Friday, June 6, 2025

My Traveller: 2300 (Part II)

The last Interstellar War between the Vilani Ziru Sirka and the Terran Confederation – dubbed by historians the Nth Interstellar War, because, after 200 years of sporadic, on-and-off hostilities, it was no longer clear when one war ended and another began – concluded in 2302, with a Terran victory. Though the Terrans never actually reached the Vilani capital of Vland, which was still several sectors away from the front lines, two centuries of defeats had finally toppled the already-tottering empire. Admiral Hiroshi Estigarribia, commander of the Terran forces, accepted the surrender of the Vilani ishimkarun ("shadow emperor"), thus beginning the occupation of the imperium. 

I had mistakenly assumed that this was the time period during which Traveller: 2300 would be set – the early years of the Terran occupation of the Vilani empire. In Traveller's future history, there's a 15-year period between the defeat of the Vilani and the establishment of a successor state, the Rule of Man (known to later history as the Second Imperium or "Ramshackle Empire"). During this time, more than 100,000 Terran naval officers were dispatched to worlds across Vilani space to take over the reins of government, to direct the local bureaucracies, and to maintain peace and order. In some cases, Terran ensigns were faced with governing entire worlds, while commanders of light cruisers were now administering entire subsectors. 

Terran forces were stretched seriously thin and faced with the nigh-impossible task of propping up what remained of the Vilani government, because, if it had fully collapsed and interstellar trade had ceased, billions across hundreds of worlds might have died. This is the scenario I imagined Traveller: 2300 was setting up as the backdrop for the game. I had visions in my head of player characters being assigned to a single world to govern it in the aftermath of the Vilani defeat, dealing with all that that entailed, including the culture shock of the ossified, stratified Vilani culture that had rigidly governed thousands of worlds for close to two millennia prior to this point. In short, it'd be an interstellar "domain game" in a situation reminiscent of Alexander's defeat of the Persian Empire in the 4th century BC.

But that's not all. In Traveller's history, the end of the Vilani empire precipitates changes in Terran society too. In 2317, the Terran Confederation announced plans to directly annex the entire imperium to itself, administering it and its resources as spoils of war. Doing so would have made many people on Terra very wealthy but at the cost of the Vilani people, whom the Terran Navy had spent more than a decade working with in order to stave off the worst. Many senior naval officers, including Admiral Estigarribia, were incensed by this and refused their orders. Indeed, Estigarribia and his allies launched a coup that overthrew the Confederation and installed him as "Protector of Terra and Regent of the Vilani Imperium." The Rule of Man was born.

What I was hoping was that Traveller: 2300 would have been a political game, in which the characters, whether or not they work with the Terran Navy, would have to navigate the shifting currents of the early Second Imperium, as its leaders struggled to maintain order, establish legitimacy, and manage the vast inheritance of a fallen interstellar hegemon. Such a setting would be rich with opportunities for intrigue, factional politics, and moral quandaries. Would the characters remain loyal to Estigarribia’s “emergency rule,” or seek to restore some semblance of the old Confederation? Would they champion native Vilani rights and customs or impose Terran reforms? What compromises would they make when ruling over entire worlds with little more than a couple of small starships and a handful of junior officers for support?

Imagine a campaign where the party’s ship is not just a vehicle for exploration or combat, but a traveling court or a flying colonial office. Each jump brings the characters to a different world, each with its own challenges: Vilani aristocrats playing at collaboration while secretly plotting revolt; ancient bureaucracies gumming up every effort at reform; smugglers, pirates, or rival Terran factions taking advantage of the power vacuum. Do the player characters use brute force to impose stability? Try to build consensus among local rulers? Or exploit the chaos for personal gain?

It’s the kind of campaign backdrop that combines space opera with elements of historical drama, diplomacy, and empire-building – think Birthright but in space. The chaos of the postwar period isn’t just background color – it’s the whole point. Players must grapple with what kind of future they want to build amid the ruins of the past. Of course, this is not the game that Traveller: 2300 is or was ever intended to be, but this is what I had hoped it would be and that I'd still like to run some day, because I think it's got a lot of potential.

Indeed, I almost ran a campaign along these lines maybe 15 or 20 years ago. The characters were all senior officers on the staff of an ambitious Terran admiral. As Hiroshi Estigarribia lay dying, he saw an opportunity to seize control, becoming his successor. Unfortunately, he is beaten to the punch by Estigarribia's chief of staff, who presents himself as Emperor Hiroshi II, establishing a new regime. The admiral, who is the characters' patron, now plots to find a way to achieve his original goal from behind the scenes, with the characters engaging in all sorts of political and military skullduggery. 

I never got very far into planning the campaign, in part because I soon realized that doing the concept justice would take a lot of work. I'd probably need some "domain" mechanics and larger scale starship combat rules, not to mention some system for handling influence and favors. I'd probably handwave a lot of that now, but, back then, before I'd fully immersed myself in old school play, that wasn't something I seriously considered. I also wasn't confident enough as a referee to pull it off. So, the idea still percolates in the back of my brain, waiting for an opportunity when I might make use of it.

Anyway, this is my vision for a "proper" Traveller: 2300. 
Symbol of the Rule of Man

17 comments:

  1. "A lot of work" sounds like an understatement to me, tbh.

    Also, lots of work for the players, too, unless you had this like a Star Trek series, where every "episode" is more or less self-contained with maybe one major "arch" in the background.

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    1. It also to me sounds like a lot of work for the players.

      James, have you ever written about how you start your campaigns? What do you expect your players to know about the setting, going in? And what does the first session look like?

