Category: Dezzy: 2300

  • Hanging on to your Humaniti

    Hanging on to your Humaniti

    Cyberpsychosis in Traveller

    One of the central tensions in cyberpunk fiction is the toll that having cyberware takes on the mental state of a augmented individual. If a heavy enough load is taken on, the individual suffers a break from reality and often (though not always) goes on a rampage that only ends when they are neutralized. In environments where a cyberpunk culture will rise, loading one’s self up with as much cyberware as they can bear is a necessity. The risk of cyberpsychosis is ever-present and balance isn’t a strategy to survive.

    High-Tech, High Population, High Government, High Law

    There are some system characteristics that lend themselves to a cyberpunk environment. While all of these characteristics need not be present to give the right feel, as the more of these characteristics are met, the more cyberpunk the system can be. of course, it’s up to the GM as to what culture and setting is present on any given world.

    High-Tech

    What classifies as ‘cyberware’ is first developed around TL 8 or 9. The real breakthrough is the development of a neural interface, allowing mental control of the cybernetic implants. At TL 7 or below, direct control of implants requires physical manipulation.

    As technology becomes more pervasive and less of a novelty, cybernetic implants become more and more common. In addition, higher tech models of earlier tech cyberware creates a smaller impact on mental and emotional health. By TL 13 and above, advances in bio-nanotechnological integration has transformed the degredation of an individual’s sense of self to a self-manageable state. Thus, what is traditionally considered Cyberpunk is best presented between TL 10 and 12.

    Cybernetic (and DNAM) Augmentation at these Tech Levels also correspond with the technology presented in 2300 AD (Traveller: 2300). GMs who have this game can reference it to more-or-less freely use it to offer more options for augmentation in their campaigns.

    High Population

    Cyberpunk settings need people. Overcrowded cities, teeming masses of humanity, for the hyperwealthy to live above. Thus, the feeling of Cyberpunk works best when the Population Score is 8 and above. The system needs a population large enough to justify massive, sprawling cities. While a lonely, sparsely populated outpost can have elements of Cyberpunk, the setting really works best in an overcrowded, grimy SprawlZone.

    The higher the population, the separation between the wealthy and the poor can be made more intense. The room among the poor of the slums is cramped, there is no personal space, no privacy. It’s just a carpet of people living in a claustrophobic maze of dirty, neon and trash-strewn streets. This can be contrasted with the real luxury that only obscene wealth can afford, space. The rich live above the clouds on palatial estates. They never have to see the masses surviving below their feet. The open sky, or vast expanse of near-orbit permits the occupants to only interact with people they choose.

    High Government

    The governments in Cyberpunk are universally oppressive and authoritarian. While some Government types, Captive Governments (6), Self-Perpetuating Oligarchies (3), and Company / Corporate ownership (1) can, with a little coaxing provide the careless oppression and soulless systemic, managed societies. But it’s the high levels that lend themselves best to a cyberpunk feel.

    Impersonal Bureaucracies (9), Dictatorships (A, B, and D), and and the Totalitarian Oligarchy (F) really fit the genre. Government in Cyberpunk exists for the purpose of either serving the corporations that feul the engine that keeps the city running, or serving itself, the city is governed for the purpose of continuing to govern the city. Honorable mentions should be given to the Feudal Technocracy (5), and the Religious Autocracy (E) Both of which have a definite Cyberpunk Edge.

    Those Governments that permit agency among their populations Democracies, Balkinization, and the Civil Service just require more work to corrupt into the heavy boot that marks Authority in the genre.

    High Law Level

    The source of law enforcement varies depending on the society. But to work in the setting, it needs to be unjust, unfair, and oppressive. Whether it’s Corporate Security, Contract Law Enforcement Corporations, Civic Law Enforcement or Security Forces, Law Enforcement and the Courts do not serve nor protect.

    Law Level almost demands to be high for Cyberpunk. While Law Level 9+ prohibits the means for citizens to resist control, those products are still available through Grey and Black Markets. This is why having a High Population is important, a large enough population is impossible to Police everywhere, all the time. Even with advanced surveillance technology, clearing the streets of every scrap of contraband demands too many resources to allow a city to function.

