But I suspect it allows acts of unabashed heroism to have greater effect than a brooding Calvinist perspective might.![]()
"Sometimes, the orcs win."
But I suspect it allows acts of unabashed heroism to have greater effect than a brooding Calvinist perspective might.![]()
"Sometimes, the orcs win."
My proto-Traveller universe is built from the descriptions in CT adventures 1-3. My Imperium is much less benevolent and a much darker place than the third Imperium morphed into.
Colonists being shipped from the interior to colonise new worlds on the frontier - often against their will.
INI kidnapping psionic races from within and beyond the Imperium for secret research projects.
Megacorporations buying proxy governments in order to exploit whole systems.
The subsector dukes IMPTU will sponsor 'trade wars' and planetary unrest/dissent in rival subsectors in order to jockey for the position of sector duke, meanwhile the sector duke happily encourages this rivalry in order to maintain his/her status.
I've been rewatching Blake's 7 recently and the I think B7's Federation would give anyone a nice feel of a more corrupt Imperium.
This isn't your Star Trek Federation. Slave labour, political authoritarianism, but with high-stakes manoeuvrings among senior political/military leaders, populations on hi-tech worlds kept in line through tranquillisers in the air and water... that kind of thing.
I would love to do a B7 campaign using CT. The worlds as seen in the programme would fit CT worldgen quite nicely - there seem to be a lot of places with a few hundred or a few thousand inhabitants at quite low tech levels.
A Series 4 type setting would be perfect - the PCs are outlaw crew of a pretty ordinary ship (Scorpio rather than Liberator) out beyond the Federation's shrunken borders (post-alien invasion), trying to throw a spanner in the works of / keep one step ahead of the Federation's Pacification Programme as it rolls across the subsector, while pulling off some grand larceny on the side. There is even a baked-in reason to keep moving on from world to world.
Most of the B7 crew were Others (Vila needs Electronics-4 and some Streetwise; Avon needs Computers-4 plus some Electronics and maybe Forgery; Gan, Brawling and Medic); Scout could get reskinned as Smuggler for Jenna (Pilot, Navigation); Army could get redone as Guerrilla for Blake (he needs plenty of Leader, some Tactics and some gun skills). Tarrant would be straight-up Navy.
The more I think about it, the more Classic Traveller looks like Blake's 7: the RPG - except B7 came out a year later!
That's close to my view as well except I have it that the Imperium is so big with so many branches that there are both very good and very bad elements within it so the scout service in a particular sub-sector might be running a "prime directive" like interdiction on a backwards world while the local Duke is trying to get it overturned so his family corporation can strip mine it.
I need to rewatch that.
The feudal nature of the Imperium means it's a loose collection of fiefdoms; thus, despite nominally being one big Empire, it's actually a load of noble's power-bases and open to plenty of friction, cross-purposes, and overlapping confusions of relatively remote powers with local different directions and political hues. And then you get down to world level (or worlds plus a few type 6 government colonies they own)... Just one of these local Dukes or Archduke's realms would be not so different from the Adventure 1-3 "small Imperium" - and the rest is out of the frame.I concur, mostly.
Until I got Supplement 8 (LD A-M), I figured the Imperium was about 8 sectors... the monster empire... and of those, 3 were clearly not full sectors...
Then again, at the time, I had 6 sectors, and 4 of them connected. Two of those four were extra-imperial.
A small imperium is not a bad thing. Just, My imperium needs to have at least 4 sectors where it has borders, and one of them needs to be the Spinward Marches.
The more I think about it, the more Classic Traveller looks like Blake's 7: the RPG - except B7 came out a year later!
You know, I would have assume this to be the case. But whenever I read later materials about the 3I, it never seemed to have all the "friction, cross-purposes, and overlapping confusions" you mention.The feudal nature of the Imperium means it's a loose collection of fiefdoms; thus, despite nominally being one big Empire, it's actually a load of noble's power-bases and open to plenty of friction, cross-purposes, and overlapping confusions of relatively remote powers with local different directions and political hues.
