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Parallel Earths and Superspace Subsectors

TKalbfus

SOC-14 1K
Has anyone ever played Alternity? There was a book called Tangents Which dealt with parallel Universes. It seems to be that an alternate Traveller setting would handle the very well. You need just one tiny alteration in Jump Drive technology. Instead of Jump Drives 1 thru 6 you simply have the jump drive at TL9-15, capable of moving to an adjacent parallel Universe hex on the subsector map. Each hex instead or representing a parsec of space really represents a parallel Universe with a version of Earth in it usually. Each parallel Universe shares the same history as our Universe up to a point in the past, beyond that point history follows a different path from our own.
To start a parallel Earth campaign start with a Subsector Map and place the 21st Century Earth as we know it in hex 0405. UWP X867974-8. Now For Hex 0505 you keep the Physical part of the UWP _867 and you reroll the social data, I prefer to use a 1d12-1 to make the initial population roll and use 2d6-7 + Pop for everything else. 1d12 for the starport (E), 1d12-1 for the population (8), 2d6-7 + pop for the government (3), 2d6-7 + gov for the law level (0), and for the tech level 1d6 we have 2. If the tech level is less than 9 logically it can't have a starport so it reverts back to X so we now have the following UWP X867830-2, this matches an age circa 1400 to 1700. The government digit indicates a Self-Perpetuating Oligarchy. This sould be taken as the predominant government form for most of the nations on this parellel Earth rather than a world wide Self Perpetuating Oligarchy. Feudalism never died in this parallel Earth, this in turn has retarded technological development so that it remains at TL2. The explaination is that this world had no bubonic plague in the late Middle Ages, this in turn didn't kill large numbers of people which in turn didn't destroy the feudal system in Europe. The peasant remained tied to the manor system, the aristocrats and nobility remained in power and the development of gunpowder was discouraged. Slowly technology improved and ships capable of crossing the Atlantic were built. Knights in shining armor ran through the native Americans with their lances and swords, they brought no guns, so the Indians had only bows and arrows to fight them off, the full plate armor that the knights wore proved quite effective against arrows. Slowly the Feudal system was established in North America and it remained that way until the 21st century.
That is just one example of a parallel Earth. the basic procedure is to fill every hex on the subsector map grid with a parallel Earth in a like manor. Now how do these early 21st century humans from our own world visit these parallel Earths. Well at some point during the first or second decade of the 21st century, the Earth as we know it is visited by spaceships from a parallel Universe carrying representatives from a parallel Earth. This is the vangard of the Imperium, a TL15 Empire started long ago by the Romans. Rome never fell on this world, there were no dark ages, and technological development continued so that the Romans are 1,000 years ahead of our own 21st century Earth. After a brief battle, the Techno-Romans Conquered our own near future Earth with all the implications you can imagine. These Romans are pagans, Christianity never developed on their world, although they don't believe in their gods as much as they used to. (mostly their uneducated masses rather than their educated elite. Mostly what the Romans want is tribute, so long as the nations of our Earth pay tribute to the Roman Empire, they can keep their elected governments, dictators, or whatever, in return the Romans have brought in their technology TL9 - TL12, never their best stuff of course to maintain their military advantage, but the high tech helps the tribute paying nations to grow their economy so they can pay more tribute. The our some rebels on our Earth who don't like this situation and there have been a number of guerilla attacks against Roman Legionaries, and some Christian missionaries have gone to the Roman Earth to spread their gospel, and some muslims as well for that matter. Their are many other parallel Earths to explore in the meantime and the imported Roman technology allows the PCs to do just that.

Hows that for a Traveller setting?
 
There are so many awesome sources for a GM on this subject.

There was a cool suppliment for Teenage Mutant Ninja Turtles that dealt with multi-verses (and time travel too). It had some very interesting alternate universe ideas. p.s. When we played TMNT, it was never cute and fuzzy!

Sliders is now showing week days on SciFi channel; never payed it much attention until I finally enough Kromag (sp?) episodes to figure out the story arc.

www.alternatehistory.com is a good clearing house too!
 
