I love the idea of Proto-Traveller. Y'all might also look to late 1970s Traveller supplements from 3rd parties like Paranoia Press and Judges Guild.
My campaign is not Proto-Traveller, but pretty darned close.
At the very least, it's 1950s retro-grungy tech. The bottom line is that things in my campaign are *dangerous*. This is not Star Trek the Wimp Generation with its touch panel displays, cruise ship decor and doors that go swish. Rather, it’s buttons, bulkheads, and hatches with wheels in the center.
Indeed, Classic Traveller always seemed to me to be basically “now, only in space.” As I get older, I find that more charming than I might have in the past.
I may reconsider my campaign based on the ideas in this thread, but here are some highlights as the campaign currently exists:
1. Power Plant – no fusion power plants. Power plants are usually atomic piles (not “nuclear reactors”). If older FTL drives are used, power can be the familiar diesel, turbine, gasoline or hydrogen fuel cells. Turns out that "fossil fuels" are created by geologic processes, so oil, natural gas, coal, etc. exists on some other planets.
2. Maneuver Drive -- no inertialess drives in my campaign! Currently, I am postulating some kind of Nuclear Thermal Rocket powered by an atomic pile (not "nuclear reactor"). The reaction mass is hydrogen if skimmed from gas giants, methane if purchased. A ship can carry 8 times more methane due to its higher density. So “wilderness fueling” is done only if absolutely necessary. Methane has an entertaining side effect -- it clogs the reactor works (including the fuel rods). So, liquid oxygen must be periodically piped in to clean the fuel rods, or power drops. In one adventure, the cleaning system was disabled, so a crewman had to enter the drive (turned off of course) and clean the rods with a high tech Brillo pad. Fun stuff. The Handwavium-5 Filtration system keeps the drive from spewing radioactive particles.
3. Jump Drive – I’ve always liked the Mannchenn Drive from A. Bertram Chandler’s books, so I lifted it for my campaigns. Essentially, it’s a giant mass of gyroscopes that “move a ship backwards in time as the ship moves to its destination”. This allows a ship to travel at FTL velocities. The neat things about it are (a) it’s a fiercely *mechanical* device; (b) its has a hyponotizing effect on people, which makes them susceptible to getting too close to it; (c) it will turn someone inside out if they fall into it. It’s also sensitive to metals and even plastics that are too close, so safety rails are minimal. Generally, engineers attach themselves to the bulkheads by cables, in case they get the “drive stares”. Since a ship still needs to be able to move in realspace, it needs both maneuver and FTL drives. Mannschenn drives are rated from 1 to 3; multiply by the ship’s maneuver drive rating to get the speed in parsecs per week (maximum of 6).
4. Low Tech Jump Drive. Again, lifted from A. Bertram Chandler. The Gauss FTL drive was the first FTL drive. It used magnetic lines of force to propel ships to FTL speeds as high as 1 parsec per month. The only problem was that a ship would be thrown *badly* off course (1-100 parsecs; roll d100) if it encountered a magnetic storm. The good news was that ships tended to wind up within 1-2 parsecs of a star. The bad news is that the magnetic storm usually wrecked the atomic pile. The ship would then be forced to use backup diesel generators and chemical rocket thrusters to power the Gauss Drive. A ship limping along like this would take as long as a year to travel 1 parsec. Crew and passengers would take to the cold berths and hope to find a habitable system before starving or suffering mechanical failure. The result is a large number of “Lost Colonies”. Magnetic storms are fairly rare (1% chance per parsec traveled) and have little effect on non-Gauss FTL ships.
5. Weaponry is Traveller TL 10 or less. No gauss or plasma/fusion weapons. At higher tech levels, weaponry gets modest improvements.
6. No Imperium. The sector has been colonized by the Anglian Commonwealth, a constitutional monarchy very similar to 18th century Britain. The current Empress is Katherine IV. A bicameral Parliament, consisting of a House of Representatives and the House of Lords (occupied by nobility). Per classic sci-fi, feudal systems arose during the Long Night. In the Anglian Commonwealth, feudalism is slowly evolving into representative democracy. A variety of other powers exist, modeled after Terran cultures. The main bad guys are the People’s Democratic Assembly, a Stalinist-Maoist interstellar empire. Think Orwell’s Oceana/Eurasia/Eastasia in an interstellar setting.
7. Less Computer Tech. Something Really Bad happened on Terra that caused the Long Night. It involved computers (theories range from a Terminator-style war to a simple global malfunction), so current humans have a strong cultural aversion to computers, reinforced by religious prohibitions like “Do not make a machine in the image of a human mind” (Zen Christianic Bible, 3rd Ed., Austral, 722, Prophets 2:124). Computer tech isn’t much more advanced than today, and computers are a bit less common. Nanotech doesn’t exist. Cybernetics aren’t much more advanced than now. Cloning and genetic engineering isn’t much more advanced than today. However, the existence of many genetically engineered lifeforms indicated that Terra once had considerably greater capabilities in this area.
8. No Aliens. In fact, no non-Terran life has been discovered at all. There are exotic lifeforms out there, but these are all genetically engineered from Terran life. The general lack of artificial gravity has resulted in humans adapting considerably to their environments.
9. No Environmentalists. Well, that’s not entirely true, but it’s close. Known Space has little respect for “the environment”. Nor is “nature” idealized. In this universe, most planets are less than optimized for human beings and “nature” is an ever-present foe. Greenpeace and PETA don’t exist here. Planets have been radically terraformed without regard to notions of “preserving nature”.
10. Far Less Luxury. This is a harder place. It is technologically advanced, but the fact is that life is hard for 99% of the people out there. Planets have been terraformed, but this usually results in a world that is less than ideally suited for human life. Few “garden planets” exist. The lack of luxury means that a lot of things we take for granted, simply don’t exist. For instance, the notion of “strict products liability” has been lost to the mists of time. This means far fewer lawyers. The general rules are caveat emptor and assumption of risk. If your gun malfunctions, you may be able to sue and get the gun replaced, but you will *not* get a million credits, even if you were badly hurt. A harder life means that many familiar causes simply don’t exist in the Commonwealth -- animal rights, environmentalism, the Americans with Disabilities Act, etc. To subtly make the point that times are tough, I divided all monetary amounts by 20. Suddenly, cr100 becomes a lot of money. YMMV.
11. Limited Artificial Gravity – Originally, I wanted *no* artificial gravity. I intended to use “stacked” decked ships that used acceleration to mimic gravity. However, I’ve had to compromise on this, since most third party deckplans use the more familiar “airliner” arrangement. So, I postulate artificial gravity that works whenever a ship is more than 100 planetary diameters away. At closer distances, antigravity is less effective (1% per planetary diameter). This means that antigrav systems are *not* possible on a planet’s surface. So transportation is by other means – automobiles, hovercraft, tracked vehicle, helicopters, tiltrotor craft, ornithopters, autogiros, and airships. Especially airships…
Not exactly Proto-Traveller, but certainly close in feel.