway in 320 from across the Lesser   [GD:37-38]
              Rift.*

* And of course no one has had the curiosity to send an expedition to the other
  side of the Great rift in the seven centuries since then!).

Hans
 
Traveller Bible, Part 2 (proposed)

Part 2:

Code:
*Extinct species?*

If the world is capable of sustaining life, but does not have an indigenous
sapient species, it may have had one that has become extinct by 1100, leaving
behind whatever they left behind. There are no canonical limits to the number
of such extinct species. They can be the source of mysterious edifices filled
with weird and wonderful items. Do exercise some restraint when it comes to
ultra-tech items, though.

Note that if you're working in a milieu prior to the Classic Era, a sapient
species may still be extant but destined to die out before 1100. Use this
notion sparingly -- extinction of sapient species should not be too common.

The following worlds are known to have had indigenous intelligent species, now
extinct:

Name           World                 Became extinct           Reference

<Unnamed>      Jode/0805 Deneb       1 million years ago      [TD1:10]
Qiceteu        Ilma/1523 Vland       <unspecified>            [TD5:41; V&V:99]
Saie           ?/Caledon subsector   3,700 years ago          [TD16:28]

 
2) The Ancients and their shenanigans

The next question is, did the Ancients transplant any sapient species to the
world? 

HUMANS

The Ancients transplanted populations of _Homo sapiens antiquus_ to more than a
hundred worlds. On a large number of these the populations survived down into
historic times. Some became extinct between the time the Vilani first invented
jump drive and the Classic Era. Some became so intermixed with Vilani that they
ceased to have a distinct existence. Others simply died out. Some were
exterminated by the Vilani.

By 1100 there were 49 human races (including the three major ones) known to
Imperial scientists. At least one more (the Loeskalth) are known to exist, but
the news has not yet been accepted by the established scientific community of
the Imperium. Of those 50, 28 or more have been mentioned in canonical works.
Don't waste any of the remaining 'slots' on throwaway references. Feel free to
introduce another Minor Human Race, but be sure you really need one, make it a
good one, and do a proper writeup. Also, 50 human races in Charted Space works
out as roughly one per sector, but that's an average. A sector doesn't
absolutely HAVE to have a minor human race and a sector could concievably have
more than one (Reavers' Deep and the Trojan Reach each has THREE!). Just bear
in mind that if you do introduce more than one to a sector, you're well over
your quota. Don't do it unless you have a very good reason.

90% of all known homeworlds of human races, surviving and extinct, lie within a
kidney-shaped area that stretches from the Spica sector to trailing to the 
Eiaplial sector to Spinward. This means, of course, that 10% lies outside this
area, so if you really need a minor human race elsewhere, go ahead. And if you
get far enough away from the Imperium, you can even have MHRs that are not part
of the canonical figure.

[Map]

The following minor and major human races are known to exist:

Name         Homeworld                   Taxonomic name[*]       References

Answerin     Answerin/0431 Vland         Homo sapiens ?          [TD5:40; AR5:
                                                                 17-23; V&V:98]
Ayansh'i     Ghost/3115 Reavers' Deep    <Hominid>               [RD:49]
Azhanti      Irale/2315 Antares          <Hominid>               [AR5:24-29]
Cafadians    Cafad/3135 Corridor         ?                       [TD3:47]
Cassilldan   ?                           ?                       [S&A:24]
Darrians     Darrian/0624 Sp. Marches    Homo sapiens darrianus  [AR5:30-49;
                                                                 JTAS14:16-18]
Dynchia      Melantris/Leonidae          Homo dynchia            [AR5:50-59;
                                                                 JTAs24:44-48]
Floriani     Floria/0213 Trojan Reach    Homo floriani           [AR5:60-67]
Geonee       Shiwonee/1430 Massilia      Homo sapiens geonensis  [AR5:68-78;
                                                                 TD11:8]
Halkan       Halka/0510 Trojan Reach                             [TD20:8]
Iltharans    Drexilthar/1826 Rvrs' Deep  Homo sapiens ilthara    [AR5:79-85]
Irhadre      Chanad/0935 Lishun          Homo sapiens ?          [AR5:86-92]
Kargol       Kargol/1205 Leonidae        <Hominid>               [AR5:93-102]
Loeskalth    Somewhere in Gushemege      ?                       [SR2:28, 45]
Luriani      Daramm/0821 Ley             Homo luriani            [AR5:103-112;
                                                                 T20:26]
Murrissi     Coreward Hierate            ?                       [S&A:49]
Solomani     Terra/Solomani Rim          Homo sapiens sapiens    [S&A:2-42]
Suerrat      Ilelish/2907 Ilelish        ?                       [JTAS26:4-5]
Sydites      Khuur/                      Homo ?                  [T20:27-28]
Syleans      Capital/2118 Core)          Homo sapiens ?
Tapazmal     Dlaekan/3124 Trojan Reach   ?                       [TD20:27]
Thaggeshi    Thaggesh/2530 Vland         ?                       [V&V:18]
Vilani       Vland/Vland                 Homo sapiens vlandensis [V&V:2-39]
Vlazhdumecta Afachtiabr                  ?                       [SR2:53]
Yileans      Gashikan/2732 Gashikan      Homo sapiens ?          [AR5:135-142]
Zhodani      Zhdant/                     Homo sapiens zhdotlas   [JTAS9:8-11;
                                                                 JTAS23:42-44;
                                                                 RC:59-]
<unnamed>    Rejhappur/1218 Rvrs' Deep   ?                       [RD:59]
<unnamed>    Urunishu/? Antares          ?                       [LDAM:37]