Sounds interesting, actually. I had given some thought to combining cross-time travel with a space opera campaign. The problem I kept running across is that in most alternates, every world except Earth will be uninhabited -- no one to trade with, and even establishing colonies gets old pretty quickly. You've neatly sidestepped that problem.
Well, that depends on how close a parallel it is. So far I've discussed historical parallels. At some point in the past the timeline diverged from our own, this occurs when humans are around so there are humans in these historical parallels as well. Another sort of parallel is a prehistoric parallel, in this universe humans may or may not have evolved. If humans had not evolved, then this parallel Earth most likely will not be inhabited by any intelligent creatures and so is ripe for colonization. There is a third parallel that I haven't mentioned either, in these parallels you reroll the Solar System using the expanded system generation methods in Traveller. You basically start with a yellow G2 V sun and you reroll all the planets, this is why Traveller space ships are most useful for this kind of Travel because the ship will precipitate out into empty space. The Superspace ship will then need to find a Gas Giant, iceball world or a comet from which to refuel in order to travel to the next Parallel. I think putting parallels in clusters works best with Superspace Traveler. In the middle of each subsector is a parallel Earth, surounded by historic parallels, which are in turn surrounded by prehistoric parallels, that are then surrounded by cosmological parallels where another Solar System exists, but at the center of each subsector is a cluster of parallel Earths, and superspace ships need to cross the cosmological parallels to get to each subsector's parallel Earth cluster. I think this can be explained by an even higher dimension than superspace through which the Superspace ships cannot Travel. The parallel Earth's in the center of each subsector influence each other since they are closest together along that higher dimension. The topology of superspace looks like a crumpled up piece of paper, but the superspace ships cannot take those shortcuts and so must travel along the surface of superspace to get to these other Parallel Earth clusters.
These parallels also come in two categories, the contacted parallels and the uncontacted parallels. The Roman Empire Earth is very far away from our own contemporary Earth Parallel, and the Empire has only recently expanded to include it, just a little farther away in superspace are uncontacted parallels that aren't aware of each other. Further into the Empire each parallel becomes sucessively more Romanized, and the worlds resemble each other culturally and technologically. So the interesting direction to go in is toward the superspace frontier which is not far from our Earth. Many of the rebels who don't like Roman rule also travel in that direction to get away and to build bases for thie resistance. PCs could play those rebels if they wish. The Roman Empire is not nearly as progressive as the Third Imperium and its Emperors aren't nearly as nice, but the distances involved limit their control over the perifery, and as in Traveller tradition communication is only as fast as the fastest ship, and the fastest ship can only go jump-1 in superspace. Count the number of hexes and that's how many weeks a message takes to get their. The Roman Empire is about 100 hexes is diameter so it really can't expand much more than that, but it does try.

Tom
 
Then there is the scout ship which misjumped and emerged into a system from which no other stars (other than the systems primary) could be detected on any sensors. The ship is in orbit over a large planet with an abnormally low surface gravity for its mass, teeming with life and with TLs from 0-3 with evidence of widespread "psioncs" and alien species not before encountered.

Recognise the description?
 
The abnormally low surface gravity for its mass threw me. I wasn't aware that Athas was much larger than Earth.
 
I liked the idea of Sliders (if not the actual show), but one issue that they never really dealt with is the fact that a number of worlds would be so similar as to be indestinguishable from each other. If the number of parallel worlds is infinite, and, basically, a new parallel world springs into existence when something different happens, then parallel world A and parallel world B could be only different in that a kid drops a stone into a lake in one world in one place and another place 6" to right in another. From the viewpoint of a visitor to the worlds, probably even many, many years hence, the worlds would be identical.

Still, alternate histories/timelines are fun and fascinating.


Ron
 
There's a simple way to simulate parallel universes in an ongoing Traveller campaign. When a "Slider" event occurs, just switch referees! Each of us knows the Traveller rules, yet each of us also translates those rules a little differently, even to the point of ignoring or emphasizing diferent aspects of Traveller altogether.

It works out pretty well. One ref may play a universe in which the Ancient Grandfather never existed, and thus the Vargr, Vilani, and Zhodani do not exist (or they might exist in a different context or form).

