IN THE PAST FEW WEEKS, I PLAYED SEVERAL Traveller RPG-related wargames. Invasion: Earth (GDW, 1982) and Squadron Strike: Traveller (Ad Astra Games, 2018) are based on the Third Imperium setting. However, my modern “preferred” setting for my Traveller RPG is The Clement Sector from Independence Games (formerly Gypsy Knights Games) using their modified version of the Cepheus Engine ruleset.
A major reason I like The Clement Sector is that it is in the future, but not so far in the future (like the 56th Century of the Third Imperium) that I cannot relate. Here is how Independence Games describes the core setting:
In 2210, scientists discovered a wormhole allowing travel to the opposite side of the Milky Way galaxy. Once across, exploration teams discovered worlds far more suited to human habitation than those in star systems nearer to Earth. Were they terraformed by some unknown race? Are they just a coincidence in the vast diversity of the universe?
Over the ensuing years humans left Earth and began to colonize these worlds. Nation-backed colonies. Corporate colonies. People who simply no longer felt compelled to remain on Earth. The best and brightest.
In 2331, the unthinkable happened. The wormhole collapsed leaving those in Clement Sector cut off from Earth. Now these new worlds and new civilizations must stand on their own.
The year is 2342. Adventure awaits!
Originally, The Clement Sector focused in ‘the other side’ of the wormhole and the regions that grew up around there. I really like the setting because it has everything one may prefer; a subsector that is very Space Opera, another that is Space Western. I also absolutely enjoy how Independence Games makes their sourcebooks; a combination of wide topics with ‘seeds’ of adventure thrown in. They paint the broad strokes of the setting but leave plenty of space for you, the GM or players, to fill in. In an era when so many folks play IP-derived settings then complain of being ‘constrained’ by canon, The Clement Sector is a refreshing dose of freedom. Which is why I approached a few of the most recent releases with a bit of trepidation.
Earth Sector: A Clement Sector Setting
I actually talked about this sourcebook back in February 2020 and was not so keen on it then. Truth be told it has grown on me in the short time since. Earth Sector: A Clement Sector Setting focuses on the Earth Sector but AFTER the Conduit Collapse. I was concerned about this ‘alternate-future’ look and although there is certainly a good deal of ‘history’ in the product I am very pleased on the post-Collapse focus. Indeed, that is what saves the entire product for me – it is as much more of a look forward into the ‘future’ than a tie to the ‘past.’
A major reason Earth Sector has grown on me is another one of those Traveller games-within-games. As the ad copy for Earth Sector states:
Using the relationship matrix developed in Balancing Act: Interstellar Relations in Clement Sector, Earth Sector contains detailed reports on which nation is doing well, how much they are raking in from their colonies, and upon which nation they may yet declare war.
Long ago, Classic Traveller Adventure 5: Trillion Credit Squadron included rules for determining budgets for a world. The idea was players could design and build fleets and fight with them. Over the years, this world budget concept has often cropped up in the game. Independence Games added their take on the concept with Balancing Act: Interstellar Relations in the Clement Sector:
It also includes a game within a game called “The Balancing Act”. This game will allow you to take on the role of a head of state in Clement Sector and go up against other leaders as you attempt to push your world ahead of your competition. These rules can easily be used in other settings and games where one might wish to become a leader of a world.
What I really like about Balancing Act is that it is not solely focused on the military (although that certainly makes up a large part of the ‘balance’). Although most RPGs are inherently very personal and focused on a individuals in a small group, as a GM I can use Balancing Act to ‘world-build’ the setting.
Subsector Sourcebook: Earth
Complementing Earth Sector is Subsector Sourcebook: Earth. This product looks beyond the Earth and to the whole subsector. Again, the post-Collapse focus is what makes this product; there is enough history to broadly explain how the various locales came to be and how they are dealing with the post-Collapse situation. In addition to all the ‘details’ about the planets, this subsector book also includes the Balancing Act data meaning it is ready-set for GMs and players to start their own world-building adventure game.
Which brings me to the last new product this week…
Tim’s Guide to the Ground Forces of the Hub Subsector
Independence Games already publishes their Wendy’s Guides for space navies in The Clement Sector. Tim’s Guide to the Ground Forces of the Hub Sector takes that same concept an applies it to non-space forces (ground, aerospace, naval) and organizations. Unlike the other products I talked about above, this first Tim’s Guide goes back to ‘other side’ of The Clement Sector and focuses on the Hub Subsector.
Like the Wendy’s Guides before, each planet has their non-space forces laid out. Planetary factors related to The Balancing Act are also included. As I so often say about Independence Games’ products, the depth of detail is just right. For example, one entry may tell you that the planet has a Tank Company equipped with FA-40 tanks, but they don’t tell you the details on that tank. It might be in one of the vehicle guides or, better yet, you can use the Cepheus Engine Vehicle Design System to build your own. [I guess it is just a matter of time until Independence Games publishes their own The Clement Sector-tailored vehicle design system too.]
The other part of this book that I appreciate is the fully detailed “Hub Federation’s Yorck-class Battlecruiser, a seafaring vessel capable of engaging forces both on the oceans and in close orbit.” The Traveller grognard in me wants to take this ship and place in a Harpoon 4 (Admiralty Trilogy Games) naval miniatures wargame scenario and see how it goes.
So there you have it; three new The Clement Sector books for YOUR game. That’s probably the most under appreciated part of Independence Games. Unlike so many other settings, The Clement Sector empowers the players and GM. There is lots of material to chose from, and many adventures to be created.