TL;DR. Human technology does not require corporate ownership of intellectual property and capitalist investment to thrive. Technological advancement requires people with different skill sets to work together towards a common goal. Yes, this can be funded by the wealthy for the soul purpose of increasing their wealth, but it is not required. In fact, in an open setting, capitals protection of intellectual property could be very restricted, and technology would do just fine. And, the core Traveller mechanics already model this structure. In other words, Traveller technology is already solarpunk.
This is part four of a (very slowly) developing thread about what a solarpunk Traveller game would look like. The others are found here. Solarpunk Traveller #1, #2, and #3.
There is a TV commercial called "Dear Alice". It's somewhat famous amongst the solarpunk community and for many people it defines both the solarpunk aesthetic and solarpunk technology. I'm going to assume you've watched it--here's a link:
In Dear Alice, an unseen grandmother has left a small farm or agricultural business to Alice, along with some advice. We learn that “the land is more than just dirt. If you look after it, it will feed you forever.” Now remember a couple of posts ago I was babbling on about why people would go into space. Many people are travelling to find a new home where they can establish themselves forever. Of course, the settlers don’t expect to life forever, not in Dear Alice and not in the Traveller universe. But they expect people to live forever in the place they are creating.
This solarpunk vision is not anti-technology. The people of the land show use all sorts of sophisticated equipment to provide for themselves and others. They have robotic harvesters and flying wind turbines and cool micro-rain generators.
But they also have upgraded their wooden barns with advanced materials (at least, that’s what it looks like to me) and their robot carries a cloth sack when picking fruit. They use their technology and adapt it to their needs.
This is not an anti-technology vision. Technology is accepted as one of the core elements of human existence. It is what we do. But it is not the only thing we do. We also live in community. Remember, we are told, “a business is only as good as its people”. So treat them well. We have technology, we have a culture of reuse and adaptation, we have a concern for community, but we also have one other thing. We know that Alice is “a smart one” and she will be “okay, come rain or shine”. The last element we have are what Canadians like to call HQP, or Highly Qualified Personnel.
Not everyone can know everything. In fact, in Dear Alice, we know there are people who are struggling, because we see her farm preparing a crate load of food for “donation”. We don’t know who gets it, or why they need it, but we know she is donating some of her produce. All that advanced technology Alice uses requires skilled people to develop, build, and deploy it.
But in an era with modern communication it doesn’t really require vast amounts of money. Some money, but not “half the wealth of the country is controlled by a handful of people” kind of wealth. In the sciences we have “open science”. It is an off shout of the open source movement in software. Both of these open movements are allowing great technical innovation, without wealthy capitalists backing them.
I would argue the key element here is something called Intellectual Property. The ownership of ideas. Today, we allow people to own ideas for a length of time to allow them to profit off the effort it took them to develop the idea. We can copyright, patent, or trademark our ideas. But an often overlooked aspect of Traveller is that the Empire only controls interstellar trade. In the Traveller universe, the Empire controls the movement of intellectual property.
At almost any technology level people can communicate with others in their star system. But communication between stars happens at the speed of travel, or at the speed of trade. The most important thing the Empire provides are standards and protocols. The Empire regulates how technology interfaces with other technology. This allows the Empire to exist as a single culture even though there is massive heterogeneity within its people and their technology.
Mora can develop a cool new jump drive, but someone on Regina can install it on their ship. Because all the standards are set by the Empire. The Traveller mechanics already allow this, which implies that the Empire is regulating technology standards.
We are already primed for solarpunk Traveller. This setting is not anti-corporations instead it is anti-enshittification. No one can have a monopoly on a technology. Imperial standards allow local components to be added to off-world systems. If someone wants to sell Alice a harvesting robot, they can. But if she can access the right highly qualified personnel, she can modify it to meet her needs. And if her world has enough population and high enough tech level, she can likely find someone who can help her.
Mega corps are not all powerful. The things they make are commodities, not protected intellectual property. Instead, Traveller corporations are fragmented bodies, not dissimilar to (say) the Hudson Bay company before the invention of the telegraph. Traveller interstellar corporations that leverage the unique skills of their HQP and history to create products people want. But if they start enshitting their products to try and extract increased wealth at the expense of utility, people can simply walk away.
On Earth today there are a handful of corporate entities that control the intellectual property behind most of modern technology. In a Traveller setting, such a monopoly can not exist. If you start making your products worse, in order to gain a profit, someone else can make a replacement for the thing (using a different approach) and everyone will start buying that and everyone will start buying that and swap out your tech.
In fact, corporate reputation will likely be one of their most important assets. And the key resource being traded long distances is knowledge. Specifically, technical knowledge. There can be endless adventures focused on identifying and recruiting the HQP who have the technical knowledge needed to create a local solution.
In fact, Traveller technology is already be solarpunk, we don’t need to change the tech rules—just how we view them. Any set of tech rules where you can create a vehicle (or robot) by purchasing different components, at different tech levels, but which will interoperate, can be considered solarpunk.
Now we are in a place where we don’t need to change the rules, just our understanding of what the rules mean. Well, that is enough rambling for now. As always thanks for reading this and please feel free to leave your comments or questions below.