[*] Explanation of terms: 

Homo sapiens <name>: The race is a Human subspecies with the indicated 
                     canonical taxonomic name.
Homo sapiens ?:      The race is canonically a Human subspecies, but its
                     taxonomic name has not been mentioned.
Human:               From the description of the race there seems no reason why
                     it should not be a Human subspecies (no major differences
                     mentioned), but it may be a Hominid race.
Homo <name>:         The race is a Hominid species (other than Homo sapiens)
                     with the indicated canonical taxonomic name.
Homo ?:              The race is a Hominid species (other than Human), but its
                     taxonomic name has not been mentioned.
Hominid:             From the description of the race it seems unlikely that it
                     should be a Human subspecies (major differences from the
                     root stock).
?:                   There is little or no description of this race [AFAIK; I
                     only have access to 80-90% of the relevant material].

Note that the only Minor Human Race in the Spinward Marches is the Darrians.
Ignore the references in _Behind the Claw_ to three other MHRs: the unnamed
race on 769-422 (Spinward Marches 0240), the Traltar on Thralta (Spinward
Marches 2834), and the Tondouli of Tondoul (Spinward Marches 0739).
 
Traveller Bible, Part 3 (proposed)

Part 3:

Code:
DROYNE AND CHIRPERS

The Ancients transplanted populations of Droyne to an unspecified number of
worlds. After the Final War, these populations slowly began to decline as the
Droyne on all these worlds began to lose their ability to caste. Uncasted
Droyne become _Chirpers_. By -75,000 all known Droyne worlds were in serious
declines. At that point Yaskoydray made a tour of (all?) the Droyne worlds and
introduced the practice of using _coyns_ to help with the casting ritual (coyns
were known to the Droyne of the Ancient Era but not used to caste back then).
On about 20 of the worlds the practice eventually took hold (Yaskoydray visited
on more than one occasion. Presumably the coyn ceremony didn't 'take' with
all twenty Droyne worlds right from the start. The last 'tour' Yaskoydray made
took place around -1000); the rest remained Chirper worlds. Note that there are
two types of Chirpers: those who can still caste if taught how to use the coyns
and those who have lost the ability to caste no matter what. By now most
remaining Chirpers are of the second variety, but there are exceptions.

Note: Imperial scientists do not know about Yaskoydray (except as an
ubiquituous Droyne myth). They believe that one Droyne world developed both the
novel use of the coyns and starfaring capability and spread the coyns to all
the other Droyne worlds before abandoning starfaring once more.

Important note: Some of the dates given in MT material for Droyne evolution and
for the history of the Ancients are wrong (Short version: The Ancient period
runs from around -310,000 to around -290,000; any date that has Ancient
activity before this time is wrong). These dates were used in the 1st edition
of the GT corebook, but were corrected for the 2nd edition.

There exists a map showing principal Droyne and Chirper worlds in the Imperium.
It is very large scale, however, and is furthermore demonstrably inaccurate in
some cases (there are known Droyne and Chirper worlds that are not shown on the
map).

[Map]

The following worlds are known to have Droyne and Chirper populations. The
shaded sectors on the map may be assumed to be complete and accurate. Other
sectors have not been described in enough detail to be sure.

[List]

Rill/1923 Corridor       Chirpers               [TD3:47]
Vanejen/3119 Sp. Mar.    Chirpers               [AM8:44-47]

More references: RC:50-58

VARGR

The only known Vargr homeworld is Lair. It is conceivable that other worlds had
Vargr populations that either died out or were discovered by other Vargr who
didn't realize this, but no such world has been described yet.

JTAS8:13-15; JTAS21:9-14; V&V:40-97

OTHER SPECIES

There are no canonical references to other sentient species being transplanted
by the Ancients, but there's no reason why some shouldn't've been. Thus you may
have a minor non-human race that got spread to one or more nearby worlds - or
to worlds at opposite ends of the Ancients' territory, for that matter. The
Ancients may likewise have geneered other species -- either from other Terran
animals or from animals from other worlds -- that either died out or just
remained a hitherto unmentioned minor race.

TERRAFORMING

[The Ancients messed about a lot with terraforming.]

