robject; there was a rumored Trek/SFB tie-in with Traveller. I'm hoping that's just a rumor. Can you share anything here?
robject; there was a rumored Trek/SFB tie-in with Traveller. I'm hoping that's just a rumor. Can you share anything here?
By Jean Sexton (Jsexton) on Wednesday, September 10, 2014 - 10:01 am: Edit
Yes. I just need about three weeks of time that is not spent on other projects, and that must include Steve Cole time.
http://www.starfleetgames.com/discus/messages/38/27402.html?1410451651By Steve Cole (Stevecole) on Wednesday, September 10, 2014 - 11:55 am: Edit
We're trying to schedule that, but it's complicated and since I can't predict how long any given project will take, I can't predict when the next three or four would be finished.
That seems to me to be completely wrong and missing the point of having an official game universe entirely.
There's nothing, and never was anything, that prevents anyone from doing exactly as you say, toss the Imperium and all the rest. The only thing that is, arguably, missing is an explicit statement to that effect. And I'm puzzled as to why something like that would be necessary, although I have to admit that the evidence shows that there are a lot of people who don't understand that they're free to do it. I just don't get that.
The Third Imperium setting is an official game universe. As such, it's supposed to be as rigidly defined as is practically possible. And that should not be a problem. If a referee doesn't want a rigidly defined game universe, all he has to do is to not use it. What could be easier? But if a referee does want a well-described setting and there isn't one, he's out of luck and the ones who don't want one is not one iota better off.
Traveller has now evolved into a hard setting with a definite history, but also has lots of room for generalities in terms of developing house rules, pocket universes and importing known sci-fi settings using the current rules.
Does anyone think that Traveller can still be a generic RPG, or is it more now a creature unto itself with its own established background?
Call it "example" rather than "setting" and maybe I'd agree. Core books that I've liked tended to be light on references to the Imperium, using them for examples rather than to establish the setting.
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True, though the specifics of how jump works, how ships are designed, and still including the concept of nobles (though of course you could just morph that into multi-generational corporate offspring as per Melieu-0) do seem to mean that Traveller is inherently oriented towards the setting of the Imperium.
It's worth noting that Mongoose's Runequest was a pseudoclone of Chaosium's - it is not the same system in a new edition, but a new system designed from the same principles. Character gen is quite different, the magic rules are somewhat different, combat is different...
Chaosium tried a truly generic version of BRP in 1980... it didn't sell all that well, and had 3 settings in the box. What it did do was provide a reference for what Chaosium felt was core to the engine.
It was in the mid 80's we see generic core with supplements finally make it work: GURPS. BRP and Hero followed suit in the early 90's, as did BTRC (with CORPS); WEG tried and failed in the 90's as well.
Even in the 90's, Palladium, WEG, Chaosium, White Wolf, Last Unicorn, and Decipher would all continue with the adapted corebook route rather than a single generic rulebook.
True again, but where they may have failed in their design in the 1980's to have BRP turn into something widely used, it seems to have evolved into that now. RQ evolved into Heroquest, which while starting in Glorontha has in it's last iteration become very (blandly) generic. RQ6 has gone back to BRP/RQ1 roots. BRP now appears about the place in various guises.
To my mind what we see are, in those two game systems, two primary mechanics for resolving conflict and tests. Traveller pioneered task-based mechanics. I know I"ve harped on about this in the past, but that was a new paradigm for roleplaying when it came out. RQ/BRP may not have pioneered the idea of skill-based character development rather than a class based system, but it certainly set the standard there given the consistency of the system. That is, as opposed to T1 (published in '77 vs '78 for RQ1, plus given the inconsistency of the application of skills to rolls to test for success).
Maybe that's why I still play both games...
I did a setting writeup for JTAS Online called The Outrim Frontier set in the Marches in Year 400. Two setting articles (players' and referee's) and the old adventure Leviathan backdated to 400. It might interest you.If I had a better handle on the OTU history i'd probably set a game earlier maybe soon after the Imperium got to TL13 and the first J-4 ships so with a *lower* level of standard tech but with lots of higher tech alien artifacts as "treasure."
I think, to be fair, Chaosium’s Worlds of Wonder Box set (which was the original attempt at generic BRP) was the very first of it’s kind. It wasn’t unsuccessful as a system, it just wasn’t marketed particularly aggressively and other companies stole a march on it - notably GURPS. However, the Big Gold Book of BRP has sold pretty well since it was released in the late 2000s.It's worth noting that Mongoose's Runequest was a pseudoclone of Chaosium's - it is not the same system in a new edition, but a new system designed from the same principles. Character gen is quite different, the magic rules are somewhat different, combat is different...