    That being said, it is often in the interest of the Megacorps or the Government, or the Hyperwealthy to cultivate a measure of lawlessness among the masses they govern. So long as the crime and violence never reach the wrong people or damage the wrong institutions. Huge resources are consumed in studying the benefits of allowing “controlled” anarchy. Of course, even these rigorously contained and managed criminal, or revolutionary cultures are never fully pacified, and it only takes a small spark to ignite an uprising.

    Megacorporations

    The Third Imperium of Traveller hosts hundreds, perhaps thousands of Corporations that stretch across entire Sectors and Domains. These monolithic institutions are Empires in their own right, with Boardrooms and Chief Executive Administrations serving the function of Legislative and Executive branches of Government. They have fleets, armies, they wage war against one another, not only through the expected means of commerce and finance, but through armed military operations too. Remember; Weyland-Yutani Corporation, from the Alien Franchise has a bio-weapons division.

    Corporate Branch Directors often wields more power than local governmental leadership, especially on wolrds where a single Megacorp enjoys a monopoly on manufacturing and commerce. When the risk of potential profit-loss becomes too great and less-than-legal means to resolve that risk is deemed necessary, Megacorporations are more than willing to hire Mercenaries and Privateers to pursue the corporate objectives. Megacorporations also provide campaigns and characters with the contact with 1000 faces, Mister Johnson. (“Mister Johnson” is a contact lifted from Shadowrun lore. A “Mister Johnson” is the alias that a Corporate Handler uses to hire the characters for jobs that require Corporate Deniability.

    Cyberpsychosis

    There is a story in the Shadowrun supplement, Cybertechnology that talks about what it’s like to live with Wired Reflexes. You need to take precautions because the world moves in slow motion and your reflexes are faster than your thought processes. You sit with your back to the wall because when anyone walks up behind you and trips your fight reflex, a person who is wired to the limit can react before they realize they are reacting. This can lead very easily to injured or dead friends.

    Similar things happen with cybernetic optics that are networked to a weapon starts superimposing targeting data over potential threats in your field of vision. You’re friend is smiling, saying hi and offering a drink and in your visual field you’re seeing Terminator-style readouts on probabilities of hostile action, weak points, threat analysis. They just wanna give you a “Pepsi”, dude! Augmented strength that pushes your abilities into the super-normal, sometimes means you break someone’s wrist shaking their hand, or dislocating their shoulder helping them off the couch.

    The point here is, that the disconnection from empathy isn’t some cyborg transformation into an unfeeling semi-robotic being. It’s the weight of living in a world where the augmented person is constantly seeing the potential threat of everyone around them, constantly having to work at dialing back their abilities when not in a combat situation. Even something like cyberoptics that just replace the biological eye has a level of detachment, the effect is not seeing the environment as it is, but being a step removed, like seeing everything through a monitor screen. Hearing, smell, any augmented sense isn’t the same as the baseline biology. This all combines to push the augmented individual away from the community experience with their fellows. It kills empathy.

    When that separation from empathy finally becomes too great, then everyone is seen as things. Not really “people” but threats, tools, and objects. The subroutines and processes take over, the struggle to manage a sense of humanity ends, and the augment reacts like they are always in a target-rich environment. That’s when the rampage begins. The fact that the augment is dodging fire and shrugging off damage that would shred even the peak physical specimens of their species is only reinforcing their own sense of supremacy. They are unstoppable, until someone hits them hard enough to put them down, which usually results in collateral damage for meters around.

    Game Mechanics

    In Traveller this is reflected through the Sanity characteristic found in the Traveller Companion. Every piece of Cyberware has a Santity cost associated with it. Several pieces that have generally low impact on the body (like a Wafer-Jack or Subdermal Armor has a cost of 0.) Cyberware that has a greater impact on the body (like Strength, Dexterity, or Endurance Augmentation) have a 1 point cost. Cyberware that have an extensive impact on the body (like additional limbs, or torso mounted manipulators have a 2 point cost. Cyberware that directly affect the individuals mind (like Cognitive Augmentation, or the Neural Comms) have a 2 point cot. Pieces that are above TL 13 will reduce the basic cost of Cyberware by 1 point. (For example, Strength Augmentation +3 is TL 15. Normally, Strength Augmentation carries a 1 point Sanity Cost, but because it’s TL 15, that’s reduced by 1, which makes the cost 1-1 = 0 points.) For those Cybernetic Implants that are TL 9 or lower the Sanity Cost is increased by 1. (For example, the Basic Combat Arm is TL8, so even though it’s less sophisticated than the more advanced models, it’s cost is increased by 1. Furthermore since it replaces an arm, the basic cost for the cyberware is 2. Thus, the Basic Combat Arm is 2+1 = 3 Sanity.)

