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Traveller Is 45 Years Old Today!
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8707992" data-attributes="member: 82106"><p>LOL, yeah. So, my possible answer is just that there really is no Imperial authority. The 'empire' is just basically a bunch of trade routes and bases and such that bring prestige goods, and maybe a few bulk goods that happen to be particularly amenable to importing, to the Home World. It maintains some 'Imperial Navy' for that purpose, and maybe enforce a certain degree of peace, order, and law within limited areas. Outside of that its just local polities at the system and multi-system level that do whatever they want. Maybe some are nominal subject to the 'Emporer' (IE they are ruled by Imperial nobles), but much of it is not. The Empire really can't get involved. So pirates and such, as long as they don't mess with Imperial trade, can exist, they are just funded by/ignored by the next system over. </p><p></p><p>I think you would want to develop more sensible subsystems though with that in mind. Like class A and B starports represent points of Imperial interest, and obviously naval bases and scout bases would be focused on patrolling and enforcing. You'd actually deal with Imperials on a pretty rare basis. So, encounters at, say, C and lower starports would tend to be rather different, purely local stuff. That's where you'd be likely to run into the majority of your 'scum and villainy', particularly in certain regions where stronger local governments are unable or unwilling to exercise authority.</p><p></p><p>That seems to be sort of how the Imperial model in OTU was originally envisaged, I think. It just seems like over time the Third Imperium got more and more authoritative. Its also why being SS12+ doesn't necessarily get you THAT much, you may be Imperial high status, but the locals could care less, or vice versa.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8707992, member: 82106"] LOL, yeah. So, my possible answer is just that there really is no Imperial authority. The 'empire' is just basically a bunch of trade routes and bases and such that bring prestige goods, and maybe a few bulk goods that happen to be particularly amenable to importing, to the Home World. It maintains some 'Imperial Navy' for that purpose, and maybe enforce a certain degree of peace, order, and law within limited areas. Outside of that its just local polities at the system and multi-system level that do whatever they want. Maybe some are nominal subject to the 'Emporer' (IE they are ruled by Imperial nobles), but much of it is not. The Empire really can't get involved. So pirates and such, as long as they don't mess with Imperial trade, can exist, they are just funded by/ignored by the next system over. I think you would want to develop more sensible subsystems though with that in mind. Like class A and B starports represent points of Imperial interest, and obviously naval bases and scout bases would be focused on patrolling and enforcing. You'd actually deal with Imperials on a pretty rare basis. So, encounters at, say, C and lower starports would tend to be rather different, purely local stuff. That's where you'd be likely to run into the majority of your 'scum and villainy', particularly in certain regions where stronger local governments are unable or unwilling to exercise authority. That seems to be sort of how the Imperial model in OTU was originally envisaged, I think. It just seems like over time the Third Imperium got more and more authoritative. Its also why being SS12+ doesn't necessarily get you THAT much, you may be Imperial high status, but the locals could care less, or vice versa. [/QUOTE]
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