In Gurps traveller, Loren Wiseman wrote an excellent sidebar about why nanotech isn't used that much in canon traveller. He talked about how nanotec could possibly be used to create virtually anything from basic elements, and how such a setting might be a good game universe but it wouldn't be traveller, because traveller revolved arounf interstellar commerce and the setting depended on that.
He was right generally speaking. Unfettered nanotech would change traveller totally, as who needs trade when you can make steak and potatoes out of dirt and manure with a good, high end nanotech processing system? (Of course nanotech can't produce basic elements, just manipulate atoms and molecules, it can't change atoms so you'd need the basic atoms, meaning there might be some trade in the form of basic elements. But nothing compared to the trade in the mainstream traveller universe.)
(BTW, I do think there is some basic nanotech in traveller at some levels. There's a vehicle in T4 called the Mobile fabrication facility, or MFF for short if you can avoid snickering at what else those letters might stand for. It can supposedly make almost anything in the imperial military catalogue from a vehicle axle to a microchip to a spring for a gun trigger. Something like that seems to need some for of nanotech, even if it's limited and can only do certain functions in a eutectic environment.)
But this made me think on something: How much can you change traveller and still have traveller?
Sounds like a great conversation to me, so....
I think the backbone of traveller is in the jump rules. (Hey, it's called "trave;;er", so the rules for travelling would seem to be important.
)
Given the limits on jump and communication, the traveller universe maintains a certain flavor, where worlds are, at least in strategic terms, part of some polity like the 3I, but in day to day, tactical terms, are on their own.
When communication between systems takes weeks, months or even years, each system is fairly free to develop it's own society with only nominal influence from the outside, and that's a major part of the traveller setting.
So monkeying with the rules for interstellar travel or communication is a heap big no-no if you want to keep the core essence of traveller intact.
Nanotech has been discussed, so AI's next. AI might take too much away from the game in terms of what characters do. I mean, if your ship can fly itself and you have AI drones to maintain it all, what do the players do on the ship besides polish...various things?
AI could really make humans mostly unnecessary and obsolete, and I don't think "uncle cleon" wants his subjects unemployed and feeling like there's no point to anything. Also, really, AI would likely be the most dangerous thing humanity, or anyone else, could ever possibly develop. I mean, the danger a hostile AI could pose would dwarf the danger nuclear arsenals pose, because a nuclear arsenal is at least predictable, whereas a true AI might not be. (Skynet or HAL, anyone?)
But the main thing is that AI would leave the players with less to do, so it needs to stay out of traveller if you want to keep it traveller.
Now there are a lot of things that could be brought into traveller without completely changing the whole thing into a different universe. Genetic engineering, within limits, could be used in a traveller universe so long as it's not being used to create 'ubermenschen" that unbalance the game. Ditto for cybernetics.
I think as long as you keep the travel and communication rules intact, don't disrupt interstellar trade and keep the setting one where people count as much or more than gadgets you'll have a recognizable version of the traveller universe to play in.
I'm hoping this thread can become a guideline to anyone wanting to create a unique traveller universe while still keeping it a traveller universe.
He was right generally speaking. Unfettered nanotech would change traveller totally, as who needs trade when you can make steak and potatoes out of dirt and manure with a good, high end nanotech processing system? (Of course nanotech can't produce basic elements, just manipulate atoms and molecules, it can't change atoms so you'd need the basic atoms, meaning there might be some trade in the form of basic elements. But nothing compared to the trade in the mainstream traveller universe.)
(BTW, I do think there is some basic nanotech in traveller at some levels. There's a vehicle in T4 called the Mobile fabrication facility, or MFF for short if you can avoid snickering at what else those letters might stand for. It can supposedly make almost anything in the imperial military catalogue from a vehicle axle to a microchip to a spring for a gun trigger. Something like that seems to need some for of nanotech, even if it's limited and can only do certain functions in a eutectic environment.)
But this made me think on something: How much can you change traveller and still have traveller?
Sounds like a great conversation to me, so....
I think the backbone of traveller is in the jump rules. (Hey, it's called "trave;;er", so the rules for travelling would seem to be important.
![Smile :) :)](https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png)
Given the limits on jump and communication, the traveller universe maintains a certain flavor, where worlds are, at least in strategic terms, part of some polity like the 3I, but in day to day, tactical terms, are on their own.
When communication between systems takes weeks, months or even years, each system is fairly free to develop it's own society with only nominal influence from the outside, and that's a major part of the traveller setting.
So monkeying with the rules for interstellar travel or communication is a heap big no-no if you want to keep the core essence of traveller intact.
Nanotech has been discussed, so AI's next. AI might take too much away from the game in terms of what characters do. I mean, if your ship can fly itself and you have AI drones to maintain it all, what do the players do on the ship besides polish...various things?
AI could really make humans mostly unnecessary and obsolete, and I don't think "uncle cleon" wants his subjects unemployed and feeling like there's no point to anything. Also, really, AI would likely be the most dangerous thing humanity, or anyone else, could ever possibly develop. I mean, the danger a hostile AI could pose would dwarf the danger nuclear arsenals pose, because a nuclear arsenal is at least predictable, whereas a true AI might not be. (Skynet or HAL, anyone?)
But the main thing is that AI would leave the players with less to do, so it needs to stay out of traveller if you want to keep it traveller.
Now there are a lot of things that could be brought into traveller without completely changing the whole thing into a different universe. Genetic engineering, within limits, could be used in a traveller universe so long as it's not being used to create 'ubermenschen" that unbalance the game. Ditto for cybernetics.
I think as long as you keep the travel and communication rules intact, don't disrupt interstellar trade and keep the setting one where people count as much or more than gadgets you'll have a recognizable version of the traveller universe to play in.
I'm hoping this thread can become a guideline to anyone wanting to create a unique traveller universe while still keeping it a traveller universe.