    This cost is applied as a permanent reduction to the Sanity Characteristic. If this characteristic reaches zero due to Cyberware, the character suffers a complete collapse of empathy, and suffers Cyberpsychosis. During the first high-stress event that the character suffers, they lose control and launch into a rampage, attacking anyone and everyone they can find until they are neutralized. Should they survive, and if their rampage does not result in incarceration, they will remain in a state of violence for which they will need to be restrained until such a time that their Sanity Characteristic is brought back to at least 1.

    Permanent Sanity loss is not naturally recoverable. Once a character’s Sanity characteristic is reduced, they will require specialized treatment over a long period of time to recover the loss. The process, if the patient can endure it in their near constant state of psychosis, requires first for all Cyberware to be removed from their body. Then a specialist in psychosurgery needs to guide the patient through extreme therapy. For every standard year the patient is in therapy, their Cyberpsychiatrist can attempt a Very Difficult (12+) EDU (Science/ Cyberpsychiatry) test. If that test is successful, the patient can recover a number of lost Sanity characteristic equal to their cyberpsychiatrist’s Science (Cyberpsychiatry) skill levels. The character can, once their Santiy characteristic is positive regain control of their mind and resume their lives. An episode of Cyberpsychosis effectively removes a player character from the campaign, should they survive, and should their treatment stabilize them, they can be consulted but their Travelling days are over.

    Psionic Therapy, using Telepathy in addition to surgery and traditional therapy can be much more effective. The Psionic Therapist’s Psionic Telepathy skill levels can be added to their Sanity (Cyberpsychiatry) skill, when rolling the treatment check. Also, the Telepathy skill levels can be added to the Science (Cyberpsychiatry) skill levels when recovering the Sanity Characteristic.

  • Augmented Imperium

    Augmented Imperium

    Chromed Augmentation and Glammed DNAM trends

    Augmentation, whether through Cyberware or DNA Modification is still on the cultural fringes of the Imperium. Even after 11 Centuries and thousands of cultures that have adopted the technology for ages.

    In “mainstream” (that is, the Nobles who follow fashion trends from the Moot and Imperial Court) Imperial culture, Augmentation is designed to be unobtrusive and mostly invisible. Even Military cyberware is designed to conform to the Imperial Uniform Standards for the service that authorized the surgery.

    Flashy, attention-grabbing cyberware is seen as “tacky”. DNAMs that stray too far from the “natural” bodily appearance are considered freakish and ugly. The practical advantages of Augmentation are appreciated, only the surface appearance is judged.

    Of course, there are rebellious subcultures throughout the Imperium which revel in the derision cast at them by the
    “mainstream”. Youths, marginalized communities, the underclass, especially in densely populated settlements on prosperous worlds. The embrace of Chrome or Flash corresponds to the gulf between the poorest and richest subcultures in a System.

    On the opposite end of the economic scale, the ultra-wealthy or Celebrity class can indulge themselves in shocking cyberware, or “exotic” DNAM as a show of conspicuous consumption. They may never be invited to Court, or the Moot, but they will make an impact on the “social season”, and for many Nobles, attention is everything.

    Of course, in Imperial Culture, even in the Moot and the Court, one form of DNAM is normalized and widely accepted, Anagathics. The highest ranks of nobility can afford the exorbitant costs for these ongoing treatments to maintain their youth and extend their lives. What is commonly (some would say deliberately) overlooked, even by the most conservative, tradition-bound Vilani families, is Genetic Engineering and alters the patients body as extremely as if it would have bestowed webbed digits and amphibious gills. (Having the body of a 30 year-old in their prime when your chronological age is over 90 is extreme by most any measure).

    Vilani Culture

    Vilani Culture was the fist human culture to develop cybernetic and genetic technologies. For over 10 milennia, the Vilani have utilized augmentation, The Ziru Sirka was familiar enough with the technology that practical augmentation was fully normalized. However, the slow development and evolution of Vilani culture has restricted the propogation of augmentation to practical uses. Medical prosthetics to allow people suffering injury or debilitation to maintain a comfortable level of ability and dignity or inconspicuous augmentation that improves professional performance. In the Third Imperium, Vilani cultural influence is the main influence keeping Augmentation unobtrusive.

