I wanted most of the planets that might get visited within the confines of the little campaign to be all within 3 or less jumps from each other...
I know a lot of that stuff in the first paragraph above points to a certain lack of prep and research. But that was sort of intended from the get go...
In doing CT I also wanted to approach it like we did original D&D of the little brown books when we were kids; that is to say, wing it with only a certain amount of prep, notes, and with a lot of it existing purely in the GM’s head...
I’ve gotten a lot of mileage out of a party of characters who only have a one jump ship!
Thanks so much for the reply... and those quotes above specifically.
The fact that you are satisfied with the use of a J-1 ship for your game makes perfect sense given your answers. And they are the answers I was expecting.
In short, you are using Classic
Traveller as it was designed to be used. As the 1977 edition of Book 3 stated: "
Initially, one or two sub-sectors should be quite enough for years of adventure (each sub-sector has, on the average, 40 worlds)..."
The purpose of the game (at first) was not to map out countless subsectors -- or even a whole sector -- which is a collection of sixteen subsectors. (The term "sector" did not even exist in the 1977 edition of the rules).
If the Referee begins with a subsector or less (a cluster of systems, for example) as you have done, a J-1 ship will be
fine for weeks and weeks, if not months of play. The notion that one cannot "do" anything or influence anything unless one leaps across parsecs at a shot is strange, given that one can have a fine time influencing events in a cluster or a subsector. If the the worlds in a cluster or subsector matter, than the events in that cluster or subsector matters.
Of course, after a while the crew of a J-1 ship might have a hankering (or need) to leave the stomping grounds of their Jump-1 limits. They would then need to work to get a ship with Jump-2 or even Jump-3 to explore areas of the subsector they cannot yet reach.
The limit on Jump-1 ships offers the Referee a chance to build up his campaign, and provides a carrot (Jump-2 and above ships) for the Players to pursue. This is a fine structure for RPG play, of course. Your comparison to original
Dungeons & Dragons is apt in this regard. The Players begin exploring areas, and as these areas are "mined out" for novelty and adventure, the Referee expands the setting and the areas for adventure. In the same way, the Referee in Traveller was expected to begin as needed with an area bound by the capabilities of a ship or the pocketbooks of the Players. But as they gathered more resources, just like adventurers in original
Dungeons & Dragons, they could go further afield and explore new areas.
Congrats on having a great time with the game.