      I am thinking in particular about the House of Worms, but also your campaigns in the Third Imperium. During character creation was there discussion about what they were going to pursue or did you provide a lot more direction at first? And given that the PCs were citizens of those empires, did you feed the players a lot of background knowledge during the initial sessions or have them do a little reading beforehand?

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    2. I don't think I have written about this directly. I've alluded to it a couple of times, but it's never been the topic of a post as such. That's probably a topic worth considering. Thanks for the suggestion.

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  2. Out of curiosity, where is that map of Terran settlements from? I don't recognize it from my reasonably complete stash of old Traveller books.

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    1. As an aside, that map doesn't mesh well with later sources; not only does it place a Terran settlement at a location in Hinterlands/Bruia where Second Survey doesn't place a world at all, it's in the region claimed by the Outcasts of the Whispering Sky, who would object vigorously to outsiders setting up light housekeeping there.

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    2. Thanks James. That's one of the Alien books that I've used least. I've seldom had players with the time to deeply engage with the setting, so mostly it's high-concept aliens like Droyne, Aslan, Vargr and Zhodani.

      Anonymous: can we hand-wave the differences as being the result of 2000 years between this map and the Second Survey? That's plenty of time for a Solomani sleeper ship to settle a nice world in Bruia, and then for the Outcasts of the Whispering Sky to find it (from its radio emissions) and destroy it (via sublight craft) so utterly that it doesn't appear on the star maps any more.

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    3. I'm perfectly happy to leave it as "the second author did not follow the first author's work, so at my table the first work will either be adjusted or thrown out". One of the things that soured me on Trek post Kirk, Spock and McCoy was its habit of twisting itself in knots to try to account for contradictory texts.

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  3. I recently found 2300 used but haven't had the chance to read it (nod to your previous article), but I'll keep in mind this synopsis as I do - you've intrigued me, especially with your variant. I was going to say Star Trek as well - the formation of the Federation, but not all nice and proper like.

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  4. I have to admit that although I love this blog, as a non-native English speaking person I regularly have to look up words that are new to me in the dictionary. New words learned today (or at least looked up again) include: ensigns, ossified, stratified, precipitates, and incensed. When I was younger, I (incorrectly) believed that my grasp of the English language was easily as good as that of a native English speaking person. These days, blogs like this humble me by reminding me that this certainly is not the case. I still love the blog though, with or without me having to look up a word or two from time to time.

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    1. Don't worry - as a native english speaker, RPG books were single-handedly responsible for most of my vocabulary growth, as I suspect it was for many of us in the adventure gaming hobby.

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    2. Indeed. In fact, James wrote a post on this some years ago, "Words Gary Taught Me." (https://grognardia.blogspot.com/2020/09/words-gary-taught-me.html)

      I must have been the only fourth grader who knew the difference between a Lucerne Hammer and a Bec-de-Corbin.

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    3. Always the RangerJune 6, 2025 at 4:11 PM

      All this talk of RPGs building vocabulary as early as the 4th grade reflects my own story. Before I found RPGs (at age 10) my teacher was so worried about my poor performance in class that she asked my parents to consider enrolling me in a class for learning disabled children; nowadays they call it "special needs" back then it was "LD." After one year of playing D&D, all of that changed.

      Upon entry into middle school, we all took placement exams. To everyone's surprise, I placed in the top tier for English, Math, and Science. A year after that, I got the highest score in my school (600 kids) on the Iowa Algebra Aptitude Test. And, my classmates labeled me "the walking dictionary."

      I was no genius, but RPGs (including Traveller with its algebraic formula for calculating time and distance for space travel) gave me ample practice with academic materials at least one year ahead of my peer group so I appeared to be really smart. College set the record straight, but RPGs certainly gave me a boost throughout middle school.

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  5. I didn't see *that* coming; though may e I ought to, given your interest in "imperial SF" in Thousand Suns, and the House of Worms campaign.

    (I had hoped T:2300 would be something like Zozer Games' Hostile. It started feeling like insipid westerns, before falling into Aliens re-runs)

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  6. Thank you, James, for this excellent series of posts detailing 'your' Traveller 2300! As I mentioned in a comment to a prior post, I bought this game around the time it was originally published thinking it was a direct sequel to Twilight 2000 a game I loved). But I was mystified and alienated by my first cursory overview of it, and never actually played it. The core reason I am posting now is several references by other comment-ors above in this thread to Star Trek. I was never a big Star Trek fan (I was always a Star Wars and Planet of the Apes kid). But as a child of the 1970s, I ended up watching most, if not all, of the 1960s episodes in syndicated re-reruns in the 70s and early 1980s, and I saw 4 of the first 5 Star Trek movies in the cinema (even if I missed #1 and thought #5 was one of the worst movies I'd ever paid to see theatrically, along with Caddyshack 2 and Fletch 2, and some horrible Death Wish sequel). Reading your recent posts about the detailed history behind Traveller, my mind was instantly brought back to when I first saw and skimmed at a friend's house a book called something like the "Star Trek Compendium," published around the same time as the "Wrath of Khan" movie was released. One chapter of that book detailed the whole history of the Star Trek Universe. I was blown away, because I recognized several of the references (Klingon, Romulan, Neutral Zone, Federation, warlord genetically engineered superman Khan, and more), but never had any clue, as a casual viewer, that all of these disparate elements formed a complex, four-dimensional, multi-century, ever-evolving history of future 'space' and space exploration in Star Trek.

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  7. The Symbol of the Rule of Man looks like a flaccid wiener.

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    1. Indeed, I felt similarly! I wondered if it was some kind of in-house joke with GDW reflecting the general ineptitude of the Second Imperium.

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