2300AD - A suggestion

Avollant

Mongoose
This is an idea that’s been bouncing around in my head ever since Seth Skorkowsky (a YouTube content creator) said during a livestream that although he was aware of 2300AD, he didn’t find it compelling enough to try. I know many of you are asking for adventure modules set in this universe, but his response really put its finger on the core problem with this franchise: it's bland.


This blandness comes from the fact that 2300AD is being treated the same way as Traveller—that is, as a Star Trek (or Star Wars)-style universe where players hop from planet to planet, visiting a few locations before heading off on a new adventure.


But what works well for Traveller doesn’t necessarily work for 2300AD. Like Traveller, the setting focuses on humanity’s colonized worlds and the existential threat posed by the Kaefers. What often gets overlooked is that these colonies have national identities. It’s fine to say that a certain world was colonized by France, Germany, or America—but it would be better, in my view, to present them through the national lens of their founding countries.


If I go back to Traveller as an example, one of the most essential series, in my opinion, is the Aliens books—four volumes, the first two of which offer a concise overview of the major non-human races. This could serve as a model for 2300AD: a series of volumes focusing on nations with interstellar colonies. Since there are roughly twenty such nations, they could be grouped into four volumes, each providing a description of the nation in the 24th century, its history, and each of its colonies. And here, I want to be clear: I mean a description centered on the colony itself—its infrastructure, key locations, important NPCs, as well as its challenges, concerns, and future projects—not just the planet.


These volumes could be:


  • The Third Empire (France): Simply by the sheer size of its territory on Earth, Tirane, and across the French Arm (including Élysium), this nation deserves a book of its own.
  • The North American Nations: Grouping together America and Australia (on the American Arm), but also including Canada, Texas, and Mexico. If space permits, a few independent colonization organizations like the Life Foundation could be added.
  • The European Nations: Covering Britain, Germany, Ukraine, and Azania, with perhaps articles on Scandinavia and Russia, as well as some independent organizations.
  • The Pacific Nations: Primarily covering Canton, Inca, Japan, and Manchuria, but also including others such as Arabia, Argentina, and Brazil.

The advantage of this approach, in my view, is twofold: First, it offers a glimpse of life on Earth (as nation “X”) while also providing a broader vision of that nation's space colonization program—a program that the Kaefers have just thrown into question. The second advantage is that if (hopefully) Mongoose Publishing ever releases a book on Earth and Tirane (The Core), having already covered these nations in previous publications would free up a significant number of pages. Those pages could then be used to cover other topics that would normally have to be left out. Let’s not kid ourselves—any book covering Earth and Tirane would require an enormous amount of information.


“But what about the planets?” you might ask. Like many of you, I’m salivating at the idea of a new Colonial Atlas. But I also recognize that part of me will never be satisfied with such a book—I’ll always want more. That’s why, like the previous Atlas, where much of the info is already well covered in the core box, I’d opt for individual sourcebooks like the venerable Aurore Sourcebook. These PDF-format publications, about 90–120 pages each, would be ideal for detailing everything you need to know about a world—from astrography, climate, and ecology, to survival tips in case things go wrong, complete with detailed maps. And as a bonus, each one could include a scenario tailored to help players explore and experience that world.


Anyway, that’s my opinion—let me know what you think.
 
I think there is great potential within the 2300AD setting that has not been explored.

I disliked the Kafer war as yet another military sci fi dead end for a game line in much the same way the FFW ruined the Third Imperium for me.

I am one of the few who actually liked the introduction of cyberpunk, but I think they went to far down the "all the cool kids are playing Cyberpunk" route. Handled differently human augmentation and machine learning could have made 2300AD more like Transhuman Space long before GURPS got the idea.

We had the provolutionists, which from the very start could have been great protagonists. International rivalries, the French as the evil empire, corporations pushing beyond national boundaries. Colonies in conflict, alien races to be understood, and then there are the pentapod...
 
If I ever get around to running a 2300 AD campaign I think I’d run it much like a retrofuture horror/noir campaign, and probably go for a feel similar to the HOSTILE setting. When I read 2300 AD it comes across as very similar to Traveller, but smaller in scope. I think the themes covered by Deepnight Legacy and Deepnight Endeavor could make a good fit for 2300 AD. The relative smallness of the 2300 AD setting can bring with it a sense of fragility. There’s only 2 core systems? The rest are colonies that would likely fail to one degree or another if left on their own. It’s not like if a disaster strikes a Sector in standard Traveller there are something like 30 other sectors to go to instead.

It could use leaning into some specific flavor of scifi that differentiates the setting from the Third Imperium more.
 
To repeat my answer elsewhere:

I agree that 2k3 now is pretty bland and has been swallowed up as basically a variant of Traveller. However, whilst the management stays the same, it isn't going to change.

What I think it needs as a hook isn't sourcebooks, but rather good, original adventures with good hooks. If I was managing the project I'd dump the "Travellerisation" and try and get solid adventures set in one place. Like (for the two I had sketch outlines for):
  • "Escape from New Cambridge" - a senators daughter has joined the Life Foundation cult and you have to infiltrate the strange, academia gone wrong society of New Cambridge and get her out.
  • "Heart of Darkness" - a German businessman has commissioned a salvage operation on an Elysian glacier involving a journey through the "Blanc" farmlands of Elysia dodging "Noir" and "Verte" death squads and "Rouge"insurgents, only for it to be a doublecross
  • etc.
 
