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Hub Federation

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Average Rating:4.4 / 5
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Hub Federation
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Hub Federation
Publisher: Independence Games
by Megan R. [Featured Reviewer]
Date Added: 11/24/2014 08:20:03

Placed firmly in Gypsy Knights Games's alternate Traveller universe, this book presents a discrete political unit that can be used as a basis and location for a range of adventures or even a whole campaign. It also provides a groundwork for using other Gypsy Knights Games books within the alternate setting, tying everything together neatly.

It begins by presenting the history of the Hub Federation, right back to pre-colonisation days when humans were exploring their own solar system and not much else. Then came the discovery of a starship drive based on quantum entanglement, the Zimm Drive, that could take a ship further and faster than hitherto imagined, roughly a parsec in a week. Moving out to the stars, a wormhole was discovered which led somewhere on the far side of the galaxy, opening near to an inhabitable solar system that was soon named The Hub as it was used as a base for exploring what lay beyond.

The next hundred years or so saw great expansion with many colonies being established. Some were independent, others beholden to whichever Earth government sponsored them. All manner of groups sponsored colonies, religious or philosophical groups seeking somewhere they could live out their ideas without interference, companies seeking to exploit natural resources and more soon scattered out from Hub across what in time became known as the Clement Sector. Trade flourished between the worlds, as well as back 'home' through the wormhole... until one day it just collapsed!

Nobody has yet discovered why the wormhole collapsed, but in the aftermath the President of Hub, one Fyodor Hauser, contacted the leaders of other worlds proposing an alliance to replace the former model of being governed from Earth. He also contacted the Admirals of various navies stationed nearby, some of them agreed to join but others did not. Likewise many worlds decided they'd be better off on their own, but several of the closest worlds joined the alliance. This was about ten years ago, and the year is now 2342.

If you do not want to use the alternate universe as is, you can abstract as much as you wish if you want to use these worlds, perhaps as a pocket empire somewhere on the fringes of known space.

Next we take a look at how the Hub Federation is governed. There is a small Senate, with each constituent world represented by a single Senator. Interestingly, it is completely left to each world to decide how that Senator is chosen. Then there is a President, whose role is as chief executive and commander-in-chief. The Senate is responsible for making laws, the President puts them into effect. The President is elected by the Senators from amongst their number with a term of office of ten years. The world for which he was a Senator must then find another to replace him.

The Federation governs at the highest level: common defense of the member worlds, a common currency, combatting interstellar crime, provision of a navy and the coordination of ground forces and diplomatic relations with other worlds. Everything else is left to individual worlds to deal with. The Hub military forces consist of the navy and marines, other worlds may have their own ground forces and limited naval ones - their ships may not be equipped with Zimm Drives and are limited to system defence roles.

On to wider matters, next comes a sub-sector map of the Hub sub-sector and UWPs of all its worlds, followed by greater detail of each of the member systems of the Hub Federation. (See the Hub Sub-sector Sourcebook for the other worlds.) Each comes with an astronomical overview of the system followed by more details of the inhabited world - its geography, atmosphere, government, laws, culture, etc. All the things the well-informed visitor might want to know. Although the governmental system is covered in each case, there's one omission: how they pick their Senator to represent them in the Hub Federation, however in most cases it can be deduced from the way in which the world itself is governed.

This makes a neat Pocket Empire, or the core of the known colonies if you are using the alternate setting. Ideas for adventures spawn quite readily as you read, and some specific suggestions are made as well. The work ends with an overview of technogical changes between regular Traveller and this alternate setting, mostly dealing with the ramifications of the Zimm Drive. Overall, a fascinating concept and well worth a look.



Rating:
[5 of 5 Stars!]
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Hub Federation
Publisher: Independence Games
by Gerald M. [Verified Purchaser]
Date Added: 07/03/2012 18:56:10

I just have too say this was amazing. I have not played your setting but just reading this setting can fire up all kinds of potential scenarios. You take Traveller to a new meaning and it is really nice to see these great alternatives to the OTU.



Rating:
[5 of 5 Stars!]
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Hub Federation
Publisher: Independence Games
by Mysterious B. [Verified Purchaser]
Date Added: 04/17/2012 07:51:46

At last, Gypsy Knight Games has revealed their setting to the public. And, the suggestions that have been planted along the way now make sense. This rather small offering is meant to act as the matrix to view their Quick World series and purely optional which is its strengths. There is no attempt to foster the Hub Federation onto players and referees but rather it is a tool for understanding this campaign better. Its history is plausible and fits well with the Quick Worlds. The drawback of this book/campaign is that the worlds are rather underpowered compared to the extent of power projection needed to hold an Empire or Federation together. The art and text would suggest a much more higher powered Federation than TL A,B. But, that is a quibble more than a complaint. It resembles the OTU in many ways, so much, so that it could serve a parallel to a modified OTU (ie no Vilani at Bernard's Star - rather have them further Coreward and a 2300AD setting dominate until some time into the future). Thus, I can see, if one wants to leave the OTU, this product allows you do so. However, it has much softer edges than Outer Veil so not compatible with that fine product and yet is not as soft as Terra-Sol. So, if Referees and Players are longing for a lower powered Traveller Universe - this represents an excellent compromise.



Rating:
[4 of 5 Stars!]
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