Another may play Ancients (and Grandfather) as Humans instead of Droyne. Solomani becomes the rightful heirs to all that Ancient technology. Would Ancient cities be full of sphinxes and pyramids? Would the Ancients have been Egyptians? Gua'uld? Both?

What if the Ancients manipulated terran cats (instead of dogs) and interbred them with the Aslan? Would the result be the race of Kzin?

What if Sol were class K8-V instead of G2-V? Would Venus be humaniti's homeworld instead of Earth? Would humaniti even be humaniti?

Each player in an ongoing campaign could take any simple "What if...", and run with it. Then, if a critical misjump occurs, the ship could emerge in a parallel universe simply by switching referee's!

Of course, something would have to be done with the new ref's old character. Maybe in the new universe, he or she simply ceases to exist and the old ref's character appears instead.

"Have you noticed something strange about the chief engineer since the misjump - like maybe he's now a 57-kilo human female?"

Whaddaya think?
 
I think the campaign ought to be either OTU or a superspace, (parallel Universe) campaign, but not both, that would complicate things too much I think. The idea of Traveling to the "Universe next door" is separate from going from point A to point B without crossing the distance in-between. Perhaps the Roman civilization I mentioned was trying to develop an FTL drive like Traveller's Jump Drive, but instead got a Superspace drive that sends the starship to an adjacent universe. these Romans have all the TL15 equipment the 3rd Imperium has except the jump drive. The nearest star system is still impossibly far away, but all these parallel Earths are suitable compensation for the Romans, their campaign universe and that of the contemporary Earth they conquered is Superspace. The stars they see in the sky are irrelevant, they can't go their without generation ships, they can colonize the planet Mars however and all the other Marses in all the other parallel Solar Systems. Some versions of the planet Mars are already terraformed for them making things extra convientient. The Romans call their planet Terra, while we would call our Earth to distinguish the two. I would not locate nearly identical Earths in the same parallel Earth cluster, each parallel Earth would have something major that was different from the ones in the adjacent hexes. Something ocurred in the past that made their histories radically different from Each other. Most likely PCs would not find parallel versions of themselves unless they travelled a great distance from their point of origin in superspace. Superspace is 2-dimensional making things nice and neat for Traveller mapping purposes which is more than you can say for the convnetional space opera.
Also you don't need to deal with empty hexes, or red dwarfs unless you want to.
 
I was thinking about the nature of the Superspace Jump Drives. Basically there are no shortcuts through superspace. If you want to go 2 hexes, you have to go through the hex in between. There are 6 grades of Superspace Jump Drives just like in regular traveller, however instead of jump 2 skipping over one hex to travel two hexes in a single jump, a jump 2 superspace drive jumps 1 hex in half the time that a jump 1 superspace drive would take. The Jump 2 drive uses the same amount of jump fuel as the Jump 1 drive, it just spends half the time in Jump superspace as would a jump 1 drive. the jump 2 ship then can make another 1 hex jump using the remainder of its jump fuel. A jump 3 drive can make a 1 hex jump in 1/3 the time, a jump 4 drive can make that same jump in 1/4 the time, a jump 5 drives makes it in 1/5 the time and a jump 6 drive makes the jump in 1/6 the time. Since each hex has something in it, if not Earth then a parallel Solar system, then I propose that Jump 1 takes 12 days, jump 2 takes 6 days, jump 3 takes 4 days, jump 4 takes 3 days, jump 5 takes 2.4 days and jump 6 takes 2 days. All the other rules for jump space are the same, only the destination is different. Similarly all the models of starship in the OTU can be used in Traveller Superspace with just this adjustment. Even Express boats can be used. This is still a space game, the starships still have to move out to 100 diameters before makeing the jump. The only difference is in what the subsector map represents.

Tom
 
What about using the superjump number as an indicator of how far removed the destination world is removed from the starting world across the lines of probability?

S-1: The drive can reach any parallel universe where the time-line branch occurred less than 1 year ago. Events since then may be different in the other time-line than what has occurred since then in this one.

