Chatting with Cryton, and remembered the metric for "ProtoTraveller" for us...
The "4-4-4" plan.
Books 1-4
Supplements 1-4
Adventures 1-4
Proto Traveller is not necessarily a time period - as High Guard came in 1979, before the accepted 1980 "cut-off" point - and not necessarily a "tight" set of rules. It is an attitude, a style if you will. It is Traveller in the spirit of the first three books of the original boxed set, as well as early adventures, JTAS articles, and supplements. That is: small ship, small setting, simple rules. I'd also argue that it has a focus on civilian or quasi-civilian (ex-military) play rather than strictly military settings and plots as suggested by the weapon list in Book 1 and as opposed to the mercenary unit play of Book 4, the huge-combatant naval play of Book 5, and the strict military fleet-building play of Trillion Credits Squadron.
This Proto-Traveller attitude resists the Three Creeps - Complexity Creep, Modifier Creep, and Scale Creep.
Complexity Creep was introduced by Book 4 with its Advanced Character Generation system. Book 1 character generation was very simple and straightforward - and incredibly quick. Book 4 introduced a much more complex system for generating characters, and books 5-7 continued this trend. Book 5 put forth a ship design system which was far more complex than the one in Book 2. Book 8 suggested a highly complex robot design system similar to the similarly complex Striker wargame rules. The Proto-Traveller attitude resists this complexity and desires a return to the simplicity of Book 1/Supplement 4 character generation and of Book 2 ship design.
Modifier Creep began with Book 4 as well. The 2D curve used by Traveller is highly sensitive to modifiers, and hence the strictly limited skill acquisition in Book 1 character generation, as well as the moderate to-hit modifiers of most (though not all) Book 1 weapons. Book 4 introduced characters with much more skills and much higher skills. It also introduced advanced weaponry bearing massive to-hit modifiers guaranteeing auto-hits - and usually also auto-kills - on almost all targets. Books 5-7 continued this trend with their Advanced Character Generation systems. The Proto-Traveller attitude prefers smaller modifiers and more limited skills.
Scale Creep began with Book 5. Suddenly, instead of small, relatively affordable ships - you have massive dreadnoughts. Such vessels are monstrously expensive and thus require a similarly massive polity to support them. They are also far beyond the scale of player-centered starships, unless, of course, the players are Big Navy captains or admirals. Book 5 focuses on major naval engagements, not the affairs of merchants, scouts, and corsairs - or at most a mercenary company or a local small-scale naval patrol, as in Book 2. This soon escalated into a huge Imperium many Sectors across, supporting similarly huge navies. The Proto-Traveller attitude prefers smaller ships, smaller empires - and a greater focus on a small group of characters rather than on wider affairs of state and navy.
I still prefer the Classic Little Black Books/Starter Traveller/The Traveller Book over all of the other editions, and it is what I am working on for my own sector.
However, I still argue that it is not a small-ship universe, as a 5,000 Traveller Displacement Ton ship still equates to a Real World nautical ship of circe 25,000 Gross Register Tons, or 60,000 measurement tons, or circa 67,500 displacement tons.
the arms race that ultimately leads to Big Ships.
A Z drive produces performance of 2 in a 5000t hull. There is a possible fudge available in that the Z drive in a 4000t hull is performance 3 - so technically a Z drive could produce performance 1 in a 12000t hull, the theoretical fudge limit to drive size.
Argulaash Slow Freighter said:NOTE: the "V3" drive is equal to the "Z" drive in Book2 parlance.
Using a 12000-ton, TL12 hull, the Argulaash Class Freighter mounts jump drive-V3, maneuver drive-V3, and power plant-V3, giving a performance of jump-1 and 1G acceleration. Fuel tankage supports a 1 parsec jump, at 1200t per parsec, and one month of operations. Attached to the bridge is a Computer Model/1 std. There are 176 staterooms and 50 low berths. Installed weaponry include 10 single-turret Pulse Lasers, 10 single-turret Sandcasters, and 10 single-turret Missiles. Cargo capacity is 8450 tons. The ship has an unstreamlined hull, with scoops, intakes, and bins for frontier refueling.
The ship carries 2 Slow Pinnaces. The ship has 110 crew, and can carry 36 high passengers and 50 standard passengers.
The limitation on ship size in LBB2 is due to maximum hull a drive can support and the limitation that multiple drives can not be installed to improve performance (allowed in T5)
A Z drive produces performance of 2 in a 5000t hull.
LBB2 is limited because they ran out of room on the chart and in the book.
The limitation on ship size in LBB2 is due to maximum hull a drive can support
LBB2 is limited because they ran out of room on the chart and in the book.
so, not only is there a minimum drive size of 1 dton, but a maximum size in dtons as well? and no series or parallel gangs? I suppose one could decree that, but it doesn't sit well in the mind.
Actually, minimum drive tonnage varies by type of drive...
so, not only is there a minimum drive size of 1 dton, but a maximum size in dtons as well? and no series or parallel gangs? I suppose one could decree that, but it doesn't sit well in the mind.
the lbb page size seems to explain much about ct ....
I understand these notions don't sit well on your mind... but me, limits are awesome
then I rephrase to "arbitrary limits don't sit well on the mind". and I don't mean just my own.
suppose one "hand-waves" j1. well then, why not "hand-wave" j2? "because I don't want to allow it" doesn't work - players seek work-arounds, adventures are written where j2 is some secret soli experiment to be discovered, some secret space weapon artifact is found floating in an oort cloud, etc. so fine, j2. well then, why not "hand-wave" j3? "because I don't want to allow it" doesn't work. so fine, j3, j4, j5, j6.
now in book 5 we arrive at why not j7? well there is no rule against j7, but it can't be done, because using established rules for jump it's impossible to fit j7 components into any given hull. this limitation is not arbitrary, it's simply a natural consequence of the existing rules.