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The Road Not Travell(er)ed [Charles Gannon and Post Hard-Times]

hunter

Ancient - Absent Friend
I'm pleased to say that Charles Gannon has forward to me 3 of the proposals he originally submitted to GDW dealing with Hard Times and the period to follow.

Here is his email and I will attach the 3 proposals in the posts to follow:

-------------------------------------------------
Okay; I found the three documents that more or less completely comprise
the basis of the "road not Travellered" in 1991/2. Please forgive the
occasional insertion of bracketed nonsense; the documents were written
in the now-dead WP program Xywrite, and those are formatting codes. I
didn't have the time to remove them, nor do I want to modify the
documents from their original content.

I know that two of these documents were sent to GDW (to Marc's, and
possibly Frank's, attention), because I still have copies of the cover
letters. The third probably was submitted (I think) in slightly more
polished form as a fax, during a period of a lot of discussion about the
next steps to be taken. I am leaving out the Traveller novel contract I
had, the story of which was to depict/support the Star Vikings
period/ethos, and which was signed sometime in August or Sept of 1991
(and later cancelled, obviously).

A couple of trends that I would point out; I was always trying to reduce
the time between the end of Hard Times and the beginning of the
Reunification. Marc was very open to all concepts and a great senior
collaborator who never used his authority to stifle or shut down my
creativity. My recollection is that he also was not in a rush to bury
the Imperium under a 200 year dark age. Frank was predominantly focused
on a rules revision, and the possibility of using Marc's long cherished
notion of a Star Viking milieu to introduce and vivify a new small unit
combat system. You will note that there is no mention of a Virus. You
will note that I do address the narrative option of a 200 year ellipsis
in the history of the Imperium (and the game), so the concept of a long
interregnum/hiatus was already being considered by folks at GDW (and I
was obviously advocating against it). The reason these proposals are
somewhat repetitious in content is that a) there are refinements of the
ideas over time, and b) although Marc had approved of the first set of
products (I had contracts for about five of them, I think),
custodianship of the product line passed to Frank in the middle of this
period, and that made it necessary for me to sort of "re-sell" the
ideas. Frank had not been as involved in the "story arc" development
aspect, except insofar as it developed an environment for the Star
Viking combat rules.

The dating of the files is as follows:

Midnight dates from May 1991; MTProds dates from July; Megatrav dates
from August.

I hope these are of interest to COTI and you and it has been interesting
looking them up after all this time. I will say that in retrospect, I
wonder if the Black Empire idea was really necessary. It was a little
bit Wagnerian, compared to the rest of the material. I think
Commonwealth/Reunification (and its complexities) could easily have been
spun out for a long time. But the ultimate concluding idea was akin to
the drive on Berlin in World War II: retaking the Iridium Throne was to
ultimately have the same kind of significance as bringing down the
immense swastika that loomed over the entrance to the Reichstag. Every
once in a while, there are events that do have epic components and
proportions. The retaking of the Iridium Throne would have symbolized a
New Deal and a New Imperium--and would have been the dawn that clearly
indicated that the Short Night (or Dusk) was over. Whether that would
have been a good gaming concept is another issue entirely...

Best wishes and thanks,

Chuck
 
Utterly and completely awesome, Hunter. We must think of someway we can thank Chuck for this information.

Buy his new novel when it comes out?

Stunning to read, makes a lot more sense than the wiping the slate clean and starting over in New Era. A lot of TNE elements in there too which survived. This is very cool.

MT Revised would have been nice to see.
 
The more I read it the more I like it.:):)

Even more than "Wounded Colossus" and that is probably the best ATU proposal I've seen for a long while.
 
Domain VS Black Empire

Darn Good Stuff!! If I would have had ideas like this I wouldn't have given the game up about the time TNE came out (bought it/didn't like it). Could have been a great campaign back then (The Black Empire vs Deneb/Regency).
And YES I LIKED HARD TIMES.
 
I'll win no friends by saying this but I'm solidly underwhelmed, (but then again I'm no fan of Hard Times). The whole Black Empire idea reminds me of the failed attempt to take 2300 in a cyberpunk direction and feels decidedly unTraveller to me. I'm not sure what the interest was in wiping out whole swaths of the setting when, IMO, something less drastic would have worked to reinvigorate the game just fine.
 
I am struck more by the similarities with TNE (and by extension, 1248) than the differences here...

I was thinking the same thing. You can see a lot of the later versions in there. Black Empire and Virus look similar, although I find Black Empire more believable.
 
Hunter, please pass along my thanks to Mr. Gannon for sharing this information. I am a huge fan of alternate history and "the road not travelled" and this sort of "what might have been" is really interesting.

THANX!
 
