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Miller didn’t list a bunch of Science-Fiction concepts because he didn’t want to muddy up your setting. Here is the key about the lack Science-Fiction concepts in the first successful Science-Fiction RPG: I had assumed most DMs would far prefer to use their own world settings.”) “When I was asked by TSR to do my World of Greyhawk as a commercial product,” Gygax said, “I was taken aback. (In the same way Gary Gygax assumed there would be no need to publish his campaign notes for Greyhawk.
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There was, in fact, no plan at the beginning to publish official settings. Nothing else need ever have been published. The assumption, of course, is Books 1, 2, and 3 were seen as a complete tool set for the Referee to create his or her own setting. (The information would appear introduced in the Library Data found in Adventure 1-The Kinunir and Supplement 3-The Spinward Marches.) While GDW would later introduce The Ancients, several alien races, and genetic manipulate of species by the ancients as part of their official setting, none of this appeared until 1979, two years after Traveller was published. The answer is clear if you look at the quote above. It was only after we started writing adventures that the Imperium started taking shape as a real background. And in the first year, we did very little support beyond the basic rules. Remember that the original concept for Traveller was very GURPS-ish: a generic system that could emulate every possible part of SF.
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WHY SO LITTLE SCIENCE-FICTION IN TRAVELLER? Why would a game about “Science-Fiction Adventure in the Far Future” have so little Science-Fiction in it? Which is kind of weird if you think about it. In fact, overall, the whole list is kind of bland. And several of the items on the list are incredibly bland. Indigenous Life Forms on Countless Worlds.Interstellar Communication Moves at the Speed of Interstellar Travel.Jump Drive Technology for Interstellar Travel.Here are the Science Fiction concepts in the original Traveller rules, published in 1977 in Books 1, 2, and 3: