Assumptions in Traveller Dom Mooney (15 Aug 2026 08:49 UTC)
Re: [TML] Assumptions in Traveller Ingo Siekmann (15 Aug 2026 13:37 UTC)
Re: [TML] Assumptions in Traveller Dom Mooney (15 Aug 2026 13:42 UTC)
Re: [TML] Assumptions in Traveller Richard Aiken (15 Aug 2026 15:28 UTC)
Re: [TML] Assumptions in Traveller Phil Pugliese (15 Aug 2026 17:11 UTC)
Fw: Re: [TML] Assumptions in Traveller Dom Mooney (22 Aug 2026 08:07 UTC)
Re: Fw: Re: [TML] Assumptions in Traveller Rupert Boleyn (24 Aug 2026 03:07 UTC)
Re: Fw: Re: [TML] Assumptions in Traveller Richard Aiken (24 Aug 2026 03:27 UTC)
Re: [TML] Assumptions in Traveller Dom Mooney (22 Aug 2026 16:35 UTC)
Re: [TML] Assumptions in Traveller Jeff Zeitlin (23 Aug 2026 01:13 UTC)
Re: [TML] Assumptions in Traveller Dom Mooney (23 Aug 2026 09:44 UTC)
Re: [TML] Assumptions in Traveller David Johnson (15 Aug 2026 15:54 UTC)
Re: [TML] Assumptions in Traveller Richard Aiken (15 Aug 2026 22:32 UTC)
RE: [TML] Assumptions in Traveller ewan@xxxxxx (16 Aug 2026 17:08 UTC)
Re: [TML] Assumptions in Traveller Phil Pugliese (16 Aug 2026 17:37 UTC)
Re: [TML] Assumptions in Traveller Jeffrey Schwartz (15 Aug 2026 16:20 UTC)
Re: [TML] Assumptions in Traveller Jeff Zeitlin (15 Aug 2026 17:22 UTC)
Re: [TML] Assumptions in Traveller Jeffrey Schwartz (15 Aug 2026 22:08 UTC)
Re: [TML] Assumptions in Traveller Jeff Zeitlin (15 Aug 2026 17:18 UTC)
Re: [TML] Assumptions in Traveller David Johnson (15 Aug 2026 17:36 UTC)

Re: [TML] Assumptions in Traveller Ingo Siekmann 15 Aug 2026 13:36 UTC

Hallo,

- Reactionless drives exist. No "fuel" (reaction mass) is needed, a ship
accelerates as long as the drive receives power from the ships reactor.
So even without a jump drive, interstellar voyages only take years, not
centuries.

-  Artificial gravity exists. It is a simple fixture in a ship that can
be switched on and off. Space travel must not affect the health of
travellers.

- Alien life exists. "Are we alone?" - This question has been answered.
Within the known space, there are hundreds of sentient species. In the
whole galaxy, there must be thousands.

More?

