I think that this was unintentional and incremental.
During the development of Traveller as a game, there were three slow, somewhat unintended, but certain nonetheless currents of development from the three little books of Classic Traveller to the massive electronic (and soon physical) tome which is Traveller 5. I call this kind of development "creep" as it was, as far as I can tell, unintended, and usually quite slow, but it did change the game considerably.
The first creep, and the only one with relatively undebatable detrimental side effects on the game, was the Modifier Creep. [...]
A second type of creep, which is more a matter of taste, is complexity creep. Classic Traveller was a very simple game, where a character can be described in a few rows of text and a starship in a single paragraph; character generation and ship-building were very simple, sometimes too simple, and very quick (about five minutes per character). Book 4: Mercenary and Book 5: High Guard added many more details, including a much more cumbersome character generation system, as well as much more technical ship design rules. [...]
A third type of creep is scale creep - the gradual change from pocket empires or a loose Imperium as implied by the first three books to a much grander, more secure and much more powerful Imperium as implied by later products.
This is a great analysis! I love this sort of commentary; it's something I can sink my teeth into, and we can all benefit from a little 20/20 hindsight.
I think rules progressions were actually due to the Three Black Books being simplistic but surprisingly popular: they could not contain much detail. The authors didn't suddenly decide to support big empires: they only had so much space to do what they wanted to do.
So then, when Traveller became a hit, the Three LBBs could not support its popularity. Traveller grew in a relatively unstructured way and often by third party (like the Environment series by the Keiths). The rules which encompass most of the Traveller universe were written within 10 years of the LBBs. After that, few truly "new" rules were written, though there were some (gun creation for example).
Thus we can divide Traveller into three phases:
Phase I. 1977-1978. The Three Little Black Books, never intended to be comprehensive, but intended to be a complete game, and necessarily simplistic due to space requirements.
Phase II. 1978-1988. Support for the Traveller universe via expanding the rules into the concept space. Aliens and alien characteristics (Caste, Charisma, Curiosity...), mercenary support, fleet and Navy support, wargaming support, Scout/star systems support, Merchant/trading support, chargen (citizen-type careers), world environments, robots, systematized tasks, vehicle design. Forms and charts. Starship operations (SOM by DGP).
Phase III. 1989-2012. Attempts to simultaneously finish out rules expansions (e.g. DGP's World Builder's Handbook) while also conglomerating everything in a systematic way (e.g. MegaTraveller and every rule system that came after it).
We've been in Phase III for 20+ years.
So when we get to Traveller5, comprehensive, existing, scattered rules are integrated together. Subject material treated by earlier rules expansions got ported into the Core Rules Set. The result is a Compendium of rules that are integrated, rather than piecemeal. It's a reference work for a consistent Marc's-eye-view of the Traveller universe.
What Traveller5 gives me, as far as starships go, is a way to hide its complexity. I can create valid, fully defined starships with a shortened version of ACS which is about the length and complexity as Book 2's starship design sequence. For a long time I've wanted that.
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