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OTU Only: [SUMMARY] The Setting Canon of the Official Traveller Universe

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ASSUMING we can mostly separate rules mechanics from setting, and

ASSUMING that Don's Hermeneutic* is reasonable,

THEN what can we claim to be canonical?

POST references here. It would be nice if this could be a summary thread, and discussions over issues carried out in other threads, where reasonable.





*ASTERISK: I can't find Don's Hermeneutic, but I know it's out there. Anyone have it handy? It's the precedence rules-of-thumb Don uses to determine canon for publishing purposes.
 
The problem isn't what is canonical, the problem is contradictory canon and canon that doesn't make any sense what so ever.

I want the Galaxiad to solve this once and for all, but i am beginning to doubt it will ever see the light of day.
 
The problem isn't what is canonical, the problem is contradictory canon and canon that doesn't make any sense what so ever.

Hence, Don's Hermeneutic. It's a guideline (and only that) for deciding what's considered "current" versus superseded.
 
I recover from surgery, get home, get bored, login to COTI and find this...

So now it has a name... and Marc's blessing:

"Don's 'What is Traveller Canon' Hermeneutic

I'm not speaking for Marc here; I'm drawing from personal experience and observation to infer basic facts to assist. If I do speak for Marc online, I'll preface the post with "Marc is asking..." or "Marc wants...", or something similar. Rob Eaglestone also does this. That doesn't mean Rob or I have any special status. If I was writing material for the Spinward Marches, I'd probably have Hans Rancke review it before giving it to Marc for review, because I trust his knowledge of things I've forgotten.

So, bearing all of that in mind, here's some simple facts about Traveller canon:
1. It is, at any given moment, what Marc decides.
2. Marc reserves the right to change his mind.
3. The GURPS Traveller universe (GTU?) and the Official Traveller Universe overlap; exactly where they overlap is questionable, depending on who's asking the questions.
4. The precedent of "mostly recently published source" applies, unless that newer source is wrong about something; it happens.
5. Never, ever assume that current licensees are not canon; rather, current licensees are always canon, unless they print something wrong.
6. Marc decides who is wrong.
7. There's no order to the six rules above.

That's pretty much it. On an average day of research for Marc, I'll start with MGT (if possible), then GT (including IW), then TNE (because I have to, not because I want to), then MT, then CT materials. Within those materials, the primary publisher is the first source, but any licensee could be a secondary source. There are probably *golden* sources, but nothing is perfect. Oh, and yes, 1248 goes in there somewhere. I wouldn't consider it a primary source, but definitely a secondary source. Heck, there's even a couple of Judges Guild items Marc mentions from time to time. Admittedly, I haven't dug much out of the JG/Group One/Paranoia Press materials for Marc, but I've got them to refer to. And even HIWG docs and fanzines COULD be a source if it's an idea that Marc likes. For example, I pay very close attention to HIWG docs written by Clay Bush on subjects. And I've got the TML and Xboat archives setup as searchable because they have clues to things I don't remember.

I cannot think of a single source that would be outright rejected with no consideration at all. My own timeline isn't a source; it's a list of sources.

So, the moral is, don't throw rocks at other Traveller settings. We're all in the same tent, even if we imagine we're not.

Some things Marc has repeatedly said are NOT canon:
1. Anything under 100 tons jumping. 101-ton jump ships work, but 99-ton jump anythings simply don't.
2. Almost all Aslan art has the hands and paws wrong. I've repeatedly had this explained to me, but I still don't picture it properly.
3. There are only six major races, and they are all identified. Don't add another one.
4. DGP's pre-Ancient Primordials/Sparklers. Come on, Joe Fugate only briefly mentioned them in his goodbye.
5. Light sabers, ala Star Wars. This might be proof that Traveller and Star Wars have different physics foundations.
6. Simultaneous FTL communication is never possible. No combination of psionics, science or magic can produce this in the OTU.

Marc Miller's reviewed this several times and actually did approve it. This probably opens more questions than it answers. A recent discussion brought a few additions to the NOT CANON list."
 
I want the Galaxiad to solve this once and for all, but i am beginning to doubt it will ever see the light of day.

Interesting.

I actually think the Galaxiad is closer and more probable now than it ever has been, but I do not think Marc intends to use it to answer contradictory canon.

That being said, I'd love to see a list of contradictory canon...
 
Interesting.

I actually think the Galaxiad is closer and more probable now than it ever has been, but I do not think Marc intends to use it to answer contradictory canon.

That being said, I'd love to see a list of contradictory canon...

Start with GT:BtC.... lots of bits that I don't recall specifics of off the top of my head (because I don't own a copy of my own), but it contradicts TTA on several occasions, as well as a couple of other CT adventures' descriptions of various worlds.
 
So, the moral is, don't throw rocks at other Traveller settings. We're all in the same tent, even if we imagine we're not.

This actually is a very useful list, as it is easier to deal with what is "not" rather than all of the permutations of what "is" canon, considering all of the various rules sets.