Bye
Ingo

Am 15.08.26 um 10:49 schrieb Dom Mooney - dom.mooney at gmail.com (via
tml list):
> I wrote this a while ago for some new players who’d never experienced
> the Charted Space setting (or Traveller for that matter). Just tidied it
> up to share. Is there anything you’d add to this?
>
> # ASSUMPTIONS IN TRAVELLER
>
> Traveller’s setting - Charted Space - is based upon the kind of SF
> pioneered by Isaac Azimov in the Foundation trilogy, Andre Norton in the
> Solar Queen books, EC Tubb and the Dumarest saga with lashings of Star
> Wars (which was released the same year), Herbert, Heinlein, and many
> more. The setting has subtly developed as new and different waves of
> science fiction have washed over it.
>
> It is space opera with a veneer of hard SF.
>
> It is not the only setting that you can use; the tools in the game are
> quite flexible, as has been shown with 2300AD, Judge Dredd, and the
> forthcoming games of Pioneer and Dark Conspiracy. However, it is the
> default.
>
> The key features of the setting are:
>
> ## 1) FTL - Faster than Light - travel
>
> This uses the 'Jump Drive'. Fueled with liquid hydrogen, the jumpdrive
> sends a ship into jumpspace, where it cannot be contacted. The ship
> stays in jump until it reaches the exit point plotted or it intersects
> with a large mass. A jump always takes a similar time; 168h +/- 10% (a
> week).
>
> Jump drives are rated with a number. This represents the maximum number
> of parsecs a ship can travel in a single jump. A parsec is 3.27 light years.
>
> Jumping near gravitational masses can cause a catastrophic mis-jump.
> Ships fail to emerge from jumpspace, or emerge many parsecs away from
> their destination, and sometimes in the future. The ship is surrounded
> by a jump-bubble when in jump space. The effect of the jump bubble is
> potentially harmful to humans exposed to it. Cases of madness have been
> reported.
>
> ## 2) Communication is limited to the speed of jump
> Like the age of sail, messages are carried by ships. There is no FTL
> communication like subspace radio in Star Trek. Ships and agents operate
> independently as a result; you can’t call Starfleet for backup.
>
> ## 3) Power is cheap and high efficiency
> Fusion power is common and can be quite small. It is certainly seen as safe.
>
> ## 4) There is no conscious AI
> Computer technology is less well developed and AI pretty much unknown
> unlike settings like Iain M Banks' Culture or Neal Asher's Polity. The
> Imperium actively suppresses such technological innovation, but
> maintains research into the technology and has deployed it (for example
> when experimenting on creating much more heavily automated starships).
> Conscious AI eventually escapes into the wild, having been weaponised,
> and brings about the final destruction of the Imperium as ‘Virus’.
>
> ## 5) There are multiple Polities, many of them Human
> By default, the game is set in the Third Imperium, a feudal empire that
> controls the space between stars but allows each world to govern as it
> chooses, so long as Imperial laws are not broken. The Imperium is
> surrounded by multiple other polities, several of which are human, but
> there are also alien polities.
>
> ## 6) The Ancients dominated the region previously and had technology
> far in advance of that used in current times.
> Several hundred thousand years ago, an extremely advanced culture
> developed and tampered with the future of the species in the region.
> They destroyed themselves in a cataclysmic war and are the subject of
> speculation and exploration.
>
> ## 7) Psionics exist
> Psionic powers exist and different polities take different approaches to
> them. The Imperium suppresses psionics officially, but it is at the
> heart of the Zhodani Consulate’s culture and a cause of distrust between
> the two polities. Of course, the Imperium also maintains research in
> this space despite its ban on the techniques.
>
> ## 8) Feudalism Exists
> The Third Imperium is a feudal state, with nobles responsible to the
> Emperor for the systems they are granted as fiefs. The systems
> themselves can be representative democracies, theocracies and more, so
> long as they acknowledge the control of the Imperium and its ownership
> of the space between stars. It could (and has) been argued in the past
> that the Solomani Confederation (despite its one party state) is a more
> democratic society than the Third Imperium. Social standing is important
> if you want to influence and change how things are done.
>
> ## 9) Mercantilism dominates
> The Third Imperium’s expansion was built as much upon trade & stability
> as it was with force. Trade demands stability, and stability requires
> peace. The writers for the Milieu Zero Traveller setting explicitly
> modelled the expansion upon the way that the East India Company
> operated; exploitation and violence. This upset quite a few people when
> it was released (as ‘not being realistic’) but it was officially signed
> off as canon. Although there are mega corporations that span the
> Imperium and beyond, there is also the space for small free traders
> making a living in the gaps the mega corporations leave.
>
> These are the key features of Charted Space, specifically around the
> default Third Imperium setting. If you explored further around other
> polities and deeper into space (for example, the Zhodani Core
> Expeditions, the Solomani Rim Expeditions or the epic Deepnight
> Revelation mission) then you will find differences and exceptions to
> this, which is one of the reasons that I love the setting as much as the
> simple mechanics.
>
> If you’re a Traveller fan, what other bits have I missed?
>
>
>
> Sent from Proton Mail <https://proton.me/mail/home> for iOS.
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