This is is why I think, if one is actually going to play the game as an RPG hobby and not use it as a "Third Imperium as a Model Train" hobby, the Referee is better off focusing on just a subsector or two and saying, "Right here, this is the interesting stuff. I have to not assume there' anything interesting happening elsewhere and focus on the situations, conflicts, and adventures that can happen right here."And then you get down to world level (or worlds plus a few type 6 government colonies they own)... Just one of these local Dukes or Archduke's realms would be not so different from the Adventure 1-3 "small Imperium" - and the rest is out of the frame.
That's not how the Imperium has been described. Its feudal nature is very low-key, actually.The feudal nature of the Imperium means it's a loose collection of fiefdoms; thus, despite nominally being one big Empire, it's actually a load of noble's power-bases and open to plenty of friction, cross-purposes, and overlapping confusions of relatively remote powers with local different directions and political hues. And then you get down to world level (or worlds plus a few type 6 government colonies they own)... Just one of these local Dukes or Archduke's realms would be not so different from the Adventure 1-3 "small Imperium" - and the rest is out of the frame.
It fractured, but it didn't splinter. No one below the level of sector duke struck out on their own. The subsector dukes all clove to their faction leaders, one set of dukes to one astrographically coherent faction.It's not surprising the Rebellion in MT splintered the Imperium so easily, given that it was never one amorphous mas sin the first place. What is perhaps more surprising is that the rebel factions were so large.
That's not how the Imperium has been described. Its feudal nature is very low-key, actually.
It fractured, but it didn't splinter. No one below the level of sector duke struck out on their own. The subsector dukes all clove to their faction leaders, one set of dukes to one astrographically coherent faction.
Hans
The feudal nature of the Imperium means it's a loose collection of fiefdoms; thus, despite nominally being one big Empire, it's actually a load of noble's power-bases and open to plenty of friction, cross-purposes, and overlapping confusions of relatively remote powers with local different directions and political hues. And then you get down to world level (or worlds plus a few type 6 government colonies they own)... Just one of these local Dukes or Archduke's realms would be not so different from the Adventure 1-3 "small Imperium" - and the rest is out of the frame.
That's not how the Imperium has been described. Its feudal nature is very low-key, actually...
Hans
The very early rules and adventures could fit almost any interpretation. The placid nature of the Imperium (at the high level, that is) was nailed down with the two library data books. No interstellar government below the subsector level and subsectors synonymous with duchies spells no internecine interstellar warfare.The Imperium may never have been described that way. But the implied setting for Traveller play was described exactly that way in Books 1-5 and the early adventures. While the assumptions of a Traveller setting changed over time (because the Third Imperium became Traveller), up until 1981 all the material suggested "plenty of friction, cross-purposes, and overlapping confusions of relatively remote powers with local different directions and political hues."
The Library Data supplements were the first major setting retcon to the politics and general feel to the setting IMHO.
LBB4 is completely compatible with the proto-Imperium, while HG1 and 2 start to change the technological paradigm and ship size, but it isn't until LD that we get a change to the political setting presented in the early adventures.
My biggest bugbear with LD is that it changed the Spinward Marches from a true frontier (unexplored space just a subsector away - see Leviathan) tp a region that has been settled for almost a thousand years - boring :CoW:
A lot of those details contradicts the implied background (frequency of populations and frequency of class A starports) and would blow themselves off as soon as anyone took a look at how many ships a high-population world can afford, even if the universe remained small-ship. Others show up quite early in JTAS articles.The first four years of Traveller's materials certainly could be used to create the Placid Imperium. But one would also have to blow-off so many details sewn into the books and implied setting (pirates, mercenary cruisers, mercenary troops, the introductions to both Book 4 and 5 which make it clear the remote centralized government has little effective control over the implied frontier setting, the statement in Book 2 that "scheduled starship service is rarely available" (contrasted with later material that compared star ports to modern day airports), merchants armed with heavy weapons, scout ships one would be used for scouting -- not already having scouted everything, and so on).
A lot of those details contradicts the implied background (frequency of populations and frequency of class A starports) and would blow themselves off as soon as anyone took a look at how many ships a high-population world can afford, even if the universe remained small-ship. Others show up quite early in JTAS articles.
Hans
There is only so much lanthanum and only so many zuchai crystals - you can not build more starships than you can build jump drives.
Put another way - I keep seeing people use the large population planets can afford a huge number of ships argument to shoot down the small ship, low trade volume nature of the proto-Imperium. It is easy enough to have an unobtainium limitation on the number of jump drives a world can construct.