Some things Marc has repeatedly said are NOT canon:
1. Anything under 100 tons jumping. 101-ton jump ships work, but 99-ton jump anythings simply don't.

No problem with that. It would be nice if there were a minimum size for a fusion plant, but that is a matter of taste.

2. Almost all Aslan art has the hands and paws wrong. I've repeatedly had this explained to me, but I still don't picture it properly.

Hmm, as I am not worried terribly much about artwork accuracy, as long as the basic data is there, this does not appear to be a problem.

3. There are only six major races, and they are all identified. Don't add another one.

Just verifying: Humaniti, Droyne, Vargr, Aslan, Hiver, K'kree.

Question on this: If a sub-sector or sector is located to the Rimward of the Solomani Sphere, is it acceptable to ignore some of them?

Question Two on this: How about extinct spacefaring races?

4. DGP's pre-Ancient Primordials/Sparklers. Come on, Joe Fugate only briefly mentioned them in his goodbye.

Not sure how many people actually have the DGP publication that mentions them.

5. Light sabers, ala Star Wars. This might be proof that Traveller and Star Wars have different physics foundations.

Star Wars has Physics?

6. Simultaneous FTL communication is never possible. No combination of psionics, science or magic can produce this in the OTU.

This is good to know, as there are some indications in Research Station Gamma that FTL communication might be possible with Psionics. I much prefer the given time lag.

Marc Miller's reviewed this several times and actually did approve it. This probably opens more questions than it answers. A recent discussion brought a few additions to the NOT CANON list."

Are those additions reflect in the above list, or are they in addition to it?
 
2. Almost all Aslan art has the hands and paws wrong. I've repeatedly had this explained to me, but I still don't picture it properly.
There are a couple of Keith drawings in JTAS that I've always taken as gospel. The thumb is located centrally in the palm instead of out to one side.

3. There are only six major races, and they are all identified. Don't add another one.
I can only make it five, no matter which definition I use. If you go by "invented the jump drive independently", they are the Ancients, Humaniti, Hivers, K'Kree, and Vargr. If you go by "has a lot of clout in the Classic Era", they are the Aslans, Humaniti, Hivers, K'Kree, and Vargr.

(The Droyne didn't invent the jump drive, they got it from the Ancients. You might stretch a point and make the Droyne heirs to the Ancient mantle. I disagree -- to me it's obvious (from the authorial voice information) that the Ancients are an offshoot of the Droyne, but a very different species (diferent procrational procedure, for one -- but I suppose you could make some sort of argument.)

Incidentally, I think it could be fun to have a minor race that actually did invent the jump drive themselves, a few years before the Vilani showed up, perhaps, but no one believes them for a second.

6. Simultaneous FTL communication is never possible. No combination of psionics, science or magic can produce this in the OTU.
That's an unnecessary restriction, IMO. My players certainly shouldn't rule out the possibility of an ultra-rare special talent telepath.


Hans
 
I'm intrigued.

How do you figure the Ancients and the Droyne are different species due to procreation differences? What differences?
 
I'm intrigued.

How do you figure the Ancients and the Droyne are different species due to procreation differences? What differences?

Canonically, the ancients had more/different subcastes than the 18 subcastes in the AM char gen.
 

The castes of the Droyne (and ancients) are said to be genetic, but triggered by psionic poking. Even the subcastes are said to be so. When you alter the available subcaste genome, you alter the species.
 
6. Simultaneous FTL communication is never possible. No combination of psionics, science or magic can produce this in the OTU.


The word that stands out to me in this comment is "Simultaneous". It seems to leave the possibility open that FTL communication (other than physically by Starship) is at least a possibility (via psionics or technology), as long as it is not "real-time" (i.e. simultaneous).

MgT mentions that the Ancients had an ansible system of some sort at one point.
 
I recover from surgery, get home, get bored, login to COTI and find this...
Some things Marc has repeatedly said are NOT canon:
1. Anything under 100 tons jumping. 101-ton jump ships work, but 99-ton jump anythings simply don't. ...

I hope you are feeling better.

Question: what is the status of the jump net seen in CT Supplement 9, on the
"Jump Ship"? It used the net to be able to transport external cargo like asteroids and such. Presumably some similar technique permits a dispersed structure tender to take on and transport a large craft otherwise incapable of jump (such as the Empress Troyhune, in the same book). I've been using that net with a 50 dT cutter, in a module with a jump drive, fuel, some additional bridge space, and a few ELBs. In an emergency the crew could launch the cutter, go outside and erect the net around the boat on spars so it fills out 100 dT, and have an emergency means of interstellar travel. Lets me give ships a way to summon rescue if they're on their own and misjump to deep space or if they're stranded in the outer system of a hostile system with a wrecked jump drive.

The castes of the Droyne (and ancients) are said to be genetic, but triggered by psionic poking. Even the subcastes are said to be so. When you alter the available subcaste genome, you alter the species.

As in they're one mutable species or as in you agree with Rancke?