    Zhodani Culture

    In the Consulate, augmentation is a complex subject. On the one hand, the mastery of psionics has made the Consulate masters of psychosurgery, and the addition of cranial augmentations. Cybernetics that enhance psionic ability was developed two tech levels lower than it was in the Imperium. However, the psionic caste society of the Consulate represses the adoption of augmentation.

    Voluntary augmentation for reasons other than compensation for injury or debilitating conditions indicate a dissatisfaction with one’s body and is cause for re-education. The Prole class is scrutinized heavily, augmentation is strictly controlled to prevent the Proles from gaining an unnatural advantage. Intendants are likewise subject to surveillance. It is of uttmost importance by the Noble class that the psionic abilities of Intendants are developed through approved means, and not through technological or genetic modification. Nobles are constantly watching one another in the Consulate, looking for any leverage they can use on one another to gain social and political power without appearing “unmutually ambitious”. Augmentation to the Nobles are regarded as a potential vulnerability that outweighs the advantages they can provide.

    Solomani Culture

    The Solomani have embraced augmentation since even before they discovered Jump Drive. DNAM among Solomani colonies have given rise to dozens of sub-species of humaniti throughout charted space. In the Imperium, the Solomani culture pushes against Vilani traditionalism.

    The Solomani Movement resists the adoption of too much cybernetics, and just outright rejects DNAM. The Solomani Movement venerates the Solomani Human Genome and the core of their philosophy of Solmani Human Supremacy proclaims the “essential human form” is Solomani.

    In the Confederation, augmentation is tightly controlled by the Solomani Party. Politically this represses the resources available to any potential subversive groups that may arise within the Confederation.

    Aslan Culture

    In the Hierate and it’s client states, Augmentation is framed by Aslan Honor. Within the duelling socienty, if an Augment is judged to bestow an unfair advantage, it will either be disabled (if possible) or the disadvantaged duelist will be allowed equalizer to make the duel fair.

    Aslan otherwise have a practical opinion of augmentation, members of more prosperous clans able to afford better technology, and the less prosperous clans making do with what they are permitted by the stronger clans. Most augmentation for the weaker clans is intended to increase professional performance, while the more prosperous clans, similar to the Imperium, augment for attention and presentation.

    Aslan assassins often go through the most extensive augmentation, improving their physical ability, concealing weapons, improving their reflexts, and other augments for use in personal combat.

    Vargr Culture

    Vargr, being by their very nature highly individualistic and chaotic express the whole range of views regarding augmentation. Their opinion of cybernetic augmentation varies based on the pack and environment that is being queried. Most Vargr maintain that “so long as it produces the desired outcome, augmentation is just another tool in the box”. Even extensive cybernetic augmentation is generally accepted in the Extents.

    Having been uplifted to sentience by the Ancients, Vargr are far more causally comfortable with DNAM than other cultures in charted space. Whereas, for most peoples, altering their bodies through genetic engineering is a relatively recent development when compared to the age of civilization and the history of their culture, Vargr have been engineered from the point where they achieved sentience. The fact that several Vargr societies have developed DNAM technology on their own gives genegineering a measure of perceived Vargr control over their own destiny.

    Hive Federation Culture

    The Hive Federation often adjust their own views on augmentation based on the area they’re nearest to. For example, the systems that have steady interaction with the Two Thousand Worlds, the Hive Federation will adopt similarly restrained and conformist views regarding cybernetic augmentation and DNAM. However, for those systems that have regular contact with the Imperium and the Confederation, the Federation takes a far more accepting attitude (even a promotion of Chromed Augmentation to appeal to the influential communities in those polities)

    Travellers

    The exception to all of these cultures and societies are the Travellers. Whether a Traveller chromes themselves to the limits of their resources and their bodies, or pushes their genetic tolerance with extensive modification, Travellers seldom care about the opinions of society. The very nature of a Traveller’s life give them the freedom to move to a more accepting system, or take on professions where being extensively augmented is considered an advantage (such as mercenary work, or deep space exploration).

    We will be revisiting this topic next week, introducing some expanded house rules and some home-brewed cybernetics with which to tempt your players. Until then, have a happy Mayday! Traveller enters it’s Golden Year!