The three 'variations on a theme' certainly give a good sense of what Gannon thought mattered:

*having characters and players feel like they had some influence over events and weren't just swamped by galactic scale conflict a la MT;

*keeping the time-shift to the new phase of the game short so players could still keep their characters and would find their existing Traveller material still useful;

*the focus on re-creating the LEVIATHAN experience that he so obviously enjoyed from CT, even if that meant wiping out swathes of the Imperium;

*having 'themes' for years of Traveller products, whether that be military-oriented or culturally-oriented or something else;

*if anything, making the back-story even more convoluted and confusing than it was in MT with all the factions and splinter-groups of each race.

More than anything, I get the sense that Gannon knew he was up against the Miller-Chadwick mania for a "Star Viking" milleu and Chadwick's fixation on his miniatures wargame rules for Traveller (which later became the unsuccessful Striker II). Every proposal still comes up against those 'immovable objects' leading to some curious plot contortions.
 
This is an OTU variant after my own heart - the right mixture of frontiers and "safes", PC-scale events and epic wars, exploration and politics, desperation and hope.

It is also strikingly similar to 1248, with the Commonwealth becoming the Terran Commonwealth and the Freedom League, the True Confederation becoming the Second Rule of Man, and the Black Empire becoming the Black Imperium ("Lucan, like Caligula, wants to be god, wants to be eternal... Lucan CAN achieve this... the ability... to establish true machine-human interface, including mind transfers. Lucan is now immortal" exactly like the Black Imperium) and the Dominate ("...robot machines are hunting... sterilizing parsec after parsec of space" - this sounds right like the Dominate). Yet this is not 1248 or the original TNE, as there is no universal destruction, no universal spread of the Virus, no Empress Wave, no 4th Imperium, all of which are essential components of the 1248 setting.

Several highlights of the articles:

If we go 2 centuries ahead, it sort of makes all the background material that has defined the very richness of the Traveller milieu `null and void... So for the average buyer, I think this will be a VERY disorienting and dislocating move. Such an abrupt break with `what has come before' could wind up killing the game, making players think; `well, it's really a different game now.
This is one of the main weaknesses of TNE due to the overuse of the Virus - while I like many aspects of TNE, it makes a significant portion of previous Traveller material obsolete, or useful only after significant modifications. Too many interesting worlds steam-rolled by the Virus and turned into TEDs. 1248 mitigated this problem by applying recovery, so that worlds are diverse again and older Traveller material needs less modification to be used in 1248 than in TNE, but the problem exists to a degree even there.

It is about brains and innovation vs. brawn and overwhelming firepower.
In other words, its about the actions of PCs which could make a difference in their creativity and courage. There are very few things which are more satisfying than outsmarting a superior foe. The only catch here is that you have to be careful not to make the enemy too powerful, otherwise this will become frustrating quickly. But as long as the PCs are given a chance, I like the feel of that approach.

People are loyal to Traveller because it has a tradition; it is `highly evolved' and they have evolved a knowledge of --and feeling for-- it.
I don't know if I agree with this - IMHO the main appeal of Traveller is that of its ruleset rather than the OTU setting - easily adaptable to a wide variety of sci-fi settings and modes of play; the rules actively support the creation of an ATU. It is a toolkit for building your own sci-fi RPG campaign. The OTU is a nice setting, but the tradition of Traveller is fairly setting-independent (you could play in the Firefly or Aliens universes and it will still be Traveller).

RPGs seem to fall into one of two categories, which I refer to as `poetry' or `prose.'

Poetry games focus on mood and feel... In these fictional universes... the individual characters are so much more important than the realities of their environment, that those realities can often be completely ignored. The earmarks of the poetry game are, therefore, a tight, intimate spotlight on a small number of characters...

`Prose' games, on the other hand, depend upon history, larger motivations, and social movements. The characters affect their environment, and are in turn affected by it. Continuing NPCs, multi-part adventures, and broader scope are all earmarks of a `prose' game. But most important, players (and refs) of such a game will find the story of the fictional universe every bit as interesting as the deeds of their characters --because the stage is large, very diverse, and utterly believable.
This is an interesting theory, though I feel that the difference between "poetry" and "prose" usually depends upon the referee/group rather on the game system. You could easily have a Traveller game focused on the PCs' merchant exploits or mercenary involvement in small local wars, or a D&D (or even Vampire) game with an extensive metaplot and a "big picture" view tied in to the adventure. However, I agree that some games tend to promote one style of play while others promote another - Traveller's universe-building rules usually tend to support wider worldbuilding on part of the referee, while Vampire has a very strong aspect of an internal struggle of humanity vs. bestiality in each character's heart. Megatraveller even had a problem of being too "prose" in some cases - such as focusing on very large-scale warfare which the PCs can't significantly effect by their actions.

