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Your Setting Overviews

robject

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How do you organize your setting overviews?

If you've built your own Traveller setting before, there are specific important concepts you want to get across to players initially. This typically results in an overview document.

Here's how I do it. The structure is derived from Jim Kundert, Greg Lee, and the classic Traveller "alien modules".

Page 1. Location Location Location
  • Describing the world or empire that the players should come from and know about. Walk through the UWP of a world the players should know.
  • There might be a brief history, but usually players don't care about that, do they?

Page 2. Neighboring Space
  • Friendly worlds, unfriendly worlds, uncharted wilderness, badlands. Things I would find interesting as a player.

Page 3. Largest PC-Relevant Structures & Modes of Play
  • Navy, scouts, corporations, organizations. Main antagonists and benefactors.
  • What you expect player characters to be able to do. Free traders? Corporate agents? Scouts?

Page 4. Psionics, Travel Guidelines, Adapting Careers, Equipment
  • Setting/rules notes so players can make some intelligent choices.
 
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How do you organize your setting overviews?

If you've built your own Traveller setting before, there are specific important concepts you want to get across to players initially. This typically results in an overview document.

Here's how I do it. The structure is derived from Jim Kundert, Greg Lee, and the classic Traveller "alien modules".

Page 1. Location Location Location
  • Describing the world or empire that the players should come from and know about. Walk through the UWP of a world the players should know.
  • There might be a brief history, but usually players don't care about that, do they?

Page 2. Neighboring Space
  • Friendly worlds, unfriendly worlds, uncharted wilderness, badlands. Things I would find interesting as a player.

Page 3. Largest PC-Relevant Structures & Modes of Play
  • Navy, scouts, corporations, organizations. Main antagonists and benefactors.
  • What you expect player characters to be able to do. Free traders? Corporate agents? Scouts?

Page 4. Psionics, Travel Guidelines, Adapting Careers, Equipment
  • Setting/rules notes so players can make some intelligent choices.
My means of describing (not building) game settings has matured over the years. From the early days of multi-page handouts describing things in depth to try and share my vision, I have greatly simplified.

I don't know the original blog source, but I was inspired several years ago by the model of "If you can't describe your setting in 2-3 paragraphs it's too long." Set the hook, draw the players in, and then explore and expand together. Think of how you'd want to sum things up for a player brand new to the game, and what would make them want to try it out.

For example - the opening crawl of the original "Star Wars" - that now-famous short description that started the wonder for so many of us.

It doesn't mean the other material isn't thought out, or available. That's just not the initial summary.
 
I recently began a brand new gaem for my daughter, her boyfriend and my wife. Of the three only my wife has played Traveller in the past.

So we started with a session zero.

Question one - what sort of sci fi setting do you want to play in. think of the literary and cinematic sci fi that you want the game to be about.
Do you want to play in my Culture based setting (brief explanation of the Culture novels and they looked at the wikipedia entry), planet of the week space opera, the Third Imperium (hand out provided to quickly describe my proto-Spinward Marches), Traveller New Era, 2300AD or something else?
 
I recently began a brand new gaem for my daughter, her boyfriend and my wife. Of the three only my wife has played Traveller in the past.

So we started with a session zero.

Question one - what sort of sci fi setting do you want to play in. think of the literary and cinematic sci fi that you want the game to be about.
Do you want to play in my Culture based setting (brief explanation of the Culture novels and they looked at the wikipedia entry), planet of the week space opera, the Third Imperium (hand out provided to quickly describe my proto-Spinward Marches), Traveller New Era, 2300AD or something else?
I'd go for the planet of the week - that way you can adjust as they play to better fit player expectations and keep it interesting. Then build on to fit what you want as well, just tailored to the players so that everyone (players & referee) has fun.
 
Here is something that I have worked up for my universe.

El Paso Visitors Guide
and Essential Information

El Paso has been raided three time by the Space Vikings in the past 20 years, and as such, our residents are a might touchy of anyone off of a starship that is not from New Texas (and some of us are a might touchy of them as well). The following items need to be kept if mind if you expect to depart the planet still living.

Do not get off of your ship armed! You will be shot. If you are wearing body armor, you will be shot by a Hotchkiss gun. Body armor does not stop those shells at all. They just explode in your chest.

Be Polite.
A fair number of the people you encounter have lost friends and relatives in the Space Viking raids. They bear ill will towards outsiders, but be polite to them and them will be polite back. A bit of respect goes a long way.

We like our food spicy. If you do not, tell the waiter or waitress in the cafe that you want the mild stuff. Cafes are not required to give refunds on meals that are too hot, and we do not mean temperature wise.

We are carnivores. If you are not, get ready to eat a lot of beans, or eat on your ship.

Liquor is no excuse! If you get yourself inebriated, and end up in the jail, you will be judged according to our standards. Drunk and disorderly gets you ten days at medium labor, cleaning up the town. Drunk and beaten to a pulp gets you carried back to your ship.

Do not harass our women! Depending on what you do, you might be the featured guest at an impromptu necktie party. If you do not know what that means, make sure you read the glossary carefully. Ignorance is no excuse either.