  • Vampire Mecha

    Vampire Mecha

    VIRUS in Bat..+1373ck%#@&..11011001..*

    The end of the Rebellion War could be marked somewhere around 1121 3i. That’s the point, strategically, when most of the warring factions could no longer sustain their war efforts.

    However, the factions in the Rebellion War were large enough, especially Lucan’s Imperium, that their leaders were able to continue the fight, even after the fleets and armies were all but exhausted. History records this as the Black War period. Desperation to “win” the war, at least for Lucan’s Imperium, Dulionor’s Imperium, Strephon’s Imperium and the Solomani Confederation, drove these factions to adopt strategies attacking the infrastructure and industries of their rivals. In addition to those destructive strategies, wonder weapon programs indulged the fantasies of increasingly desperate high command staffs and Imperial courtiers. Each new design, of course, demanded it’s immediate use to justify the resources and expenses “invested” in their creation.

    Mad Science

    One such program started in Core during 1118 3i. Imperial scientists assigned to “Research Station Omicron” began work on a new superweapon. Using a unique life-form discovered on Cymbeline, The Imperial researchers developed the SDG-313F Transponder system. That breakthrough, using the “Inphomorphic Sentience”, while primitive in it’s native environment on Cymbeline, became fully self-aware when applied to the advanced computing hardware. By 1128 3i, the researchers had created a truly terrifying weapon.

    Weaponized, SDG-313F would deliver a code that would not only act as malware on the targeted system, hijacking functionality and replicating, but it would take advantage of self-repair and maintenance to reconfigure the target system into a host. The weapon’s evolved intelligence would self-direct it to continue attacking systems that it can contact and spread.

    Like a VIRUS.

    In 1130 3i, Emperor Lucan launched his “Coronation Fleet” in yet another attempt to emerge victorious in the, at that point 14 year long civil war. The Fleet was equipped with VIRUS, over the objections of the scientists that were developing the project. Their first operation was to destroy Research Station Omicron, which in addition to erasing the physical facility and killing its personnel, releaed the weaponized VIRUS from its containment.

    VIRUS’ Evolution and Spread

    VIRUS mutated into countless strains and lines in the first few years following it’s release. Most of these strains were self-terminating. Setting powerplants to critical overload, flying starships and fleets into the nearest star, etc.. In many ways, these strains were how the superweapon was designed to function. Infect a fleet or the infrastructure of a settlement and wait for critical systems to cause self-destruction. Since infection was achieved through remote contact and the initiation was autonomous, it was naively thought that the weapon would burn itself out and therefore would not blow back on the group that launched it.

    The fundamental danger of VIRUS was coded into it’s initial designs, and possibly developed through the experimentation with the Cymbeline organisms. VIRUS has a genocidal hatred for other forms of intelligence. During the first years of the weapons’ release, this hatred extended to other VIRUS infected systems. Unfortunately, several mutations of the weapon evolved away from the initial self-terminating variations, into persistant, self-aware beings.

    This evolution into a self-aware, intelligent species is rapid (by evolutionary standards), taking roughly 70 standard years. Though even after seven decades of iteration, evolution and mutation, VIRUS or as they come to refer to themselves “Cyms”, this new intelligence is still in it’s bare infancy. However, that is the subject of another essay.

    VIRUS in the Inner Sphere

    It’s not difficult to imagine a similar unhinged program among the various executives of the Successor States, Comstar, the Old Star League, or Amaris’ Imperium. Over 3 centuries of unrelenting war, employing an unstable superweapon would be almost a foregone conclusion.

    The way VIRUS spreads is particularly aggressive within the Inner Sphere. Hyperpulse Generators are very efficient at transmitting the Inphomorphic Sentience instantly over light years distance. Every HPG station would be infected with VIRUS in a matter of weeks. Only the most remote systems, either backwaters within the Inner Sphere, or disconnected regions out in the Periphery would be safe from the spread of VIRUS.

    It is feasable to imagine that the VIRUS would stabilize as it does in the 1248 Mileu of Traveller much faster due to it’s rapid spread. But again, the emergence of a synthetic species of intelligent synthetics remain the subject of another essay.

    Neurohelmet Vulnerability

    The direct neural interface provided by a Mechwarrior’s Neurohelmet is a particularly horrific vulnerability. In the first waves of VIRUS, the human Mechwarrior would simply be killed immediately, their brain fried by the helmets the wear almost before they could realize what was happening. Maybe VIRUS is able to hijack the Mech’s command systems long enough to set the Fusion Engine to overload or detonate the onboard ammunition before exterminating the pilot.