One of the major marketing elements behind this era is the need to `de-technify' the Imperium, where a uniform TL-15 had made everything just a tad too easy, and everybody just a bit too smug.
I agree with this approach - though the problem IMHO wasn't the tech levels themselves (which were quite diverse, especially if canonical worldgen rules were used), but the over-safety and over-stability of most of the Imperium, which left very little place for "go where no man has gone before" kind of adventures.

While a dramatic event, the Rebellion and its activities tended to dwarf player characters, their ideas, desires, and abilities.
The way I see it, the Rebellion had a different effect - it was so large-scale that most PCs couldn't really effect it so it was difficult to actually include it in a game other than as strictly background.

They Walk Among Us introduces a changeover to skullduggery and intrigue. Some leaders within the Commonwealth states are beginning to behave strangely, and violent domestic crime is on the rise --along with sighting of strange, ferocious animals on a number of worlds. Something unusual is going on --and a combined team of Surveyor and Vikings had better find out what it is. Otherwise, Lucan may complete his plans to seed cloned substitutes into leadership positions throughout the Commonwealth...
Now THAT could be a great product - espionage, paranoia and horror.

The Surveyors are not just mappers, or resource appraisers; this is the collective term for those first tendrils of organized society that are reaching back into the forgotten gulfs of chaos that now lie between the factions (which are now proto nation-states).
This sound very similar to TNE, though the Surveyors feel more like the Dawn league explorers rather than the Star Vikings.

...the BEST adventure gimmick you guys EVER came up with; the one you used for Leviathan. a star map with UNKNOWN quantities... I have to stress that I personally enjoyed (and heard the same from many other gamers) the `unknown' aspect of LEVIATHAN so much, that it made it THE BEST traveller adventure I have ever played. ANYthing could lie around the next bend, and MAN, that makes for suspense and wonder!
I heartily agree with this - exploration of the unknown is a major sci-fi theme, and is very enjoyable as well; curiosity could be a great motivation and discovery could be a great reward.

LEVIATHAN WAS THE BEST GIMMICK EVER! The problem with Traveller is that the organization of the Imperium removed the `great unknown' from the gaming environment.
Quoted for truth; the problem is that the over-abundance of Virus-blasted TEDs in TNE had a very similar effect. Exploration needs diversity to be interesting.
 
Something by Chuck posted on TML in 1992 right before TNE:

- ----- Forwarded message # 1:

From: Chuck <76234.2216@CompuServe.COM>

Re: piracy. Yes, those hi-pop worlds sure can crank out the patrolling
forces. But my logic was as follows;
(you may submit this for inclusion on TML, if you wish)

In the wind-down period of the Rebellion (let us call them the Black War
years), the consequences of sustained strategic combat are being felt by
even the most unscathed surviviors. Merchant fleets are in tatters, indust-
ries that once were part of an integrated market are rapidly realizing that
they can no longer be a big specialized cog in a bigger Imperial machine.
They will have to go solo now, since the Imperium--and the commercial matrix
that pervaded it--has dissolved (or rather, disintegrated). This means that
they must initiate the difficult process of retooling for maximum self-
sufficiency. They must move to the more primite (see Aristotles __Politics-s_
for the source) economic state of generalization and self-reliance in all
things. In effect, every planet begins --perforce--to think of itself as
a separate `machine' not a cog.

The retooling necessary to actuate such a shift is immense. Real world
examples would include the USA trying to go back to a 100% domestic economy;
we could probably do it, but the cost would be horrific. Workforce dis-
locations, currency instability, decreased commercial and investment potent-
ial; there would be violence, unrest, confusion. And as a result, an
increasingly isolationist view (economic isolation DOES tend to be a vicious
and self-amplifying cycle).

While all this is going on, the big whigs on any planet have one thing upper
- -most in their mind: to hang on to as much tech level as they can. TL is
the primary chip in the interstellar poker game of survival, dominance,
aability to enforce one's sovreign right to govern oneself (or others!). So
in the midst of all the economic and industrial restructuring, there is ano-
ther expensive imperative; retain as high a level of technology as can be
self-sustained. A tricky balancing act. This act is further complicated
for worlds with less friendly biospheres.

Specifically, in the case of most industrial, hi-pop worlds, their environ-
ment is, virtually by definition, essentially inhospitable to terrestrial
life. Environment must be created and maintained; it is not delivered
gratis by the planet. Hi-pop means a tremendous food consumption capacity.
Food growing is expensive on such worlds--but manufacturing (ie; industrial
endeavor) is not. This predicts the pre-war, peacetime economy; produce
those things which are cheap for you to make and bring in the highest price.
Use the profits to buy your needs. This is more commercially rewarding than
making all your needs AND then making goods. This stunts economies, limits
growth. The only advantage of this brand of fiscal conservatism is that it
makes the economy/polity very self-reliant--not a big concern in the laissez
- -faire mindset that dominated the Third Imperium.