3) The Hiatus (Long Interval between -290,000 and -10,000)

The popular conception is that no one had interstellar travel during the
Hiatus. This may not be completely true. Unknown aliens from coreward built
some pyramids on Yorbund (Spinward Marches 2303) about -50,000 [Sh:xx]. Some
worlds may have had brief periods of interstellar capability, either through
the use of Ancients ships, SLT flight, or even self-invented jump drives. If
you choose to introduce something like that, you must make sure it goes away
again without leaving too much of an imprint (The Ancient ship disappears one
day, the world with the jump drive tecchnology destroys itself in a war before
it can spread beyond a few colony worlds, etc.).

4) The Vilani, Part I (1st Colonisation Wave)

5) The Consolidation Wars (2nd Colonisation Wave)

6) The Terran Confederation

7) Vilani exodus (3rd Colonisation Wave)

Between -2450 and -2300 a spate of unauthorized colonies were set up by Vilani
malcontents. By this time the Siru Zirka had become moribund, wracked by
frequent civil wars and economic recessions. Many Vilani were able to see what
was going on, but most resigned themselves to enduring what could not be cured.
However, around -2450 a new philosophy spread to a number of worlds throughout
the Imperium. Its origin was never traced and it had no formal name, but it
could be summed up in the phrase "Let's get out from under!" Over the next
century some 80 or 90 expeditions set out secretly, in defiance of
long-standing Imperial edicts, to carve out a new life far from the decaying
1st Imperium. These expeditions went in all directions, but the greatest number
headed spinward to Deneb, Provence, and Tuglikki. A few even made it as far as
Gvurrdon, Reft, and the Spinward Marches (In the Marches Vanejen and Algine
were the only two worlds where these colonies survived for more than a few
certuries, but other worlds could have gotten colonies that failed).

The pattern of development for 3rd Wave colonies was the same for more than 80%
of them. All of them were established on H-prime or H-norm worlds. On
practically all of them the colony was successfully established and prospered
for a while. Eventually the lack of contact with a supplier of essential
technology would cause the colony to lose some of its technology. A few managed
to hang on to Industrial technology, but most slid all the way down to
Pre-Industrial levels. At this point a few of the colonies died out; most of
the rest decivilized, losing many of their traditional Vilani cultural traits
in the process; and a very few managed to adapt to changing conditions and hang
on to their culture.

8) The Rule of Man

The Diaspora

9) The Long Night

10) The Sylean Federation (-650 to 0)

11) The coming of the 3rd Imperium (0 to 76)

12) The Pacification Campaigns (76 to 120)

The Pacification Campaigns present a splendid opportunity to get a group of
people on to your world - whether it be the original settlers or just a new
bunch to complicate life for the extant population.


OTHER NOTES

Technology to overcome [sic] the hydrogen atmosphere of St. George/2616 Vland
was developed in 360 (or rather, just prior to -- St. George is settled in
360).
That's it so far. Enjoy.

Note: Some statements in the text propound my preferred solutions to various canon conflicts. It's what I hoped would be established as canon by such a document, but not all of it is incontrovertible.


Hans
 
Actually, I quite like this as an idea. Sort of like The Guide of Glorantha books released by Moon Publishing?

That works by me too.

Though I wouldn't mind a bunch of Modules/Mini-games that could work with the commonly used rules sets. In fact the lack of related Wargames has been the weak points with more recent releases.

The related games was the strong point of Classic, it gave a much broader experience of Play under the Traveller Brand than later editions do.
 
You mean something like Dark Nebula but involving pocket empires, the new Ziru Sirka, Regency or such in 1248? That could work, as long as they don't contact the Virus zone...
 
It's difficult because the good thing about CT is the simplicity and all the attempts to update it - even the good ones - tend to lose the simplicity.

That's what I'd want from an updated CT - an ultra simple core that you could get up and running in an hour but which was easy to add bolt-on supplements to.
 
I would rebase the whole damned thing to work off 3D, not 2D.

-More points to play with on the curve means more scope to play with mods, like skill levels, before it breaks.

- 3D distribution has lower coefficient of variation than 2D. Strikes a nice sweet spot in swinginess between 2D (always felt too swingy) and 4 or more D.
 
It's difficult because the good thing about CT is the simplicity and all the attempts to update it - even the good ones - tend to lose the simplicity.

That's what I'd want from an updated CT - an ultra simple core that you could get up and running in an hour but which was easy to add bolt-on supplements to.


Yes, and no. CT itself is not simple, it just starts out with a very tight scope -- more or less: personal combat in LBB1, ship combat in LBB2, and trade in LBB3. With just those subjects, the ins and outs of the rules are easy to learn.

Then its various expansions flesh out the universe, filling out the rules as it goes, and so scope becomes relaxed.

I think some systematization might help organize the expanded CT rules.
 
I'm more thinking if anything needs 'tweaking' it might be the inclusion of some new-previously unseen starships to broaden the 'catalog' of vessels in CT.

That said, more commercial-private sector designs for owner-operators to make use of such as freight-haulers or dedicated passenger transports than the standing merchants and liners seen in the GDW and FASA publications of the 1980s.
 
I think this is a fabulous idea!

Having CT updated (and hopefully Books 4-7 as well) would be grand. I would join a kickstarter for that with both feet and a hefty donation.
 
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