With TC not existing yet, did you (not necessary beyond making up what you need as you go) figure out what powers on Earth were in what power blocks, etc. during that period?

I always enjoy that sort of speculation about how the global geopolitics would change by ISW 1 or any other sort of look that starts where we are now on Earth.

There was a fair bit of that in the future history background of Stargrunt and Full Thrust (from which Power Projection came) in Jon's version of the future.

http://stargrunt.ca/settings_hist/gzg_timeline/gzg_timeline.htm

Some of the bits he put in there were uncannily like what's happening (and the possibility of a US Civil War is less non-zero than one would have thought a while back). I did think the Eurasian Solar Union (China and Russia) was unlikely as was the New Anglian Commonwealth (Brits which moved back into North America after WWIII and a civil war ravaged the US). But some of the other bits and pieces feel a lot like stuff that has happened. That timeline came from the mid 80s.

Like the Twilight 2000 timeline or the one that they used to create 2300 AD's timeline, they all had the challenge of dealing with present or near future which are the most prone to roll along and not look like what you planned.... (if you'd have told me in 1999 that the tech environment was going to crash *after* Y2K, not because of it... or that there would be years of issues with banks, savings and loan, hedge funds, etc. and then now that we'd have Trump as a president and a pandemic like 1918... well, I'd not have come up with that timeline).

I read one book from an ex-BBC HK/China bureau chief. It's speculation was China was the pre-eminent power in the long run. A few other authors have written series with that as a background. Of course, a scenario where unrest and interior issues could tear China apart isn't impossible either.

Look what happened with NATO, the G-7, and the EU/EEC of late...even NORAD is a bit of a worry now.

Anyway, the character backgrounds outlined some specifics of who and where for some things. Just colour perhaps, but it hints at a timeline and a geopolitical alignment that looks pretty interesting.

And I think you've convinced me that to get players that are new fully engaged, something they can tie to (not so far off in the future or so far off in distance that they can't relate) is likely a great notion for a game setting.

TomB

On Thu, May 21, 2020 at 1:51 AM Alex Goodwin <xxxxxx@multitel.com.au> wrote:

On 21/5/20 6:06 am, xxxxxx@gmail.com wrote:
> I really enjoyed reading that.
>
> I'd love to see the background history of your setting. It seems quite
> interesting, being at least somewhat Terra centric and not at all 3I.
> It reminds me a bit of some of the 2300 AD stuff.
>
> Also, it reminded me that Australians, Kiwis, Yanks, Scots, English,
> Canadians, and likely some other English-first-language types share a
> commonality: We are all separated by a common language! (and some
> not-in-common cultural references)
>
> I could infer what 'Lobbing' was (not showing up), but lobbing in
> parlance here would be an arcing throw (like a slow, arcing pitch when
> you want someone to have a swat at it).
>
> It's like listening to my Scots cousin. I am sure he thinks he speaks
> English (at least it isn't the Scots of Robbie Burns), but he sure
> uses a lot of slang that I dinna ken.
>
> One imagines Anglic or any other major language is equally troublesome
> over the whole sweep of a large Empire.
>
> My biggest 'connection' issue with any character is this:
> Characters have different career lengths and if you want, for
> instance, all the team to have been on a ship or in a unit together in
> a war, if you are trying to map to a short war in a timeline, you need
> to break normal generation for that. Old war buddies in a unit would
> do the same sort of assignments (as their unit deployed places).
> That's one thing not so simple to do in the Traveller way.
>
> One thing original 2300 AD (or as I knew it: Traveller 2300 in its
> earliest incarnation) did was have a die roll for term length before a
> 'turning point'. So you could hit a turning point in 1 year or 10, but
> average was about 5.5 (D10 roll). You accrued skills by time in a term
> and spent them on things related to what you did that term. That
> seemed a good way, but it still had issues with synchronizing
> characters to a timeline event/period.
>
> Tom B
>
>
>

Tom,

I did mention that in an earlier email - this is very early Interstellar
Wars era, where the United Nations is an interstellar government - the
Terran Confederation does not yet exist.

I'm taking the GT: Interstellar Wars book, and winding the clock back
from 2170 AD to 2124 AD.  The Shoeing of 2113 and the other events of
Interstellar War 1 have happened, the crash program to raise Terra's TL
has happened, but Interstellar War 2: Electric Boogaloo hasn't cooked
off yet, although tensions are building (before we add the effects of
this boatload of lunatics).

I have previously tried a game set in the 3I golden age with most of
this mob, but slammed into the uncanny-valley culture shock I mentioned
earlier to Tim Collinson.

As for peoples divided by a common language, yes, that's true.  I, and
all of my mob except Easy Frag (follicularly-challenged Pom, thus also
called "Mullet"), are Australian.'

I didn't even think of trying to synchronise all characters to a common
point in their mutual history - I let the dice fall where they will and
hooked things together afterwards.  Having a lot of characters be
veterans of components of the UN Naval Forces helped here.


Alex

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