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In Your Traveller Universe, What Changes Have You Made?

As was pointed out by some others to me, a few years back, the cost per kilo for produce being shipped is (using standard rates, and a 10 Tmetric per Dton mass limit, in accordance with TNE's FF&S & BL)...
...and the mass vs volume problem arises again... :p

Straybow ducks and runs for cover to reload

...and the problem of profitability of shipping and trade system in nearly all versions of Traveller arises again... :p

Straybow scurries to another cover position
 
...and the mass vs volume problem arises again... :p

Straybow ducks and runs for cover to reload

...and the problem of profitability of shipping and trade system in nearly all versions of Traveller arises again... :p

Straybow scurries to another cover position

BLAM! BLAM! BLAM!

HALT HERETIC! BLAM!:p

Where is your belief? Where is all of your handwavium? :p
 
Mine is a very different universe. It's Traveller in rules only.

The Droyne and Hivers don't exist. People like the Zhodani are from the Magellanic clouds, and fought in Psychic wars, about 3 million years ago, nearly destroyed themselves, seeded this galaxy with proteins, altered some life-forms, and then departed for Andromeda galaxy.

The local galactic bubble within about 250 LY is where the Aslan developed, are called the Felis, and were responsible for boosting the humans out of prehistory, during the age of the pyramids. A war they fought with a Vargr-like race of carnivores dragged on, and they had to leave earth to its own devices, sometime around 2,000 BC. Plus or minus.

Of course there is no Imperium, just a large organization called the 3rd Orion Republic, standing in for it.

Much smaller in scale and scope than the large Canon map.

Heavily influenced by the look and feel of movies such as Aliens, Bladerunner, Silent Running, some Star Wars, Pitch Black, and lots of Dune / Foundation series...

Explaining it all, well you'd have to play it.
 
Primary Known Volume

Although MTU is also Terro-centric, its not by much.
1) Forget Terra. Comet strikes and severe volcanic activity rendered our homeworld uninhabitable (You say your Terran, but you were born on Selene). We had no choice but to spread.
2) Forget Vargrs as PCs. Vargrs are gengeneered Terran carnivores, and we taste good...
3) Forget Vegans. Insert Anunaki; furry, big eyed, bioengineers par excellence, built the local interstellar "empire" twice when we Terrans came along.
4) Terrans vs. Anunaki; we lost.
5) Peculiarity of jump drive: J4+ only possible with BIG (hollowed out asteroid) masses. Allows for shock colonies, carriers, and desperate merchants (it's a one-shot deal).
6) Haven't decided what to do with other major & minor races, but I'm working on it...
 
I agree with most of that. In particular, without "shields" of some sort any ship should be very vulnerable. Not necessarily fragile, but we're talking about very powerful weapons. Therefore the armed trader that gets a surprise shot at a fighter or small patrol ship is at a similar advantage.

I see no problem with hi-pop worlds on inhospitable planets, partly because I disagree with the idea of agro-worlds being of great strategic value. Massive food production is possible at today's tech level without the need for open land farming. Open land farming is much cheaper, but interstellar shipping is so much more expensive than hydroponics, vat-breeding, etc.

Terran-type worlds are more valuable as vacation spots, status symbols, etc.

Stray,

I understand your points but disagree:

- A military fighter or patrol craft will be lining up a shot on a merchie long before the merchie even knows it's there (these aren't X-wings and TIE fighters).

- The reason agro worlds are protected IMTU by Imperial warships is that their output can be easily destroyed or tainted by sabotage; leading to shortages and riots.

But hey, if you don't like MTU, you don't have to visit ;)
 
Boomslang, I have considered just such an idea for a long time.

Maybe in September. I've been swamped with VA appts due to health issues.
 
BLAM! BLAM! BLAM!

HALT HERETIC! BLAM!:p

Where is your belief? Where is all of your handwavium? :p
returning fire from behind cover
I used up all my handwavium for FTL, a-grav & i-comp, and laser beams that aren't diffraction-limited to less than a couple thousand km...
 
1. Passage/shipping costs distance based, not jump bassed.
2. High Guard for ship design, MT for chargen.
3. No psyonics.
4. No limits on number of total levels for skills. (IE the brain has limitless storage space. - Remembering what you learned is another matter sometimes)
5. Even without life prolonging drugs, higher tech produces longer life. Serve 6 or 7 terms then adventure another 30 to 40 years before age becomes a real factor.
6. I consider that those with stats below average will stay at home where it is safe so I allow using 1d6 + 6 to generate first 4 stats. This gives a minimum of 7 and an average of 10.5 for the physical stats and intelligence. (this is for PCs - NPCs use 2D6 for all)
 
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I added a couple of things from other games to some sectors outside the Imperium, past the Beyond and Vanguard Reaches subsectors. One was the planet Jorune from Skyrealms of Jorune, because the creatures were just too good to pass up. I also added the Blarad and the Bugs from Space Opera and I'm debating tossing in the Pentapods from 2300.