Chaosium tried a truly generic version of BRP in 1980... it didn't sell all that well, and had 3 settings in the box. What it did do was provide a reference for what Chaosium felt was core to the engine.
It was in the mid 80's we see generic core with supplements finally make it work: GURPS. BRP and Hero followed suit in the early 90's, as did BTRC (with CORPS); WEG tried and failed in the 90's as well.
Even in the 90's, Palladium, WEG, Chaosium, White Wolf, Last Unicorn, and Decipher would all continue with the adapted corebook route rather than a single generic rulebook.
Even now, Fantasy flight, Palladium, Eden Studios, and MWP continue the adapted corebook approach, rather than the core+worldbooks.
Mongoose is fairly unusual in having a corebook with setting and then supplements for it as if a generic, and crossing genres in the process. They did it with MRQ, and again with Traveller.
I did a setting writeup for JTAS Online called The Outrim Frontier set in the Marches in Year 400. Two setting articles (players' and referee's) and the old adventure Leviathan backdated to 400. It might interest you.
Hans
The problem I see is a lot (most?) players like the game equivalent of the hero's journey where they get a task in a settlement, go out into the wilderness and then come back to the settlement a hero - there and back again - which in Traveller terms could be seen as a journey from the big ship universe of the Imperium into a small ship universe and back again.
http://en.wikipedia.org/wiki/Monomyth
The alpha planets with their dreadnought fleets can play the role of the start and end point of the adventure but where's the wilderness?
Having the OTU on the frontier was an attempt provide the wilderness which doesn't work too well because the frontier isn't open so the frontier is swarming with big fleets and Zhodani agents. Virus, Rebellion etc are imo all attempts (consciously or otherwise) to provide more wilderness for the players to venture into.
An easier solution maybe - especially if you take on board the idea of trade being much more limited by distance than previously assumed - is to simply see the Imperium as a network of the clusters made by the alpha planets and their hinterlands - with everything outside those clusters pretty much completely ignored - except by the Scout Service.
We know what is spinward of the Spinward Marches and we know what is rim ward, crossword and trailing - but what is "above" and what is "below." All OTU maps are a bird's-eye view of the spacial x-axis plane, but have we even thought about the y-axis? Have we even thought in spacial 3D?
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That is, we know how the spin ward main runs along the x-axis but perhaps there is a y-axis trade-route junction that runs through Efate "above" and "below" (I don't even know how to label those directions in Galactic Terms.)
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So back to the original problem of no frontiers. I think we have plenty of opportunity for lots of MTU (even OTU, if someone wants to write up some sort of sketch) for multiple layers of the Atlas of the Imperium.
I missed that thread, but that is exactly what occurred to me last night. I think it would be possible, and I might just do this for MTU, to create y-axis trade route in an OTU sector or subsector to fulfill that exploration need. Bearing in mind to keep the Rifts open and impassable as mentioned on that thread.
Thus turning the Imperium from one parsec thick to two parsecs thick?Another benefit for those of us who like to "eat their cake and have it too", is that if you have two different write-ups for a Sector (say the Canonical MJD-Gateway Domain version of Ley Sector and the Judges Guild version of Ley Sector [each of which have different stellar positions relative to one-another]), you can simply place the one sector above or below the other, and still consider them to both be the same sector, but at different z-altitudes.
Thus turning the Imperium from one parsec thick to two parsecs thick?
I would have a big problem with doubling up on sectors that way: the history of the sector just got a lot more complicated, as instead of two scores of major worlds interacting you now have four scores of major worlds. Compound that with another hundred 'layers' and the task of providing even a minimum level of coherence would be more than I could handle -- more than anyone could handle, I believe.
The biggest benefit I would derive from turning the OTU 3D, say make it 100 parsecs "deep", would be to increase the number of systems without increasing the number of inhabited systems. I'd distribute the canonical worlds in suitable clusters on and above and below the astrographical plane and fill in with empty (and mostly worthless) systems. That would give the various navies a lot more territory to patrol (or fail to patrol) and provide places for pirates to lurk and intercept merchants.
I like a challenge.I've thought about doing something like that, but I've come to the conclusion that it would be a lot more work than it would be worth. YMMV.
That is similar to how I would do it as well. Many of those other systems would be otherwise useless or uninhabited (many of them Red Dwarfs with no meaningful planets or Gas Giants). My thought would be to have a +/- 5pc notation in each hex, which would represent a "layer" that has a North/South depth of 11pc (in the plane being +/- 0pc). Other stars might exist in otherwise empty hexes, but there isn't anything in those hexes worth exploiting. Other sectors North/South (or alternate versions of a sector above/below) would be their own 11pc thick "layer".
I like a challenge.![]()