    Mechs utilize a version of the IFF Transponder common in Starships. Which spreads VIRUS from neurohelmet to neurohelmet unless, and until Mechwarriors cut themselves off from receiving transmissions. Much like the spread of VIRUS in the Traveller Universe, the very means of learning about VIRUS often infects the system with VIRUS. Or, VIRUS spreads faster than any warning that cannot carry VIRUS.

    Vampire Fleets, Vampire ‘Mechs

    Strains of VIRUS that evolve beyond their self-terminating directives become “Vampires”. A Vampire is any vessel, or vehicle that promotes the spread of VIRUS. Vampire Fleets in Traveller: The New Era prowl the space-lanes, without human crew, automated and searching for vulnerable ships to commandeer. Like the monster, a Vampire fleet will prey upon another, and after “killing” it (that is exterminating the human crew) resurrects the ship as a new Vampire.

    Vampire ‘Mechs use the bodies of their Mechwarriors, brains hijacked through their neurohelmet to pilot the Battlemech. Entire Lances, and Companies will continue to prowl until the human shells connected to their neurohelmets expire (and in some cases, until the brain decomposes to the point it can no longer provide critical functionality). Higher brain function, decision making, tactical and strategic planning, even communications is managed by the VIRUS consciousness that resides in the neurohelmet.

    As the Inphomorphic Sentience evolves, it will develop the functionality to operate a Battlemech without a human mechwarrior. These Autonomous Battlemechs tend to react faster than a human Mechwarrior, and also carries the advantage of the human Mechwarrior’s vulnerability to heat and damage. Autonomous Battlemechs ignore pilot damage. However, all of the executive control hardware is located in the cockpit. Destroying that will still disable the ‘Mech in the same way as killing the pilot.

    VIRUS is the Apocalypse

    In the Official Traveller Universe, the VIRUS apocalypse ends the Hard Times starting in 1130 3i. The period between that moment and the opening of The New Era is about 70 Years. Traveller’s New Era starts in 1201 3i. By the Fourth Imperium mileu in 1248 3i (which could be more accurately termed the “Quicklink Traveller Universe” since I don’t think that timeline is supported by Mongoose or Far Future Enterprises).

    That seventy year period where the Black Curtain falls over the Core Domain is the collapse of interstellar civilization. We can see in The New Era that when pocket empires in Diaspora form the Dawn League that the old Imperium is gone and a new civilization is rising to take it’s place. The New Era is a Post-Apocalyptic Setting.

    Unleashing a VIRUS storyline will have a long-term and severe effect on the Setting of your campaigns going forward. Whether it’s exploring the birth of a new sentience, or the century of night where colonies can only survive without connecting. After the Collapse passes, the next era of the setting is going to be one of rebuilding, and the old interstellar order will be dead and gone.

  • Igniting the Stars

    Igniting the Stars

    Designing Solar Systems for 2300 AD

    One of the mechanics I’ve really enjoyed over my years with Traveller and Traveller:2300 (2300 AD) is the ability to generate star systems. Still, with 2300, I feel a bit constrained by the Near Star List, and the different colonial arms . Fortunately, Traveller has a long history of designing your own setting. And with Mongoose using their Traveller engine for 2300 AD, there is a lot of compatibility to make use of.

    Adapting Other Traveller versions

    One of the strengths of Traveller5 (and 5.1) is it’s depth of detail. Book 2 of Traveller5.1 adds a very detailed system generation mechanic. The Referee can use these rules to create a multi-body solar system. For 2300, These system-scope locations can support a full campaign. Though for purposes of this article, the interest I’m exploring is how the solar system is developed through application of system generation mechanics.

    The resources I’m using (and modifying) for this exercise are the original system generation mechanics from Traveller: 2300 (World Generation Chapter; Referee’s Manual pp 36 – 44). I’ve supplemented those mechanics with Book 3 of Traveller5.1 (Systems and Worlds pp 16 – 90). You can also find a lot of the foundational material in Classic Traveller Book 6: Scouts.

    When the Solar System is laid out, the worlds Universal Planetary Profile can be generated using systems native to 2nd Edition Mongoose Traveller. The trick is generating the Universal Colony Profile.