Beyond and Vanguard Reaches are set up roughly the same way Paranoia Press had them with the ComSentient Alliance and the Sred*Ni Heptad.

The CSA is an ally of the Imperium or at least a good friend and has cordial relations with the Zhodani. The Sred*Ni and the Bugs are threats to everybody( the Bugs more so, but so far they are pretty far from Imperial Space. ) The Blarads have cordial relations with the CSA, Imperium and the Zhodani but are still quite neutral. Jorune, they haven't found....Yet. :)


Oh what fun...
 
If you do 1d6+6 for the stats, then you can't have a Stephen Hawking-like character, though! (UPP: 364CB5) And, you can't have any Mongo's, either! (UPP: B8C537) :(
 
I've met quite a few CT players who developed the terminology of
Advanced Traveller or Expanded Traveller = Bk0-8
Classic Traveller = Bk 1-3 or 1-4, possibly with Supp 1-4

As an aside, CT to me is anything that came out prior to MT. Books 4-8 are also part of the Classic pantheon but expand on the base information from Books 1-3.

I haven't made too many detailed changes to the TU for my purposes:

- For the most part, noble rule works because the nobility is self poilicing out of enlightened self interest. Hereditary nobility are expected to train for their future positions in one form or another, (military service is quite common).

- The Imperial military is professional and voluntary. While nobles can throw their weight around to get choice assignments, they can't just buy their rank. As a corolary, the General/Admiral ranks are assigned based on experience and performance and not on class; you're just as likely to see a talented commoner achieve high rank as you are a talented noble. (Of course, quite often that commoner will have scored a patent or two along the way).

- Droyne warriors have a marked similarity to the Motie warrior caste from The Mote In God's Eye.

- Although I couldn't give you a detailed technical explanation for how it works, at times I've deemed the M-Drive to be Newtonian in nature and not thrustless. (The better to fry pirate ships with;)).

- I don't worry about having to run computer programs on starships.

- All of the Imperial military services, the Scouts and MoJ perform both intelligence gathering and law enforcement missions because, more often that not, they are the Emperor's only agents on the scene. There is no 'Imperial Intelligence' per se.

- The Starport Authority doesn't administer starports, it accredits them to Imperial standards. The local starport authority holds an Imperial charter to run the port on behalf of the Emperor and the starport warden is appointed by the Imperium. (I've been playing with the idea that the starport is a fief under the control of an Imperial noble, hence the XT status).
 
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I would have to say I have two MTUs that I play in: one is my take on the OTU, and the other is my homebrew. Like others here, I started playing back in the days before the 3I setting was much more than a twinkle in MWM's eye.

When I play in the 3I setting, I play it pretty much straight up as written, with a small-ship universe slant (big ships exist; when you see one, it means big trouble). Virtually all my 3I games have been set in and around the Marches, Classic-Era, though Gateway is certainly tempting.

Now, the Exile Clusters, my homebrew, is another matter entirely. The original version I've used for 25+ years is a sector-sized area containing a number of polities and many, many "independent" worlds. It's called the Exile Clusters because humanity came to the area via a one-shot wormhole several centuries ago; the exact reasons why are lost to history, as the refugees scrambled to establish colonies and simply survive at first. Eventually, most of the colonies more-or-less prospered and there have been subsequent waves of colonization. Some of the daughter colonies have done well enough to spawn colonies of their own. A few of the original ones were lost, and there are disputes about just where they were, anyway... cue the Indiana Jones music!

The area was already home to several alien races, who get along variously with the humans. Actually, in most cases I lifted many alien races from Traveller, worked up a different history for them, and dropped them in. The K'Kree became the Big Bad, just nudging into the rim-spinward edges of the region. The Vargr kept their Terran canine uplift heritage but came along with the humans. The Droyne & Hivers stayed on as indigenous locals, along with the Virushi and some others. The Zhodani became a human subculture that came through with the rest of their kindred and founded their own colony, and formed a distinct polity.

The largest polity, the Decatur Unity, used to be the sort "feudal technocracy" that was all the rage back in the 1980s... and then I read the Afterword section of the final Sten book, where Cole & Bunch rant about SF authors and their persistent fascination with monarchies. I found myself agreeing with them and the Unity has since morphed into a federation. The core members of the Unity are 5 of the original human colonies and many of their daughter colonies. The Unity has a stated goal of uniting all the human worlds and allying with the local alien races to stand against what seems to be an inevitable conflict with the K'Kree. Naturally, people being people, not all the sophonts around are on board with this program.