S-2: The time-line branch occurred less than 10 years ago.

S-3: ... less than 100 years.

S-4: ... less than 1000 years.

S-5: ... less than 10000 years.

S-6: ... less than 100000 years.

Let's take an S-4 timeline and try to imagine how our history would be if a certain historical event - the signing of the Magna Carta - had never occurred?

What if Montezuma had defeated Cortez, and the Inca Empire had spread throughout North America by the year 1776? Would the US of A be no more than the original 13 colonies, still under British control? Would the Vilani had seen fit to concuer Earth by the year 2200 AD?
 
What about using the superjump number as an indicator of how far removed the destination world is removed from the starting world across the lines of probability?

S-1: The drive can reach any parallel universe where the time-line branch occurred less than 1 year ago. Events since then may be different in the other time-line than what has occurred since then in this one.

S-2: The time-line branch occurred less than 10 years ago.

S-3: ... less than 100 years.

S-4: ... less than 1000 years.

S-5: ... less than 10000 years.

S-6: ... less than 100000 years.
One of the pitfalls of the TV show Sliders was that most or the worlds they visited looked the same except for tiny unimportant details. If all the similar worlds are clustered together, it would be one similar world after another. Each alternate history should have an interesting feature that makes it unique from the others, the alterations should be major rather than minor. It should be possible with a jump 1 to visit a world where Dinosaurs still ruled, one where the Nazis wone world war II, one where the Roman Empire never fell, and one where there was no Earth all within one Jump. One must also take into account the possibility of interaction between the parallels, they aren't all isolated from each other. I think the Earth as we know it should be located on the Frontier of Superspace. A more advance culture makes contact with us, perhaps even invading, but in so doing provide contemporary 21st century humans with the technology to travel to parallel universes. If you travel in one direction you encounter Earths that were conquered by the expanding empire, if you travel in the other direction you encounter untouched parallels, There are 3 hexes adjacent to Earth where this is so.
 
It should be possible with a jump 1 to visit a world where Dinosaurs still ruled, one where the Nazis wone world war II, one where the Roman Empire never fell, and one where there was no Earth all within one Jump.
I don't see the pattern in your reasoning - not that there isn't one, just that I don't see it (yet).

IMHO: The greater superjump numbers should equate to a greater difference between the histories of the source and destination universes (universi?).

This difference should be related to (1) how far back in time the divergent event occurred, (2) how far away in space the divergent event occurred, (3) the magnitude of the divergent event, or (4) any combination of the three.

There should also be a consistant 'standard' as to what and when this divergent event should be. A 'standard of equivalencies' would also be needed, such that a recent globally catastrophic event would produce the same magnitude of divergence as a mundane event (quantum variance?) in the far past.
 
I don't see the pattern in your reasoning - not that there isn't one, just that I don't see it (yet).

IMHO: The greater superjump numbers should equate to a greater difference between the histories of the source and destination universes (universi?).

This difference should be related to (1) how far back in time the divergent event occurred, (2) how far away in space the divergent event occurred, (3) the magnitude of the divergent event, or (4) any combination of the three.
Its just a gaming consideration, you want to have variey. The way I reason it, a category 1 divergence would be a historical divergence, this is a split in the timeline which occured in the last ten thousand years. All Splits within the last ten thousand years are treated the same with respect to one another. Timelines that are too similar to each other repell each other and so spread out in superspace rather quickly until it reaches a stable distance. Universes that are comfortably different don't repell so they can stay close. What this means in gaming terms are that the Physical parameters of the planet Earth in a category 1 universe stay the same, only the social data changes. The population of each Earth can vary, as can the primary government form and law level, this is the place where the PCs first land their starship, if they take off again and land somewhere else, they may encounter something different. The population digit is for the whole planet Earth however. You just have to reason out the randomly generated social data and go back in time to find out how history changed to make this social data happen. Most changes that happened in the distance past won't be racognizable in the modern day, unless the PCs do some historical research on the scene. More recent historical changes will leave more reconizable societies in the present. PCs would reconize a society in North Amererica where the British won the revolutionary War. A successful Roman Empire will be less reconizable.
 
