We're about to go down a rabbit hole far from the fields of this thread, so I'll respond to timerover's solid points here:
1) As mentioned a few times upthread (and in keeping with the spirit of this thread) the premise of the posts I've made so far involve jettisoning any concerns for the Third Imperium or the Official Traveller Universe. So... no Vargr, no Alien Modules, and so on. I'm addressing what happens when you use LBBs 1-3 as if you were using the books from the Original D&D to make up your own Universe, still sticking with the tools in the books. There's no right answer of course. The permutations are infinite. I'm offering an example of where my imagination is going these days. I'm saying, "Yes, there's a cool game called Basic Traveller that is not at all hardwired to the OTU." And so, any concerns about tightly guarded monopolies on interstellar technology (back up with violence if the tech leaks) can't be torpedoed by OTU canon. Because I don't care about OTU canon.
2) Second, yes... I'm saying the knowledge can be lost through generations of societal collapse.
Here's an example:
The Lost Art of the Saturn V
But on the other hand, building the rocket at such a rate and with so many subcontractors means the people who oversaw and understood the actual assembly and overall working of the Saturn V were few. Each contractor recorded the workings of their stage and records survive about the engines used, but only a handful of engineers from the MSC knew how Saturn V puzzle fit together.
It is possible to work backwards to recreate individual aspects of the technology, but the men who knew how the whole vehicle worked are gone. No one alive today is able to recreate the Saturn V as it was.
Worse is the lack of records. Without a planned used for the Saturn V after Apollo, most of the comprehensive records of the rockets inner workings stayed with the engineers. Any plans or documents explaining the inner workings of the completed rocket that remain are possibly living in someone’s basement, unknown and lost in a pile of a relative’s old work papers.
Two Saturn Vs remain today as museum pieces, but it is likely that the rocket will never see a rebirth and reuse in manned spaceflight.
Yes, NASA put men on the moon with 1960s technology, but that technology doesn’t exist anymore. By default, neither does the possibility of a manned lunar or Martian mission for that matter without a new launch vehicle. A new heavy lifting vehicle will eventually come about – it will have to for NASA to pursue its longer-term goals. Until then, NASA is bound to low Earth orbit and minimal interplanetary unmanned spacecraft.
Note, the loss of how to make a Saturn V wasn't because of societal collapse. It just happened. Give me the equivalent of a Long Night or two, with people scrambling just for survival on their given worlds, over many, many decades or centuries, and I'm sure I can justify the loss of high-end, non-essential engineering knowledge.
Now, let me be clear:
Any number of people can show up now and provide lots of explanation for redundancies in keeping record and justify how there's NO WAY the records for making starships could be lost across the rise and fall of empires.
All I'm going to say is, "Yup. That sure can be justified."
And then I'll point out, "And I could build a fictional universe where those in power will ruthlessly destroy anyone who tries to step on their monopoly. And since I am not concerned about the OTU, I probably will." Because it can be justified by working through a new history and new framework for technology.
***
But here's an important follow up point:
Are the monopolies always held? Of course not.
Now, keep in mind, I'm not trying to make a frozen bit of canon. I'm looking for a living, breathing environment ripe for adventure.
In canon the goal is to create a piece of fictional environment where everyone knows the rules. And it's
done. If someone reads the sourcebooks, then they know what the "reality" is.
I have no use for that, since, by definition,
it precludes change at the game table.
So, let's say some people try to control information -- first by protecting the data, and then by seeking out and destroying A class ports being built "off the grid."
What can happen?
- The monopolies succeed partially (info gets out, but the ship building facilities are destroyed).
- The monopolies fail. (Ships are built outside of the monopolies)
The second option is more than viable. In fact, one must assume (in the fictional environment I'm concocting) that several of the current monopolies grew exactly out of this.
But iets say this happens during play (and my focus, always, is building an environment during play)...
What can happen?
- A war starts up between the monopolies and the upstart.
- The monopolies accept the upstart without war (for whatever reason)
- The monopolies crush the upstart.
- The upstart stands strong, joining the monopolies after conflict.
- The upstart stands strong, and the conflicts continue.
Again, this has happened before. It will happen again. Sometimes the upstart succeeds. Sometimes he fails.
So, the fact that keeping a monopoly isn't a perfectly sustaining system isn't a bug. It's the point.
***
This all touches on on rnadams' point:
Yeah, I get it, if you're going to play within the setting, you ought to be true to it, but what if your players have high aspirations to alter the course of major events? What if they succeed in, say, foiling the assassination of the Emperor?
One of the most pernicious parts of canon is that it precludes a living, breathing fiction at the game table.
I want politics and conflict in my
Traveller universe, and I don't possibly have time to worry about when or if someone is going to publish something that goes against what my Players and I have concocted in a wonderful interstellar Great Game.
By building monopolies that will
by definition be challenged I'm bringing instability into the fictional setting. And in terms of adventure, few things can be better then having tension between having people and institutions who want things to tay the way things are and those who want to change them.