In-game reason: maybe Norris had tried contacting Strephon, but couldn't get anyone through due to the Vargr Incursions and Vilani Imperium.
That's the odd part. Strephon was based on Usdiki. Right across the Rift is the Spinward Marches. Both Norris and Strephon had to be aware of the calibration points that cris-cross the Rift and the idea establishing them. Strephon probably wouldn't immediately know of the precise paths but it's pretty likely someone could find out for him. Norris could ask some Admiral and get the information within a week or two, likely. For both leaders, it'd be a hop-skip-and-a-(few) Jumps to contact the other. Even if the old paths were gone, someone as powerful as Strephon or Norris could surely spare like 3-4 J-2 ships for the few months it'd take to establish a new CP route across the Rift.
Has anyone here ever adopted all this GDW metaplot and big setting change stuff in his own Traveller campaign out of a sense of obligation to closely follow " official" developments?
It's difficult to say. I really didn't get into Traveller until well into the MT days (too young for original Trav). I'm not even sure I can say our group followed GDW's plan with the kind of intent your loaded language uses.
The TL;DR version:
My group did adopt TNE from MT. We followed it because many of us thought it was interesting, the others were willing to give it a try even if they had some doubts about the bodysuits. Some stated they didn't really like TNE but were going along because MT wouldn't be supported by GDW anymore and these older players had memories of playing those niche Flying Buffalo RPGs or something and hated how you couldn't find players for games that weren't well supported or widely marketed, so they jumped on the TNE movement just so they could play a game that had players.
The long-winded version:
I wasn't part of all of these BBSes or mailing lists until I stumbled on CotI years after the fact. In fact, I wasn't even aware of them. To this day I admit I find the violent, polarized feelings players have when the subject of Virus and so on comes up to be kind of mystifying. I guess I should give some background.
My group and I actually got into GDW games as some of the older members of the group were avid wargamers who played GDW's die-cut wargames. Myself and younger wing were players of games like D&D then GDW's Twilight: 2000 (so as a result, post-apoc settings and the breakdown of familiar societies and so on was okay with us). One of the older guys said GDW had a sci-fi game (black box Trav) that apparently had a new edition so we all decided to get together to try it out. As someone who got into Traveller in MT, I was a Rebellion-era Trav player as was my group. Having grown up on Star Wars and Battlestar Galactica, my groups biggest complaint about MT was: "Where's the war?"
The MT boxed set rules were replete with these references to this "Rebellion" going on, but we never had a solid feeling of what this actually meant. What was it really doing to the Imperium? It was some dramatic civil war, except there was no war, which seemed really dumb. After the Rebellion Sourcebook came out, we looked over the maps and realized we were in the Spinward Marches ... and there was literally no war anywhere nearby, it was all solidly in the realm of Norris so it was just trading, smuggling treesomething eggs, and assassinating/raiding/fighting for profit. So we started a new campaign towards Core because we actually wanted to go where the fighting was. It honestly still didn't feel that great because the war was simply too big. We couldn't make a difference in it and it'd just grind on without us. Eventually we fell back into same old Traveller stuff, plus piracy and salvaging war graves.
When Hard Times came out, it was very welcome so the group embraced it with a vengeance. Now we had better maps and it went into detail of what exactly it meant to live in the Safes, the borders, and no-man's lands and so on. It also described the wretched things that were happening to these worlds unfortunate enough not to have mailing addresses in the Spinward Marches (some of the older guys laughed that the Rebellion had made the Spinward Marches from the most dangerous, exciting area in the Trav Universe to the most boring and dubbed it the Safeword Marches). It was
fun trying to find spare parts for an Arcology who's life support was failing, doing sometimes unsavory deals to get information on the parts, then getting them and flying back. It was tremendous fun using those really primitive starship rules to help some natives make a flotilla to try salvage war graves so they'd have a fleet-ish thing to fight off Reavers. Thinking about it now, I think our group was probably a lot different from the experiences of the people on this board because we were fans of Twilight: 2000, so we liked trying to build civilization or keep it running in environments where law, order, and civilization had broken down, so the worse the Rebellion got, the more interesting it was for us.
Then TNE came out. Obviously with all the Challenge articles and so on, we knew it was coming and we were excited.
The background didn't bug us, the rules didn't really bug us, the weird thing was ... it was the art and the RC's aesthetic that really bugged us. The skintight Flash Gordon bodysuits really turned us off, it's a really strange thing to have bugged us, but it really did. It bugged us far more than the Virus or anything else did. It felt like Traveller had changed from the gritty sci-fi game to ... a bad Saturday morning cartoon (back when they had Saturday morning cartoons). In fact, if anything really killed TNE's acceptance with
new gamers, I think it was that awful bodysuit aesthetic and the RC's weird insistence on everyone having "cool" taccodes as nicknames.
We played it anyway, though and had some good times, though instead of going with some "cold sleep" option to bring our characters over, once a friend converted his Scout with Jack-of-all-Trades-4 and got massive stats boosts in TNE, we kinda all laughed and agreed just to make new characters and start a new game, though many of us chose to gen characters who were descendants of the original MT crew (we didn't use the rules for it in Survival Margin, just new characters that happened to have same last names or whatever).