I was reminded of all of this just the other night, when I was refereeing Barrett's Raiders. That, in turn, reminded me of some of the better products GDW published for 2300AD, like the Colonial Atlas. Published in 1988, the Colonial Atlas is, like the game it was written to support, steeped in a particular strain of late Cold War futurism, one that eschews the gleaming utopias and mythic space opera of other SF RPGs in favor of grit, realism, and geopolitical nuance. It is, in many ways, one of the most emblematic products of 2300AD’s worldview: a sober, unromantic look at the challenges of extrasolar colonization in a future that looks suspiciously like 1980s Earth but with (slightly) better technology.
The Colonial Atlas presents over two dozen settled worlds in human space, each with varying levels of development, threat, and potential for adventure. The core of the book is planetary gazetteer material, and if that sounds dry, it can be – but it's also fascinating. Each entry provides topographical, ecological, and political data about a given colony, along with historical notes and adventure hooks. The book thus functions as an indispensable setting guide for any 2300AD referee, but it’s more than just a travelog. It’s also a window into a setting that takes its own premises seriously (which is exactly what you'd expect from a GDW RPG).
The detail is frequently impressive, if occasionally overwhelming. The worlds presented aren't just backdrops for adventure. There’s an almost obsessive focus on hard science plausibility, something that feels like a logical extension of what we got in Traveller, but here it’s applied to planetary settlement in a way that’s more NASA than, say, Star Trek. What’s more interesting, though, is how the Colonial Atlas uses that detail to underscore the difficulty, even futility, of colonization. Many worlds are hostile, economically marginal, or politically unstable. These are not shining beacons of a post-scarcity future. Instead, they are struggling frontier outposts, often abandoned by their Earthside sponsors and left to fend for themselves.
The geopolitical tension that underpins 2300AD is deeply felt here. Each of the great Earth powers – France, Manchuria, America, and others – has carved out slices of the galaxy and the resulting colonial patchwork is rife with competition, suspicion, and occasional violence. This is the Age of Empire redux, and the Colonial Atlas wears that cynicism openly. Even the book’s graphic design, with its utilitarian charts, maps, and wireframe esthetics, contributes to the sense of a future built by bureaucrats and engineers, not by dreamers. To be clear, that's not a criticism. The universe described in the Colonial Atlas is very much in line with movies like Outland or the Alien films (both of them) and that's something I've always enjoyed.
As a game supplement, the Colonial Atlas does its job well. It provides structure and inspiration for countless adventures, whether in the form of local unrest, corporate espionage, environmental disasters, or alien mysteries. As an artifact from the late 1980s, it also captures the mindset of that particular moment in history, when SF speculation looked to the future and saw not transcendence, but the same old human problems projected across the stars. Its vision of the future is one where the then-modern world hadn’t so much evolved as metastasized.
Is this available as a download? Would I get much out of it without the main Traveller 2300 game?
ReplyDeleteI'm a big fan of Outland as I like blue-collar sci-fi, and I especially like that Sean Connery's O'Niell is an ordinary, perhaps mediocre, man, not a action hero. Frances Sternhagen great too, she could hold her own movie as Dr Lazarus.
You can find the pdf at DTRPG or the full set of T: 2300 CD at farfuture.net!
Deletehttps://www.drivethrurpg.com/en/product/434/2300-ad-colonial-atlas
I was excited by the idea of 2300AD too, and by the _Colonial Atlas_ in particular.
ReplyDeleteBut I think you're being unfairly kind to it all. The "almost obsessive focus on hard-science plausibility" you mention is largely confined to astronomy, physics, and engineering; for everyone I knew with a squishy-science background it came across as pure space opera/fantasy stuff. (No worse in that respect than its peers, though, for the record!)
The bigger flaw -- a fractal flaw, replicated on every scale of worldbuilding you look at -- is the creators only understanding the (human) world from the viewpoint of the wargaming hobby; their use of third-hand military fiction not only as a model genre (stylistically), but as a knowledge base (for the "truthiness"). It's a highly "realistic" setting if you share that same starting point and aesthetic values; it's a pretty "ridiculous" setting for the rest of us.
That being said, I did play it out of the box (enjoyably) and from it spun off a couple homebrew settings for a couple decades of gaming. For me it was a really productive _catalyst_ and I do, honestly, value it for that.
(Meant to also include a paragraph agreeing about the... less than ept, shall we say, handling of "foreign" languages, countries, peoples, and histories. In that sense it was truly a product of its Cold War framing, I'd agree with that too.)
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