This is an idea that’s been bouncing around in my head ever since Seth Skorkowsky (a YouTube content creator) said during a livestream that although he was aware of 2300AD, he didn’t find it compelling enough to try. I know many of you are asking for adventure modules set in this universe, but his response really put its finger on the core problem with this franchise: it's bland.


This blandness comes from the fact that 2300AD is being treated the same way as Traveller—that is, as a Star Trek (or Star Wars)-style universe where players hop from planet to planet, visiting a few locations before heading off on a new adventure.


But what works well for Traveller doesn’t necessarily work for 2300AD. Like Traveller, the setting focuses on humanity’s colonized worlds and the existential threat posed by the Kaefers. What often gets overlooked is that these colonies have national identities. It’s fine to say that a certain world was colonized by France, Germany, or America—but it would be better, in my view, to present them through the national lens of their founding countries.


If I go back to Traveller as an example, one of the most essential series, in my opinion, is the Aliens books—four volumes, the first two of which offer a concise overview of the major non-human races. This could serve as a model for 2300AD: a series of volumes focusing on nations with interstellar colonies. Since there are roughly twenty such nations, they could be grouped into four volumes, each providing a description of the nation in the 24th century, its history, and each of its colonies. And here, I want to be clear: I mean a description centered on the colony itself—its infrastructure, key locations, important NPCs, as well as its challenges, concerns, and future projects—not just the planet.


These volumes could be:


  • The Third Empire (France): Simply by the sheer size of its territory on Earth, Tirane, and across the French Arm (including Élysium), this nation deserves a book of its own.
  • The North American Nations: Grouping together America and Australia (on the American Arm), but also including Canada, Texas, and Mexico. If space permits, a few independent colonization organizations like the Life Foundation could be added.
  • The European Nations: Covering Britain, Germany, Ukraine, and Azania, with perhaps articles on Scandinavia and Russia, as well as some independent organizations.
  • The Pacific Nations: Primarily covering Canton, Inca, Japan, and Manchuria, but also including others such as Arabia, Argentina, and Brazil.

The advantage of this approach, in my view, is twofold: First, it offers a glimpse of life on Earth (as nation “X”) while also providing a broader vision of that nation's space colonization program—a program that the Kaefers have just thrown into question. The second advantage is that if (hopefully) Mongoose Publishing ever releases a book on Earth and Tirane (The Core), having already covered these nations in previous publications would free up a significant number of pages. Those pages could then be used to cover other topics that would normally have to be left out. Let’s not kid ourselves—any book covering Earth and Tirane would require an enormous amount of information.


“But what about the planets?” you might ask. Like many of you, I’m salivating at the idea of a new Colonial Atlas. But I also recognize that part of me will never be satisfied with such a book—I’ll always want more. That’s why, like the previous Atlas, where much of the info is already well covered in the core box, I’d opt for individual sourcebooks like the venerable Aurore Sourcebook. These PDF-format publications, about 90–120 pages each, would be ideal for detailing everything you need to know about a world—from astrography, climate, and ecology, to survival tips in case things go wrong, complete with detailed maps. And as a bonus, each one could include a scenario tailored to help players explore and experience that world.


Anyway, that’s my opinion—let me know what you think.
Great Idea!
Perhaps organize a fifth book, The Atlantic Nations- Brazil, Argentina, Azania, Arabia and Libreville (The beanstalk is critical to earth).

Also I think they are missing an incredible angle to 2300ad products, specifically a star-ship combat supplement. Imagine a Fleet Battle Supplement that can realize the tactical aspects of stutterwarp combat in David Nilson's excellent work on Lone Wolf and Three Blind Mice in Challenge magazine #33, #37. Those two articles formed months of amazing gaming for us, trying to find the Lone Wolf and then scouting out the interior of the Kafer Sphere. The competitive nature of France, Germany and American commanders was expertly developed in Lone Wolf particularly.

All of the original side bar "space battles" offered in the original GDW 2300ad Star Cruiser products, historical battles in human past, as well as an actual game where the Kafer Invasion could be a game in itself.
 
Another several thoughts...

1. A series of Chinese Arm adventures... that actually involve the Chinese [OK, Manchurians, but you get my point]
2. A cohesive American Arm campaign, perhaps some Aussie vs. America shenanigans. Just because they're allies doesn't mean that they don't have cross-cutting agendas.
3. A comprehensive anti-terrorist campaign that shadows the Kafer War. 'We're not fighting bugs, we're fighting us!'
4. Adventures that address some of the political tensions... Germany trying to woo Bavarian colonies into the fold, Mexico getting sucked into a Rio Plata War, the Manchurian effort to deal with its warlord problems, etc.
5. The first Russian colony effort
6. A series of sourcebooks dealing multi-nats, terrorist groups, criminal cartels etc.
And basically anything that doesn't deal with the French Empire, direct combat with Kafers, or AmeriCo.

Also, a clear statement as to whether or not Colin Dunn's 2320 is canon or not.
 
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