Agree, this is a very interesting set up.
No grav vehicles in a setting...
does that mean no artificial gravity and no acceleration compensation? How do you make it stand out from say T2300?
A setting without artificial gravity and air/rafts is very different to one with, even if you make grav generators so large you need something the size of a ship to have them.
You then have the issue of how to handwave the technology that grants ships multi-g acceleration without being mostly fuel tank, or do you handwave magic gravitics again?
Orbital springs to mind as being the hardest published sci fi setting I have seen for Traveller.
My point with Psionics was more how many games tend to interpret it, rather than the strict LBB rules - because IMHO it sure seems to show up statistically more than not in campaigns I've experienced.
I like the idea of it as a "strange but useful" trait rather than as the "Jedi/Lensman/Whatever mind powers deus-ex-machina" role. YMMV.
I really liked what you did with the Jump 1/Jump 2 transition idea. Not sure if it would work with what I was picturing (only because I still see Jump 2 as a scarce, controlled commodity, rather than the new, yet expensive hotness) - but you gave a GREAT explanation for how a glut of ships could drop on the market and suddenly be available. I'm going to ponder this and see what comes up. Thank you.
What I used for this in TSAO was a TL-dependent +DM to aging rolls, so the higher the TL, the slower you age on average. A DM+2, not to mention a DM+3, would significantly affect the 2D aging rolls...- #1, the majority of "hereditary" diseases are if not eliminated, greatly controlled. Not turning this into a how/why/eugenics argument - but the plain fact is, we're doing early steps of this already, and it will only continue. 200 years from now it's a relatively sure bet that most of these issues have been resolved. (This leads to the aging tables comment I need to post tomorrow).
More about genetic engineering - this shouldn't be limited to humans. Advanced GMOs could be easily adapted to conditions on alien planets and vastly increase crop yields; transgenic spider-silk will revolutionize body armor and probably serve in other roles as well; and so on. Possibly plants engineered to produce various forms of easily-harvested plastics or pharmaceuticals for colonial use.
As you note, those problems have more to with the people running and playing in the specific game and nothing to do with rules as written.
My mileage doesn't vary because I agree with you! As written, the effects of psionic talents are generally measured in seconds while requiring recovery times generally measured in hours. Any Jedi/Lensmen power level and endurance means the DM ignored the rules.
Not my idea at all, just something I stole from history. I recently read a book about how Joseph Conrad's career as a merchant officer so greatly influenced his career as a writer. Conrad's maritime career straddled the "death of sail" I wrote about. The Suez was the first big blow while improvements in engines and boilers finished to job. The author of the book explained that, while shipping lines and ship designs handled the transition, many of Conrad's fellow merchant officers did not, some by choice and others due to a lack ability.
While all ships have their quirks, as a group steamers handled differently, had to be loaded differently, behaved differently in storms, calm, and port, and the make-up of their crews were different requiring different "people" skills. Navigation was different too, not the mechanics and mathematics bits for sun and star sights, but how often and quickly you needed to check and a very different set of assumptions when using dead reckoning.
Some officers couldn't handle the changes, some chose not to, and regardless of the reason some chose to retire while others competed for fewer and fewer jobs on decaying ships sailing marginal routes. You know those beautiful clippers you see in paintings and photos racing home from China with tea, silks, and porcelain? They ended up carrying fossilized bird guano from Chile to Europe around the Horn with tiny crews of shanghaied men.
Anyway, what I'm trying to point out is that your Jump-1 to Jump-2 transition cab be more than just a technological transition. It could be a skills transition too. Navigation should be different, right? Plotting a longer jump is harder, just look at the computer programs in Book 2. How about operating the jump2 drive? Should an engineer familiar with a jump1 drive simply be able to handle a jump2 version as if the only difference is the number of 'spark plugs"?
With "Jump1 crews" unable or unwilling to upgrade their skills, there could be a glut on the labor market too just like how jump2 ships have made jump1 ships obsolete along certain routes.
Edit - About genetic engineering, LKW always suggested a "below the level of notice" approach too. It's been used to eradicate or repair various genetic diseases and defects much more often than creating "Frankenstein" or "Khan Singh".
What I used for this in TSAO was a TL-dependent +DM to aging rolls, so the higher the TL, the slower you age on average. A DM+2, not to mention a DM+3, would significantly affect the 2D aging rolls...
More about genetic engineering - this shouldn't be limited to humans. Advanced GMOs could be easily adapted to conditions on alien planets and vastly increase crop yields; transgenic spider-silk will revolutionize body armor and probably serve in other roles as well; and so on. Possibly plants engineered to produce various forms of easily-harvested plastics or pharmaceuticals for colonial use.
This bit about biotech is deeply ingrained IMTU.
I'm judicial about it's use- for instance I have bioluminescent plants serving as lamps and lights in most homes, but not ships- because there is a good chance there will be vacuum at some point and you don't want your light source dying.
This small tech example leads to such moments as using an NPC to remind the players to 'water their lamps' before they leave the house. Biotech can be a gateway to those 'not in Kansas anymore' moments to build the setting.
First off - THANK YOU! I never expected my simple campaign setting idea would get so much traction, or interaction. I know I didn't reply to everyone's post or thoughts, but trust me in that I read them all and appreciated the fact you chose to share. Additionally, you all have given me ideas for bits I never considered in my initial approach.
Second - I'm more than willing to continue to postulate castles in this sandbox, but would like some input. Any ideas/requests for things to expand on? I'm not volunteering to write a 10 page adventure, or 50 page supplement for anyone - but I do want to let my brain wander more down these paths! Again, I don't promise to develop every concept thrown my way, but will certainly do my best.
In Outer Veil, I removed them. They simply did not fit the desired mood and subgenre of the setting. Instead, Social Standing represented your connections in the government an corporations and your "social capital". SOC 2 would be a nobody with a criminal record and no credit rating, which SOC 15 would be someone with personal or family connections to corporate CEOs and politicians - or a celebrity. But no noble titles. OV is more Alien(s) than Dune, after all.I'm struggling in my own near-space setting, trying to figure out what to do with nobility. What are you doing?
In Outer Veil, I removed them. They simply did not fit the desired mood and subgenre of the setting. Instead, Social Standing represented your connections in the government an corporations and your "social capital". SOC 2 would be a nobody with a criminal record and no credit rating, which SOC 15 would be someone with personal or family connections to corporate CEOs and politicians - or a celebrity. But no noble titles. OV is more Alien(s) than Dune, after all.