Lastly, if you have a problem, see the sheriff. He will listen to your problems, and actually try to solve the problem. He is paid to be polite to visitors and ship crewmen.

VISITOR INFORMATION:

On landing and disembarking, head to the bank to exchange your money. The bank exchange rate is 10 Credits to the El Paso Dollar. Merchants will take your Credits, but at at an allowed rate of 15 Credits to the Dollar. El Paso uses primarily coins for currency, so you may wish to consider a coin pouch or purse to carry them in. The denominations are $20, $10, and $5 gold coins, silver $1 coins, along with silver 50 Cent, 25 cent, and 10 cent coins. There are nickel 5 cent pieces and copper 1 cent pieces. The $20 gold piece and the Silver Dollar each weigh one ounce, with the rest of the silver and gold coins scaled down from there. You may carry the coins off-planet without a problem, but it is generally better to convert them back into Credits before you leave as some planets will not accept them. New Texas does not have that problem, so if traveling there next, no change of currency is needed.

More Information:

0810: El Paso D767444 TL 4 (see remarks) Trade Classification: Non-Industrial Gas Giant present, along with asteroid belt. No bases, Hazard Potential: Moderate (The local population has been known to “shoot first and apologize later”.)

El Paso was settled about 100 years ago by a disgruntled group from New Texas. Feeling the independent spirit of the Texan was being eroded by the frivolities and glitter of higher Tech civilization, this group wished to return more to the spirit of the Old West (of North American Earth circa 1880). As such, the population represents the most independent of an already highly independent group. They are choosing to live at Tech Level 4, although they are aware of what higher Tech Levels have to offer, and have strong restrictions on what can and cannot be imported.

PLANET: The planetary population is somewhere around 76,000 persons, no real census is maintained, and records are spotty at best. The planet is slighter denser than normal, and local gravity is 0.98 Earth normal. Its atmosphere is of standard composition, with a slight elevation in the amount of oxygen present, but not in such concentration to endanger anyone’s health. The planet is 7140 miles in diameter, and 71% of its surface is water, with Ice Caps at both poles. There are three continental sized land masses, two of which extend to both the North and South Hemispheres, while the smaller third continent is restricted to the Northern Hemisphere. The two larger continents are named Hardin and Earp, while the smaller continent is named Holliday. The origin of the names is unknown. The primary settlement, El Paso, is on Hardin Continent, apparently named after a location on Earth.
 
Question on the exchange rate- I do something similar for the cloud, more like a bunch of cantankerous Oort ice dwellers aren’t the trusting kind and likely doing something you shouldn’t trust anyway. Metal is rare out there and so a recognized exchange of medium.

Do you keep the prices at normalized 1:1 dollar/credit and thus everything really costs 10x normal credits? Or some variation?
 
The one time I built my own Traveller setting, it was from mechanics up.

I altered MGT1, T20, and CT Book 6 to create a workable system generation for my tastes.
I severely tweaked MGT craft building.
I then turned players loose to describe a system's occupied worlds. We generated a short main, so that became the setting.
I also used a "definitional querey" for all information tasks... the player stated what they expected, and if they succeeded, that was what they found out. If they failed, they were wrong; I then rolled again for partial or no truth.

I'll note that Peter Newman and I had, at the time, very different socioeconomic views; that negatively impacted the fidelity to vision of his system writeup; the Elestrial Concordat notes are his words for the one system. I have not, and will not, monetize the EC setting, because while most of the work is mine, a significant chunk is from each player.

I may, at some point, use the same "mechanical universe" and do a new setting with players who agree to contribute to a commercial endeavor.

There's significant documentation of the elestrial concordat over on RPGGeek.com; I logged all plays. My generated files are at http://aramis.hostman.us/ec/body.html
(sorry, my website's menuing is broken by HTML5...)

The Rest of the Time...
I use the OTU, or deprecated OTU parts. (JG sectors). I usually use the 1100-1110 era. I do occasionally use the rebellion and hard times; I have no intentions of ever using TTNE setting again, tho' I could see using the rules again except for vehicles.

I'm currently using a redevelop-from-sources rules variation - MegaT characters, a different approach to strikerizing combat (Striker ranges, 3 point steps DGP/MT task system variant, damage from CT2e dice, ship construction largely T20, world gen, when needed, will be T20), set in 1107 Ley Sector. Races I presented to players as playable: Solomani, Vilani, Sylean, other generic humaniti, Vargr, Aslan, Chimps¹, Gorillas¹, Orangutan¹, Dolphin², Orca², Bwap (aka Newt), Virushi, HIver.
No K'kree, as unplayable, likewise the Grugachkar (punctuation missing). No Ithklur - I find them offensive. I can't find my copy of the magazine with the Vegan writeup for TNE to backport them. I only ever mention the Zhodani to players if in the Domain of Deneb; that also brings mention of the Sword Worlders and Darrians.
 
