OK--I may be too much of a newbie to start coming up with an ATU, but I've been thinking about it anyway. I think it mostly comes down to making a game that is close to what I *imagined* Traveller was like when I first heard of it, since that would be the most fun for me to work with and play in. Of course, some of the differences from CT I've only thought about recently, since I didn't know much about the details of CT before.
So:
* Keep the jump-drive design and the lack of FTL communication
* Keep the idea of a widespread area of colonization
but...
* No mysterious ancients--just a very long period of colonization, by various human culture/language groups, in fits and starts over time.
* Replace the huge central empire with various unions and coalitions of planets, plus some independent planets, and a sort of galactic UN (non-paranoid-fantasy version). Some organizations, companies, social networks, etc., would cross the various boundaries. TAS would be included. Diplomacy would be complicated and lead to all kinds of intrigue.
* No humanoid aliens. I know they're not meant to be simple analogues, but I can't deal with the conveniently Earth-animal-like species (cat, dog, lizard, horse, Lovecraftian nightmare, etc.
). Instead, I'd have a less uniform human culture, with differences enhanced by the isolation and re-connection of various regions of space over time.
* Most of the interstellar stress and drama would come from diplomacy, trade, and fouled-up cultural contacts, rather than from war.
* No psionics. Too squishy.
* The focus of campaigns would include scout-service exploration missions; accidental adventures during trade in marginal areas; rescue missions and mystery-solving adventures (could be both); solo or small-group sessions about "just Travelling" (aka Vagrants Get In Deep Trouble); re-connecting with long-isolated systems; maybe archaeological expeditions that lead to trouble, or searches for signs of really-alien life.
* Big space battles, bean-counting trading trips, politics, religion, etc. would be right out. I tend to glaze over if I get into the details of weapons, combat, trading economics, ship mortgages, etc.--it all seems too much like work to be fun. It should be possible to keep a gritty, on-the-edge feel when needed even without that stuff.
* Lots of possible career paths that might get people on ships and travelling. (I just ordered a copy of the Citizens of the Imperium supplement, which should help.)
* More focus on role-playing and problem solving, very little on combat
* Could work with either CT or GURPs rules, but I'd try to keep rules, die-rolling, and detailed procedures from taking up lots of game time. Or solo scribbling time, if I don't get anybody else in realspace interested.
Now, I realize that all this may not really be what many people would consider "Traveller." And it may seem a bit wifty and soft-sci-fi-ish without the major military/mercenary and hard-economics elements. But, well, you gotta go with your strengths and interests.
Any thoughts or suggestions about all this would be welcome.
So:
* Keep the jump-drive design and the lack of FTL communication
* Keep the idea of a widespread area of colonization
but...
* No mysterious ancients--just a very long period of colonization, by various human culture/language groups, in fits and starts over time.
* Replace the huge central empire with various unions and coalitions of planets, plus some independent planets, and a sort of galactic UN (non-paranoid-fantasy version). Some organizations, companies, social networks, etc., would cross the various boundaries. TAS would be included. Diplomacy would be complicated and lead to all kinds of intrigue.
* No humanoid aliens. I know they're not meant to be simple analogues, but I can't deal with the conveniently Earth-animal-like species (cat, dog, lizard, horse, Lovecraftian nightmare, etc.

* Most of the interstellar stress and drama would come from diplomacy, trade, and fouled-up cultural contacts, rather than from war.
* No psionics. Too squishy.

* The focus of campaigns would include scout-service exploration missions; accidental adventures during trade in marginal areas; rescue missions and mystery-solving adventures (could be both); solo or small-group sessions about "just Travelling" (aka Vagrants Get In Deep Trouble); re-connecting with long-isolated systems; maybe archaeological expeditions that lead to trouble, or searches for signs of really-alien life.
* Big space battles, bean-counting trading trips, politics, religion, etc. would be right out. I tend to glaze over if I get into the details of weapons, combat, trading economics, ship mortgages, etc.--it all seems too much like work to be fun. It should be possible to keep a gritty, on-the-edge feel when needed even without that stuff.
* Lots of possible career paths that might get people on ships and travelling. (I just ordered a copy of the Citizens of the Imperium supplement, which should help.)
* More focus on role-playing and problem solving, very little on combat
* Could work with either CT or GURPs rules, but I'd try to keep rules, die-rolling, and detailed procedures from taking up lots of game time. Or solo scribbling time, if I don't get anybody else in realspace interested.
Now, I realize that all this may not really be what many people would consider "Traveller." And it may seem a bit wifty and soft-sci-fi-ish without the major military/mercenary and hard-economics elements. But, well, you gotta go with your strengths and interests.

Any thoughts or suggestions about all this would be welcome.