So what does all this mean? It means that the worlds that COULD make all
those defensive ships to combat piracy aren't doing so; they're busy frying
other fish that are essential to their survival. In a few years, when the
retooling is all done and they feel that they have vouchsafed their own
safety, THEN they might start trying to expand their protective envelope to
include other less developed systems. But they are going to look out for
Number One first. And it will take until 1130 (and trillions upon trillions
of credits) to achieve this.

Here the problem exists that while since TCS we have had a way of getting
very clear numbers regarding costs and maintenance of fleet assets, we do
not have a mechanism for calculating the cost of the massive retooling
necessitated by Hard Times. Nor do I think such a mechanism is required;
history and common sense both tell us that the costs will be HUGE--huge
enough to paralyze even the largest powers into isolationistic, protectionists
t stances until they have recovered from this era of displacement.

In my view, by 1130, that process of restructuring will have progressed to
the point that the surviving polities (whether multi-system or single world)
will have worked out a means of existing in this new universe. At this poin
- -t, there will be a tendency to retake space from the elements of chaos
(piracy and other thuggery). At the same time, the best spoils are likely
to have been found and picked clean by these interstellar vultures. So as
their sustenance diminishes, resistance rises--forcing piracy back into it
s box, awaiting its next opportunistic feeding time.

Sorry for the long sermon, but that's what was in the back of MY mind when
I wrote HT. What GDW did with it after they got it (it was changed in
a few ways, some of which I liked, some of which I didn't) and what GDW
intends to do next are completely out of my hands. I envisioned a one-decad
- -e balkanization period. In the end however, Lucan is too big and unstable
a loose cannon to be endured; the need to end his threat and depredations
was to serve as the basis of an alliance, pitting a coalition of pluralist-
minded governments against his autocratic and Caligulistic monolith.

Well, Rob, right or wrong--that's how I saw it. And to me, the beauty of
Traveller is that it MAY be wrong--or at least everybody is free to pursue
their own vision. At least that's how I always saw it; games should be what
make us happy and give us pleasure. Adherence to `published fact' as
though it is some kind of rosetta stone is at best naive, at worst, suggest-
ive of a need for external order. Gaming is (or should be) a form of expre-
ssing and reaffirming our own freedom to do and be anything (vicariously);
we should not feel compelled to follow what we do not like. Certainly, the
(ostensible) point of a manufactured game aid is to provide refs (and player
ss) with opportunities for fun experiences. But unfortunately, as the
gaming industry has grown, so has the dominance of marketing-oriented though
t. The people in charge today are businessmen more than gamers, and it show
s. The products may be glossier, but I think they are less responsive--and
sensitive--to what many gamers really want. So I feel that in this period
of our hobby's history, we must be highly individualistic, ever ready to
decide for ourselves which is the wheat and which is the chaff.

Yes, you can print all that on TML if you wish. Be well, have fun,
hope to hear from you soon.

Chuck

PS: I hope you explained to Loren that we had discussed the use of your
designs (ie; that it was not data piracy!). Thanks.
 
Just read those zip files. This stuff is so much better than Virus IMHO. It looks almost good enough to tempt me into the OTU. There are distinct elements of MTU in there. Pity it never saw the light of day.
 
From Charles Gannon

A response from Charles:

One other point: I discovered an error in my determination of the
sequence of these documents. Feel free to post this to your readers,
who have been most gracious with their comments. (And my thanks to your
one reader who seems to have somehow gotten wind of my budding career in
writing novels; thank you for the plug! I don't think you'll be
disappointed...)

The error: Although the file with the latest file-date on my source disk
is "MegaTrav", I'm now quite sure it preceded "MTProd" in its original
writing. At the closing of this long "letter," (i.e.; "MegaTrav") I
tell Marc and Frank that I'll see them at Origins. I believe that was
the year Origins was in Baltimore, and I believe it was in early July.
So "MegaTrav" was probably written sometime in June. This timeline
revision is further supported by the postscript which was added in
response to a conversation with Frank that I recorded as having occurred
on May 31. So how did the file get an August inception date? I must
therefore hypothesize that, at sometime in August of that year, I went
back to look at the file "MegaTrav" and saved it rather than simply
closing it, thereby imprinting a new date on it (this was back in the
old DOS-based days when all the nifty file-data tracking packets were
not part of the document).

So, my apologies for mistaking the sequence. This also makes more sense
in terms of what concepts/plotlines are introduced where; the Midnight,
Megatraveller, MTProd sequence reads as a much more logical progression
of ideas and sequence of "prior references".

Thanks again, and sorry for the mistake.
 
Thank you for the sequence information..

Thank you for the sequence information, Chuck. I know you probably won't want to self promote, so I'll ask, Can you supply the information about your book so we can keep an eye out for it? As in who is publishing them, when and where, etc? maybe a link so we can find them?

Thanks for sharing the information with us!

James.
 
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