Having spent the last few months poring over William H. Keith's Lords of Thunder (aka DGP's MegaTraveller Journal #4 -- which has become quite possibly my all-time favorite Traveller adventure), I had somehow failed until about 5 minutes ago to make the conscious mental connection that Gateway Sector is smack in the middle of QLI's T20 playground, and am now extremely curious to know what you're planning to do with this area in M:1000.
Since I know that, for whatever reason, the print content of MTJ4 is copyright GDW, not DGP, and therefore not 'forbidden canon,' I assume (hope!) you'll be sticking to the sector history/descriptions therein, but I can't help feeling that (as presented by WHK) Gateway Sector in 1000 will be a whole lot less interesting than it is in 1120 -- the entire history/politics/geography of the Sector is balanced perfectly for all of the themes and grand plots to come to a head simultaneously -- right around 1120.
So I'm wondering what approach you're planning to take. If you stick to WHK's timeline, you'll just be giving hints of developing themes and conflicts that can't/won't be resolved within the span of your product line (i.e. frustrating your customers), but if you alter too much then you'll be destroying what is IMO the most dynamic and interesting story/setting ever produced for the OTU -- a group of PC adventurers stumbling onto Trevannic Alpha in 1002 out of plain curiosity wouldn't have nearly the dramatic punch or large-scale consequences of the grand sector-wide reckoning WHK engineered.
So, what's the plan?
Since I know that, for whatever reason, the print content of MTJ4 is copyright GDW, not DGP, and therefore not 'forbidden canon,' I assume (hope!) you'll be sticking to the sector history/descriptions therein, but I can't help feeling that (as presented by WHK) Gateway Sector in 1000 will be a whole lot less interesting than it is in 1120 -- the entire history/politics/geography of the Sector is balanced perfectly for all of the themes and grand plots to come to a head simultaneously -- right around 1120.
So I'm wondering what approach you're planning to take. If you stick to WHK's timeline, you'll just be giving hints of developing themes and conflicts that can't/won't be resolved within the span of your product line (i.e. frustrating your customers), but if you alter too much then you'll be destroying what is IMO the most dynamic and interesting story/setting ever produced for the OTU -- a group of PC adventurers stumbling onto Trevannic Alpha in 1002 out of plain curiosity wouldn't have nearly the dramatic punch or large-scale consequences of the grand sector-wide reckoning WHK engineered.
So, what's the plan?