I just had a look at Dan (Far-trader)'s Traveller blog, and it reminded me of a couple of bits of legacy canon that it positively astonishes me remain un-retconned. One is the absurd and completely unjustifiable maneuver-drive-less X-boat. The other is the likewise absurd randomly generated X-boat routes.
I can understand (though I don't agree with) the reluctance to overwrite the considerable amount of material there exists about the X-boat -- setting material, deck plans, the X-boat Tender, etc.. Personally I don't see why most of it couldn't be salvaged. Just add a small maneuver drive to the X-boat, keep the X-boat Tender as is just and change the description of SOP from the tender moving to the X-boat to the X-boat moving to the tender.
But the routes just require a few changes to the maps. Easily enough done and doesn't ruin anything.
Even if you assume that the X-boats have been pretty much irrelevant (superceded in use if not in budget allocations by Navy couriers) ever since the invention of jump-5, there are still routes that make no sense even with jump-4 routes. The six-jump link from Icetina/Lanth to Regina/Regina to cover 11 parsecs is one example. Much worse, though, is the three-jump link from Icetina to Rhylanor to cover a four-parsec gap.
An X-boat link is not a track laid in space. It is two X-boat stations within four parsecs of each other and a Scout administrator deciding to send an X-boat from one to the other. That the Scouts wouldn't send X-boats directly from Icetina to Rhylanor simply beggars belief.
Is there really no way to persuade TPTB to retcon some of the sillier X-boat routes? I don't ask for actually optimized routes (as long as it is assumed that the X-boats no longer has any practical function but is merely a huge boondoggle), but things like the Icetina to Rhylanor link is just painful to contemplate.
Some of the doglegs (like Rhylanor to Risek via Jae Tellonae and Risek to Inthe via Dhian) could be redeemed by assuming that jump-4 connections that bypasses the intermediate stops are implied. But others just make no sense at all. Roup to Efate, Feri to Kinorb... :nonono:
Here's my recipe for sorting out the X-boat routes:
1) Make a list of worlds linked by the X-boats.
2) Go through the list and note every one of them that might rate an X-boat connection in its own right. In addition to the no-brainers (subsector capitals and high-tech, high-population worlds) you can use bribery and corruption as an explanation (Though that still requires coming up with someone who is willing to pay the bribe). After all, with jump-5 and jump-6 readily available, the X-boat network is largely irrelevant anyway. The Scout branch in charge of them must have been fighting to justify their budget since 700 and using it to feather their pockets at the same time. That's plausible enough.
3) Eliminate the ones that can't possibly be justified, like Pixie.
4) Connect the worlds that remain on the list by the most reasonable links. Whenever possible, use worlds that were on the original list whenever there's a choice of intermediate worlds.
Hans
I can understand (though I don't agree with) the reluctance to overwrite the considerable amount of material there exists about the X-boat -- setting material, deck plans, the X-boat Tender, etc.. Personally I don't see why most of it couldn't be salvaged. Just add a small maneuver drive to the X-boat, keep the X-boat Tender as is just and change the description of SOP from the tender moving to the X-boat to the X-boat moving to the tender.
But the routes just require a few changes to the maps. Easily enough done and doesn't ruin anything.
Even if you assume that the X-boats have been pretty much irrelevant (superceded in use if not in budget allocations by Navy couriers) ever since the invention of jump-5, there are still routes that make no sense even with jump-4 routes. The six-jump link from Icetina/Lanth to Regina/Regina to cover 11 parsecs is one example. Much worse, though, is the three-jump link from Icetina to Rhylanor to cover a four-parsec gap.
An X-boat link is not a track laid in space. It is two X-boat stations within four parsecs of each other and a Scout administrator deciding to send an X-boat from one to the other. That the Scouts wouldn't send X-boats directly from Icetina to Rhylanor simply beggars belief.
Is there really no way to persuade TPTB to retcon some of the sillier X-boat routes? I don't ask for actually optimized routes (as long as it is assumed that the X-boats no longer has any practical function but is merely a huge boondoggle), but things like the Icetina to Rhylanor link is just painful to contemplate.
Some of the doglegs (like Rhylanor to Risek via Jae Tellonae and Risek to Inthe via Dhian) could be redeemed by assuming that jump-4 connections that bypasses the intermediate stops are implied. But others just make no sense at all. Roup to Efate, Feri to Kinorb... :nonono:
Here's my recipe for sorting out the X-boat routes:
1) Make a list of worlds linked by the X-boats.
2) Go through the list and note every one of them that might rate an X-boat connection in its own right. In addition to the no-brainers (subsector capitals and high-tech, high-population worlds) you can use bribery and corruption as an explanation (Though that still requires coming up with someone who is willing to pay the bribe). After all, with jump-5 and jump-6 readily available, the X-boat network is largely irrelevant anyway. The Scout branch in charge of them must have been fighting to justify their budget since 700 and using it to feather their pockets at the same time. That's plausible enough.
3) Eliminate the ones that can't possibly be justified, like Pixie.
4) Connect the worlds that remain on the list by the most reasonable links. Whenever possible, use worlds that were on the original list whenever there's a choice of intermediate worlds.
Hans