The Exile Clusters are meant to be small-ship friendly. I've tweaked the commerce rules to make things distance-based rather than per-jump, dropped the cost of life support and at various times played with cutting jump fuel requirements to 10% of the rules (i.e. 1% per parsec instead of 10%). Sigg posted some really nifty rules a couple of years ago for up-gunning small ships, adapting some concepts from HG2 to Book 2, that I really really liked and have incorporated. They allow one to differentiate between a dedicated military vessel and an armed merchie in the small ship realm in a pretty clean fashion.

Big ships do exist, to a point, but almost no one can afford anything really big. The Unity has a bunch of 4 kDton "patrol frigates" that roam around the independent worlds outside the Unity proper, and often visit smaller polities; they do pirate suppression, show-the-flag, S&R, all that sort of thing. The Unity and a handful of the biggest polities have some larger ships but not many; there have been a few sizeable wars fought in the region, but nothing really big for the last 20 years or so aside from some initial clashes with the K'Kree.

As far as rule mechanics go, I'm a CT/MT kind of guy. Generally I use MT for character generation, though for the most recent games I ran two years ago I adapted Don McKinney's point-based system to accommodate the wishes of my players, who were largely really opposed to purely random chargen. For tasks I've used different things at different times, from straight CT to MT to CT with the BITS system bolted on. I've been looking hard at the UGM lately may supplant the BITS system with that. Combat has floated too, from CT to AHL to MT, going back to AHL. I do own ACQ and may work that in some day.

Hm, other areas of divergence... some nanotech and cybertech around, as well as some advanced biotech; began adding these in my Shadowrun days. Psionics outside the Zhodani area are rare and generally don't come up in games. Anagathics as written don't exist, though people definitely pursue life extension technologies.

Current max TL is D, in the Unity and a couple other places.
 
In thinking about this further, my "divergences" from the OTU setting (rather than rules):

Starports are imperial territory, extraterritorial to the local world.
Noble fiefs often include the starport for the planetary noble.
Citizen/subject distinction. (invalidated formally in T4.)
Noble appeal of local laws for citizens of the Imperium.
Huscarles seconded from Army and Marine services, rather than locally raised.
Ministry of Trade mandates MAXIMUM prices through the Passage Coupon system.
Uncaring Imperium: The Imperium doesn't care about individuals civil rights, only about maintaining its power. It does this by guaranteeing loyal subjects rights, thus reducing the mandates, and by ruthless excessive force when Imperial Interests crossed.
Sector Dukes entitled to style themselves Grand Duke.
Baron, Knight Commander equivalence
Degredation of Reward Titles upon inheritance, one soc per each to minimum Baronet; knight-hood non-hereditary.
Baronet as hereditary knight-equivalent.
Battledress-troops rare even in Marines.
Subsector Dukes can grant a Squire title (Soc 10) to non-heir children of Nobles.
Every Marine is a Drop Trooper (from TD-15)
Psionic Spice (a naturally occuring special) can be used to double efficiency of Jump Drives... at major increase in Misjump chances.
Multiple pre-ancients races.
Local World titles all cross as Imperial Knights, save local rulers, who get Baronial title while in charge; heir is baronet.
Imperial Ministry of Intelligence owns the two "chartered" psionics institutes.
No Ithklur. (Blech!)
A handful of Ancients escaped Yaskodray's purge.
 
- All of the Imperial military services, the Scouts and MoJ perform both intelligence gathering and law enforcement missions because, more often that not, they are the Emperor's only agents on the scene. There is no 'Imperial Intelligence' per se.

I kinda agree with this, though I do feel there is some sort of bureacracy or oversight going on as a whole. Milieu-Zero defined several branches of intelligence, though I suppose it's up to the readers whether they like T4 or not. CT had several references to intelligence, which I'm not so sure should be completely discounted.

But I think the time lag issue is what would force your type of application to the forefront. I can see someone with the capabilities engaging merc outfits as SWAT teams or deputizing them to aid in something that has come up and needs to be dealt with quickly, by any of those you mentioned. Of course I'm thinking it empowers player characters significantly which is another good reason for it. :)
 
I kinda agree with this, though I do feel there is some sort of bureacracy or oversight going on as a whole. Milieu-Zero defined several branches of intelligence, though I suppose it's up to the readers whether they like T4 or not. CT had several references to intelligence, which I'm not so sure should be completely discounted.

My canon is pretty much limited to CT, but that's just me. And as far as references in CT go, some I just consider minor aberations that aren't worth reconciling, (like the references to the Zhos and/or the Outward Coalition as 'barbarians' in the early books).

But I think the time lag issue is what would force your type of application to the forefront. I can see someone with the capabilities engaging merc outfits as SWAT teams or deputizing them to aid in something that has come up and needs to be dealt with quickly, by any of those you mentioned. Of course I'm thinking it empowers player characters significantly which is another good reason for it. :)

Professional, nongovernmental, SWAT teams, interesting . . .
 
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