A category 2 divergence occurs in the last 2 million years. This divergence occurs in the Quaternary Times or in the last Ice Age. Social data can be generated here as well, there is a negative bias in generating the tech level of -1 from the 1d6 die roll. The society in this world may or may not be of Homo Sapiens, they may equally be of Neanderthals or Homo Erectus, they may or may not be civilized or they might still be in the stone ages. All the other plant and animal life of these Earths are virtually identical to modern Day or Ice Age Earth.

A Category 3 divergence occurs in the last 50 million years, these worlds tend to be unpopulated wilderness. The social data is always 000-0 for the UWP. No form of human evolved on this version of Earth, no other sapient life forms developed either. The animals tend to be mostly mammalian, some creature resemble creatures we know and some don't.

A Category 4 divergence occurs from 100 to 50 million years ago. Mammals may or may not have dominion over the Earth, it all depends on whether or not the Dinosaurs became extinct. The large animals look strange and sometimes resemble Dinosaurs, the world might also be dominated by large flightless birds, some with teeth and some with beaks.

A Category 5 divergence occurs from 500 to 100 million years ago. The animals and even plants appear completely alien most of the time. For all intents and purposes, it might as well be an alien planet

A Category 6 occurs in the last 5 Billion Years, the Earth may or may not exist, it may or may not have life on it, it may be larger or smaller, and it may even be in a different orbit. For all intents and purpose it is a different Solar System sharing only a yellow sun in common.

Those are the 6 categories of parallel universes. I'd mix them up by rolling 1d6 for each hex in the subsector map to determine what kind of Earth is in each hex. This provides plenty of variety for the PCs and it keeps things from becoming boring with too much sameness. What do you think?
 
What do I think?

1) Put it in tabular format, such as is used in MsExcel(R) or MsWord(R), with one column each for die roll, divergence era, and physical / environmental differences.

2) Simplify even further: if a sentence runs more than 20 words, then say it shorter. This is not a hard-and-fast rule - just keep in mind the KIS principle.

3) Maybe make the eras more recent, or allow a subtable for more recent historical events in the Traveller timeline (e.g., "If the result is 1, then roll 4D on subtable B to determine the approximate year in which a recent Traveller timeline event occurred differently.")

4) Generate a few adventures and adventure seeds. These would be used to prove your concept. Playtest each adventure.

5) Submit your ideas to FFE and Mr. Miller, or consider self-publishing with royalties to the same.

6) Cut me in for 10%. ;)
 
Re. "jumping" between parallel universes:

I had a rather creepy idea. Suppose navigation between parallel universes is a basically subjective -- in other words, there's no way to plot a course strictly in terms of distances and directions, or to specify a destination with a set of numerical coordinates. Yes, mathematics (akin to those involved in travelling through jump-space) are involved, but the process is like that old cartoon that depicts a physicist who has covered his blackboard with equations, but somewhere in the midst of them are the words "and then a miracle occurs." At some point, the navigator has to make an educated guess, act on a hunch, or trust his gut-feelings.

So... if you send a dozen explorers in search of "the universe where the Roman Empire never fell," each one will reach a different one (one might find a universe in which the Romans discovered gunpowder and internal combustion engines, another might find a universe in which a particularly corrupt would-be emperor never managed to claim the throne). No matter how carefully one "navigator-A" describes "his" discoveries to "navigator-B," "navigator-B" can never reach that particular universe because hunches, gut-feelings, and the inspiration behind educated guesses can't be captured in words! "Navigator-B" can find countless similar ones, but not exactly the same one -- only "navigator-A" can retrace his own footsteps (or perhaps not -- human memories of nameless, indescribable intangible feelings and sensations are often quite unreliable)

This means that communication between universes would be absolutely dependent upon individuals unless a psionic or technological method of wordlessly conveying the intangible, subjective route-information from one living mind to another is available. Perhaps navigators are psionically debriefed by "handlers," who can then convey their "navigation experiences" (hunches and all) to others telepathically. Or perhaps nanotechnological brain-electrodes are involved...
 
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