    As presented, 2300 AD is not intended to use custom generated worlds and colonies. The setting as designed presumes adventures being set in the core and frontier of the Near Star List. The Near Star List was, when the game was first designed a comprehensive map of most celestial bodies discovered within 50 light years of Earth. This map was created in the mid-late 80s (Traveller: 2300 was first published in 1986) from Astronomical data from that time.

    To add a little perspective, 1986 was still four years before the Hubble Space Telescope was launched. At the time of this writing (2026), this same 50ly volume around Earth has been far more thoroughly explored because of Hubble and the J Webb telescopes. (Indeed the image of Saturn used for the masthed is pulled from the NASA website J Webb space telescope imagery.

    Still, for the purposes of the 2300 AD campaign, Mongoose has chosen to maintain and develop the original setting material. Which is a valid editorial choice, no real need to rework 40 years of content.

    Map Only As Really Necessary

    This helpful phrase, coined by Marc Miller for Traveller5 and 5.1 is fantastic advice. Even a single solar system can contain dozens of worlds and millions of asteroids. It is really easy for a Referee to lose themselves in generating statistics for worlds that will never, never ever, be visited by a single player character. I’ve learned this lesson the hard way over my long gaming career. The detail and promise provided by the system generation mechanic can inspire long thought experiments. The designs evoke “what if” stories of who are the people who live here, or who once lived here and left behind their legacy in ruins and other footprints of civilization. If a Referee isn’t careful, they can spend weeks and months making details that will never see the gaming table.

    When starting a campaign using the systems for creating worlds and colonies, restrain your design to the world where the campaign begins, and the location where the first adventure takes place. From there, new locations can be designed based on the player’s choices for their characters. If the players make a truly random choice as to where their characters travel next, there reamain plenty of already designed colonies that can be found in 2300 AD Book 2: The Worlds of 2300 AD.

    Dezzy’s House Rules

    These are some of the house-rules I’ve developed to adapt the existing mechanics to generate unique systems, worlds and colonies.

    Coordinates: The limitations of “safe” Stutterwarp range of 7.7 light years will require most new worlds to be placed within that radius of a settled colony. For each coordinate (x, y and z) roll “Flux” using d8s (hearafter called “d8 Flux”) and apply the result to the coordinates of the system of origin.

    FLUX is a dice mechanic taken from Traveller5 and 5.1. To roll flux take two dice of contrasting colors and subtract the result of the dark die from the light die. In Traveller, the flux dice are always d6, but for purposes of these house rules, we’ll be using d8.

    EXAMPLE: Rolling 2d8, one being dark and the other being light, The dark die results in a 3 and the light die results in a 7. The flux result is 7-3 = +4. If the dark die resulted in a 5 and the light die resulted in a 2, the flux result would be 2-5 = -3.

    Nationality: 2300 AD has developed colonial networks along “arms” of stutterwarp routes beginning at SOL (Earth). Each Arm is named for the nation that pioneered it’s exploration; the French Empire, Manchuria, and the “American” arm (mainly efforts from the United States, Texas, Mexico and Canada.) If the newly generated system has a colony, choose an appropriate colonial power for the nationality.

    Colony Age: The current wave of colonization is around 100 years old, thus if the new system has an existing colony, roll d% for it’s age and maturity.

    Initial Orbit and Subsequent Orbits: Modify the tables on page 39 of the Traveller: 2300 Referee’s Manual to read;

    • 3d6 –Orbital Distance–Multiplier
    • 3—Empty Orbit—Empty Orbit
    • 4—Empty Orbit—x1.3
    • 5—.1 AU—x1.4
    • 6—.2 AU—x1.5
    • 7—.3 AU—x1.6
    • 8—.4 AU—x1.6
    • 9—.4 AU—x1.7
    • 10—.5 AU—x1.7
    • 11—.5 AU—x1.8
    • 12—.5 AU—x1.8
    • 13—.6 AU—x1.9
    • 14—.6 AU—x1.9
    • 15—.7 AU—x2.0
    • 16—.8 AU—x2.1
    • 17—.9 AU—x2.2
    • 18—1.0 AU—Empty Orbit

    I personally don’t always leave all system aspects to the randomness of the dice. If I require a world or colony with specific characteristics I simply assign the appropriate value to the proper descriptor.