...a post I wrote in another thread, but it seems very appropriate to this thread on GMing Classic Traveller as well. So, I break the rules and double post....
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Originally posted by Plankowner:
The modern world is already moving to electronic legal signatures etc. I think that in the next 5000 years, fully electronic legal documents will be around. I don't know that there would be much need for actual physical paperwork to move between the stars.
This is a good point to illuminate.
Classic Traveller is so old (and many other versions of Traveller too) that sometimes the same idea in the rules can be used, but it should be updated a bit.
For example, the computer rules and starship combat in CT. I still use the rules as-is, but do I think the computer is this huge, room-sized thing that is typically situated next to the bridge? Nope. That room that shows up on CT deck plans is a nerve-center room for the computer in my game. The computer itself is spread throughout the ship--a network so integral to the ship that it cannot be separated from it. Several CPUs govern several computers throughout the vessel, from the computer that analyzes a type of sensor data, to the computer that monitors the jump field, to the computer that simply opens and closes a hatch automatically as a crewmember approaches it.
Same thing goes for the "Space" requirement of the computer. Do I play as if these computer programs are so huge that the computer can't actaually store them? No. The "Space" requirement is actually a measure of the drain on the ship's RAM-analog. These programs are actually multiple programs that interact with various systems on the ship. Running them all-together is a massive drain on ship's computer resources, thus the "Space" restriction.
And, let's not forget "jump cassettes". Yes, I have them in my game, but are they actually casettes with jump coordinates on magnetic tape? Nope. In French, the term "cassette" means "small box". So, in my game, when you buy a jump cassette, you're paying the starport to calculate jump coordinates for you, and they lump all these coordinates that they generate for you into a "small box" for you to take with you to your ship.
Of course, you don't go and actually pick up the cassette and physically take it to your ship. The data is transferred to your ship wirelessly while its sits in dock. The data stream is delivered in a small packet...a small box...you guessed it...a cassette.
I haven't changed any of these rules. I'm using them just like they were used back in 1977 when CT hit the shelves.
It's just that I think of the rules differently. In 1977, I'm sure players thought of jump cassettes as something that was physically picked up and inserted to a drive somewhere on the bridge. Here I am, 30 years later, using the exact same rule, but considering the term "cassette" describes the wireless information packet the ship receives from the starport.
Same exact rule. Different way of thinking about it.