The prevailing theory is that (usually) the most efficient way to stop someone is with kinetic energy (e.g. Hard Sci-fi Flavor: While there are energy weapons, there is also a strong presence of slug-throwing weapons such as rifles and pistols.Morals and mortality: People remain people and continue to show courage, wisdom, honesty and justice, along with cowardice, deceit, and criminal behavior.The definitions create a diverse space (hence library data and anachronistic/ atavistic worlds), within limits. Diversity within Limits: Career options, ship design, subsector design, and decisions made during character generation limit and frame reality.Affairs are often managed by independent nobility, who make use of classic titles such as Baron, Duke and Archduke. Sociological: Interstellar society is socially stratified (high, mid, and low passage SOC (Social Status) is a primary character attribute).Conflict resolution: Planets fight out internal wars, and commerce is a major driving force of civilization.Decisions are made on the local level, rather than by a remote authority. Communication is limited to the speed of travel. Limited communication: There is no faster-than-light information transfer – meaning no ansible, subspace radio or hyper-wave.Normal-space travel is accomplished through relatively efficient and powerful gravitic drives. Space travel: Interstellar travel is through the use of the faster-than-light (FTL) jump drive, which moves a ship through "jump space" a few light-years at a time.Human-centric but cosmopolitan: The core rules focus on human characters, but there is ample support for using and playing aliens.The Solomani dating puts this time around 5624 AD.Ĭharacters typically journey between various star systems and engage in activities such as exploration, ground and space battles, interstellar trading, and various story based quests. The game contains procedural instructions for creating Characters, Spacecraft, Star Systems, Planets, etc., and a plethora of detailed background information about the game's setting, sometime around the Imperial Date 1105. Miller designed Traveller with help from Frank Chadwick, John Harshman, and Loren K. Traveller is a science fiction role-playing game, first published in 1977 by Game Designers' Workshop.