Originally posted by rancke:
...he just decided to try to reconcile that fact with the other fact from Imperium and Dark Nebula.
Hans,
Reconciling
Imperium and
Dark Nebula wasn't neccessary. They're wargames and therefore a different catagory of canon,
Imperium especially.
Imperium originally stated that the Imperium consisted of about 70 systems centered on Capella. No one ever tried to reconcile that canonical 'fact'. It was dropped instead like
Leviathan's jump torpedos as a wargame that predates the
CT and the OTU was 'massaged' or 'retconned' to fit the rules written afterwards.
There is canon and then there is canon, wargames are special cases.
FFW states that a squadron uses all of it's jump fuel when it jumps no matter how far it jumps. Are we to read that and say jump fuel regulators somehow don't exist or are not used between 1107 and 1110? The answer, of course, is that we are not.
The jump fuel rule in
FFW is a play mechanic, a metagame artifact meant to streamline record keeping and definitely not a canonical description. The jump lines in
Imperium are the same as
FFW's jump fuel rule, a metagame artifact used for reasons of play.
As for the Vilani 'suppressing' the technique, a copy of
AotI or a look at any on-line map site will reveal many
three parsec gaps within the confines of the Ziru Sirka. Either the Bureaux have a way of routinely crossing those gaps or the acknowledged economic masters practicing 'Just in Time' manufacturing techniques across 15,000 systems at jump2 speeds are unaccountably accepting detours that can add months to trip times.
You always point out that
"Canon must make sesne" and rightfully so. Which is it then? Are the Bureaux crossing those three parsec gaps or are they detouring? If you choose the former, you've just retconned more brown dwarfs into
Traveller astrography. If you choose the latter, do the detours make any sense?
There was another solution suggested during the playtest and I didn't suggest it. I supported it true, but I didn't come up with it. Instead of retconning in brown dwarves or suppressing knowledge, a minor tweak would say deep space jumps (DSJs) of the period were of little utility for military operations because certain techniques hadn't been developed.
The exact reason why DSJs were of limited military utility could have been worked out, if the thread in question hadn't been hijacked by various morons fixated on mass precipitation requirements. The effort and time spent dealing with that topic most likely put the DSJ thread on most playtester's mental 'ignore list' as the actual nature of the thread got lost while trying to explain
AGAIN to the usual suspects that mass is not a requirement of jump precipitation.
I keep bringing up 'military utility' in conjunction with DSJs because the real reason DSJs needed to be limited in
GT:IW has
nothing whatsoever to do with
Imperium. The jump lines in
Imperium are the excuse for the decision made and not the actual reason.
The reason happens to be the Sirius Gap. Specifically this question:
If the USSF could cross the two parsec gap between Terra and Barnard, why didn't the Ziru Sirka and Confederation later cross the three parsec gap between Terra and Sirius to attack each other directly?
That's the real reason why brown dwarves were retconned in and suppression suggested. It has nothing to do with
Imperium's jumplines at all.
GT:IW's solution is a weak one and one for which the ramifications were not fully examined. Does this mean
GT:IW is a poor product?
Hell no. IMHO it ranks with
GT:FI.
The Regency Sourcebook, and
Path of Tears. It does, however, mean that a mistake was made.
We're dealing with that mistake already. The subtle nature of
GT:IW's solution doesn't come across to some readers. With the book out less than two months, mass precipitation has already reared it's head both here and at SJGames. You know as well as I that we'll be dealing with people using
GT:IW as canonical justification for mass precipitation years from now, just as we'll be dealing the flawed
T5 UWPs years from now.
Have fun,
Bill