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I also used a "definitional querey" for all information tasks... the player stated what they expected, and if they succeeded, that was what they found out. If they failed, they were wrong; I then rolled again for partial or no truth.
That is ... pure genius.
 
How do you organize your setting overviews?

If you've built your own Traveller setting before, there are specific important concepts you want to get across to players initially. This typically results in an overview document.

Here's how I do it. The structure is derived from Jim Kundert, Greg Lee, and the classic Traveller "alien modules".

Page 1. Location Location Location

Page 2. Neighboring Space

Page 3. Largest PC-Relevant Structures & Modes of Play

Page 4. Psionics, Travel Guidelines, Adapting Careers, Equipment
I guess i feel like that is 2 or 3 pages too many. 1/2 page describing the drama and a 1/2 page the rules & ref style. I do like a second page as a map of the subsector where play begins. Does that count on your pages, or is it separate?

Here is my half-page from the last one I built. It is totally derivative on the 3I but deviates in major ways from published settings:

We too are discoverers, pioneers, traders, missionaries, composers of epic and saga. Our people have grown bolder than their fathers, ambitious, individualistic; on the darker side, greed, callousness, disregard for the morrow, violence, often outright banditry have returned. Such is the nature of societies possessed of, and by, a frontier.*

A peace is breaking out as Emperor Anguistus ascends the Imperium throne. He is ending the war against the alien Vargr to focus on other threats. As a result, a new frontier has opened to coreward. This is Vargr space now but over a hundred years of conflict with the Imperium has left the aliens decimated. What’s more, two millenia ago a Vilani empire, the Ziru Sirka, ruled these same stars. Many foresee these systems will belong to humans again soon.

Pirates and smugglers have flourished at the empire’s edge during the war, and many so called "Sooners" - colonists, merchants, would-be conquistadors, and others seeking adventure or escape - have already crossed the border (technically in violation of Imperial law as the interdiction of trade and travel is not yet lifted.) They take their chances to make first claims in the newly accessible systems.

By default, PCs will be Imperials, either Syleans, Vilani, Answerin, or Lancian. There are many other races and cultures in the Imperium and on the frontier. There are also many aliens, though only the Vargr are a "major" race here, and after centuries of conflict Imperial attitudes toward Vargr are hardened: they are lawless, cruel "dogs."

You have arrived at Port Warder above Voskhod (Vland) to seek your fortunes…

*you get a like you tell me where that came from - no googling or ChatGPTing the answer
 
Great example of this model - succinct, sets the tone, and gives a player ideas to build from. Sets the stage, but leaves things open to shift/develop as game play progresses.

Thanks for sharing it.
 
The one time I built my own Traveller setting, it was from mechanics up.


I'll note that Peter Newman and I had, at the time, very different socioeconomic views; that negatively impacted the fidelity to vision of his system writeup; the Elestrial Concordat notes are his words for the one system. I have not, and will not, monetize the EC setting, because while most of the work is mine, a significant chunk is from each player.
Racine and Ryokan are the two planets I did.

Ryokan lists as E 3 0 0 0 0 0 0 because it has no permanent population but there are about four people who work at the E port and scores who work at the casino (singlular). With only Jump 1 available, every ship to or from the high-pop world of Kamaj has to pass through the Ryokan system and the local law level of zero allows for no-limits casino gaming. The planetary "money" is literally just casino chips.

To understand Racine imagine that the location is Antarctic, the air is thinner than Tibetan, the river-centric climate is Egyptian, the people are mostly of Finnish descent, the government is a strange combination of pre-revolutionary French bureaucracies and post-revolutionary French attitudes, the desire to improve themselves is Meiji Japanish, the speed that they're comfortable changing things at is Vilani, and the local music is Irish Republican ballads, with the hated former royal house standing in for the English.

Racine is improving their technology in accordance with "The 500 year plan". The plan boils down to "+1 TL per 100 years, and +1 Tl in Landing."
They're currently at late TL 2, equal to late 17th century earth, with Landing at late TL 3, more like mid 19th century earth. Imagine Landing as Musketeer age Paris, but with the 10,000 colony ship that brought the original settlers replacing Notre Dame, and a rudimentary light rail system. Racine is really quite proud of the fact that every decade their D port relies a little bit less on imported technology and a little bit more on local technology. The plan says that it will be a "C" port in only 215 years.

I did a racial workup for the TL 1 manate-esque aquatic (500kg?) aliens who live in methane oceans on Eau Claire, the outer world orbiting New Wisonsin's second sun. Consider them as Homeric age Greeks who are just learning how to forge metallic ice into weapons, then imagine the rare human visitors to Eau Claire as strange "gods" made of molten metal. (Will might still have it but that was many years ago.)
 
Racine and Ryokan are the two planets I did.
link to the EC setting page.
I'd love to see AP reports from others using it...
I really like this concept.

That is ... pure genius.

I won't take credit for it; it is an approach from both John Wick (in Houses of the Blooded) and from Bruce Murrey et al in Diaspora. Diaspora also is the inspiration for how the Concordat was built.

That it resulted in hyperspace ghost ships...
 
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