The word that stands out to me in this comment is "Simultaneous". It seems to leave the possibility open that FTL communication (other than physically by Starship) is at least a possibility (via psionics or technology), as long as it is not "real-time" (i.e. simultaneous).

MgT mentions that the Ancients had an ansible system of some sort at one point.

I've considered jump gates - in essence parking the jump drives and fuel outside of the ship. All that gives me is a ship with a one-way ticket and a very easy military target, but there are some potential applications for long-distance shipping in very civilized regions since the ships aren't carrying that fuel load.

Also considered transports that are entirely dependent on drop tanks; if you compare the price for a dTon of cargo to the cost of the drop tank the exchange is break-even, I think, unless we decide the tanks can be reconditioned and reused at a reasonable price. However, the long-range shipping model has to follow a different paradigm to exist, so if we assume such a paradigm exists then it seems to work for the J3+ set. Might work especially well for the military J6 network, running a base-to-base communications link.

Also briefly considered an Annic Nova based jump gate option: park a set of solar arrays hella close to a sun and beam power via laser to a jump gate or array-equipped transport out past the jump shadow. That one died in the womb when I learned that lasers didn't have the range to do that. Still considering Annic Nova based jump-drives: my math says you gotta get in fairly close to the sun to draw the levels of power needed with anything like a reasonable solar array - and then you gotta cruise out past the jump shadow to jump - so the problem of storing the power while you get out to jump point and then delivering it to the jump system with the requisite haste still leaves this one in the hands of one of the Imperial Research Stations. The business of having to spend time diving sunward and then flying outward means it's not commercially or militarily viable, so it's a rather low priority research project.

Jump communications has me stymied. The nature of jump space defeats any coherent signal I might try to send through it. I gotta protect the signal by putting it in a ship. There's that psionic thing, but I was under the impression that was light-speed limited.
 
Question: what is the status of the jump net seen in CT Supplement 9, on the
"Jump Ship"? It used the net to be able to transport external cargo like asteroids and such. Presumably some similar technique permits a dispersed structure tender to take on and transport a large craft otherwise incapable of jump (such as the Empress Troyhune, in the same book). I've been using that net with a 50 dT cutter, in a module with a jump drive, fuel, some additional bridge space, and a few ELBs. In an emergency the crew could launch the cutter, go outside and erect the net around the boat on spars so it fills out 100 dT, and have an emergency means of interstellar travel. Lets me give ships a way to summon rescue if they're on their own and misjump to deep space or if they're stranded in the outer system of a hostile system with a wrecked jump drive.

In T5 it would depend on the Jump readiness option selected (the options are hull-grid, hulll-plates, and the (default) "jump-bubble"). The Jump-Bubble option takes along with it anything within the radius of the bubble (centered on the jump-drive mechanism). So there can be potentially a significant amount of "empty space" within the bubble depending on where you place the drives - put the jump-drives at the rear and you have a significant empty space in the bubble-volume aft of the ship.

Also briefly considered an Annic Nova based jump gate option: park a set of solar arrays hella close to a sun and beam power via laser to a jump gate or array-equipped transport out past the jump shadow. That one died in the womb when I learned that lasers didn't have the range to do that. Still considering Annic Nova based jump-drives: my math says you gotta get in fairly close to the sun to draw the levels of power needed with anything like a reasonable solar array - and then you gotta cruise out past the jump shadow to jump - so the problem of storing the power while you get out to jump point and then delivering it to the jump system with the requisite haste still leaves this one in the hands of one of the Imperial Research Stations. The business of having to spend time diving sunward and then flying outward means it's not commercially or militarily viable, so it's a rather low priority research project.

Again, consider the Collector Power System detailed in T5. It is clearly the evolution of what was introduced in Annic Nova (and first becomes available at TL14). The difference is that the Collector does not require a star, as it collects "exotic particle radiation" that can be harnessed anywhere in space (even an empty interstellar hex).

The drawbacks are:
1) It needs about 1 full week to fully charge,

2) It will take mechanism-damage from any acceleration while it is in operation,

3) It can only store its accumulated energy for a brief period without degrading the mechanism,

4) The collector-array slowly degrades over time, requiring replacement of the "canopy".

Apparently the Droyne make use of this technology, according to one of the Droyne ship descriptions in the BBB.

Jump communications has me stymied. The nature of jump space defeats any coherent signal I might try to send through it. I gotta protect the signal by putting it in a ship.

Perhaps higher TLs will overcome the obstacle. :)

There's that psionic thing, but I was under the impression that was light-speed limited.

Actually, in the David Nilsen interview, the paradigm underlying TNE was that Psionics accessed some type of "Superspace" similar to, but different from Jumpspace (but perhaps with some type of relationship between the two), and was NOT limited to lightspeed.
 
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As in they're one mutable species or as in you agree with Rancke?

As in, they're a different species because the Ancients tweaked the DNA of their offspring to have different subcastes encoded.

THey're probably still interfertile, but I'd not count on a reproductively viable offspring.

And the reason this becomes relevant is that I had PC droyne when I ran Twilight's peak last time...
 
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