[Pretty Picture will go here when I get back to my other computer]
The Big Picture
TL;DR. In this post, I try to pull together what an actual
solarpunk Traveller adventure would actually look like. At a high level
and focusing on games that would appeal to the average “traditional” Traveller
player. What I did not do, is focus on “cozy sci fi” which is something I think
Traveller could do—and maybe I’ll talk about that later.
This is post #5, the first four are #1, #2, #3, and #4.
Welcome to Solarpunk Traveller. In this setting, the Imperials
are the “Good Guys”. They regulate interstellar commerce allowing the free, but
profitable flow of knowledge within Imperial Space. They prevent the willful enslavement
of others. They regulate the standards used to create technology and they
protect the borders from those who wish to destroy what humanity has made.
Tech Aside: Technology doesn’t just work. It requires coordination. A common modern example might be cars and fuel. There are big cars and little cars. There cars made by this country and that country, but they all are built to use a standardized fuel—or at least one of a small set of standardized fuels. Likewise, in Solarpunk Traveller, starships are built around standards. If the players capture an enemy ship with a really cool triple laser turret, they can sell their old single pulse laser and swap in the new one. It doesn’t matter which Imperial world made the ship or the salvaged turret, only that they conform to Imperial standards. From there it is just engineering to swap the two. Traveller has always had a “Do-it-yourself” or solarpunk view of technology.
The corollary being that a megacorp can’t ship through interstellar space turrets that only work on the starships they built. This creates sustainable technology which can be adapted to meet the differing needs of people across the Empire.
Social Equity Aside: Traveller has always been like this. People can come and go from planets—there are a few that the Empire has isolated. The Traveller’s Aid Society has labeled these as Red Zones and a few TAS advises folks to not visit (Amber zones), but generally the population is free to travel as they wish between worlds. Traveller has always had this element of social equity. Sure, there are unjust worlds, but they are the exception, not the rule.
Most of the Empire is full of star systems with spaceports
full of people coming and going, travelling between worlds for business or pleasure.
Few of these people carry weapons, because they are not needed. In
general, Traveller has always rejected pessimism. Only on the edges are
things ill-defined or dangerous.
In Traveller, the Empire has always been made of
communities focusing on particular needs. Planets or star systems have
governments focusing on the needs of the people living there. The Traveller’s
Aid Society is a community of affluent people who work to make their travels easier—and
also help non-members at the same time. Corporations are communities of people
working to build and sell goods and services. The Scouts are a community of
people interested in (and support by the Empire to) exploring the edges of
Imperial Space.
So, what kind of adventures can we have in such a world?
The adventure Tarsus just works out of the literal box as a
solarpunk adventure. A citizen has a problem with her inheritance, and a group
of her friends help her sort out the trade relations with different communities.
Depending on the players, violence may or may not be very important in
resolving the problems. Here are some ideas.
Diplomatic Spies. Maybe the players are a team sent from Milagro (a minor world in District 268) to see if they can’t open relations with Lydia (a small, xenophobic world just inside the empire in Glistin). This could be a highly roleplaying, diplomatic game which would not be most players’ preference, except that the nearby world of Grote is offering the player characters good money to also learn the secret to Lydian tea which is highly regarded in many noble homes.
Trouble Shooters. The players could be a team of trouble
shooters for the Imperial Bureau of Standards who are sent from world to world
on missions to investigate corporate wrong-doings. Not the legal kind, that is
the parties NPC sidekicks who are all lawyers and accountants. No, the parties
job is to sneak (or fight) their way into restricted spaces and extract
evidence of illegal activity. This remote outpost might be a “chop shop”
converting stolen Zhodani technology to work within imperial standards. That
planet might be using radioactive paint on the faces of their stylish watches.
All sorts of “spy adventures” are possible.
Human Rights Protectorate. The Traveller’s Aid Society
spends most of its time worrying about its member’s comfort, but they are a
huge organization with a lot of money, and an invested interest in keeping the
empire strong. So, they might have a secret organization of their own trouble
shooters who investigate allegations of slavery, forced labor, and other
illegal activities. These teams might be sent to all sorts of nasty places to
investigate all sorts of unpleasant groups. And it would be easy to imaging
more typical players jumping in such
games.
This week we are investigating a claim that this remote oligarchy
is genetically manipulating their citizens to create low-intelligence laborers who
are unable to ever leave the system. Next week it is a corporation that kidnaps
poor children and raises them as mindless killers.
Of course, the group can be all these things. The player
characters could simply be a trusted team with a starship that is hired for
different missions. The key to making it solarpunk (IMHO) is focusing on the
basics. Refusing pessimism. The players are out to effect positive change in
the world. Sustainable, “do-it-yourself” technology. The players are not shipping
around a few boxes of mindless junk from one world to the next, trying to make
a payment on their personal debt. They control assets (particularly a starship)
that is given to them by their community with the understanding that they will
use it for good. And social equity, they are doing good in their world. They
are not chasing this month’s mortgage payment. They are chasing people who are
taking advantage of others. They are chasing those who violate the community
standards that define the empire. And hopefully they are having interesting
adventures as they do it!
As always, thank you for taking the time to read this, and
please feel free to leave comments or questions below.
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