The premise of the Traveller: Out of the Box series is that the original Traveller rules were a framework to allow a Referee to create his or her own settings to share with friends. Here’s an example of this in action:
From the blog Dragon’s Breakfast Chris S. has posted information Symera, a Classic Traveller subsector.
There is more information on the post. But here is a sample:
The “Edge of Night” sector includes over 400 star systems and marks the furthest spinward expansion of humanity from The Earth Before. The name refers to “The Night”; a vast of rift of dust and gas, devoid of star systems, and much too wide to cross with existing jump technology. No one knows what lies beyond “The Night”; likewise, many of the sectors’ inhabited systems are largely unknown to those in more civilized space.
The Symera subsector sits near the centre of the sector. Its 32 systems exhibit a technological and population pattern typical of those regions of space devastated by the Nanite Epidemic. The high tech planets tend to be depopulated and struggle to maintain existing technology levels, while lower technology worlds have higher populations, as they were either unaffected by the epidemic and/or absorbed a great number of refugees fleeing it’s devastation. Even 400 years later, this pattern is evident. Although, as always, some individual systems are the exceptions that prove the rule.
Politically, the subsector is roughly divided between a mix of independent systems and the allied worlds of the Triple Concordance (which lies completely within the subsector). In addition, polities from outside the subsector intrude to trailing (Hegemony of Aeo), while to spinward in the Xiaochen subsector are the worlds of the Technocratic Union.
Hegemony of Aeo
“The Hemegeny has no need for fanaticism; cold practicality and logic will guide us to our destiny.”
— Special Inquisitor Sivara Tizen
In the aftermath of the Fourth Interstellar war, several new and radical polities arose among the shattered remnants of the old republics. Spinward of the old core of civilized space, the theocratic and militaristic Hegemony of Aeo became the dominant state. In the century since the rule of “The One” began, the Hegemony has gradually but relentlessly expanded outward, swallowing independent systems and pocket empires alike. The Hegmony first appeared in the Symera subsector 30 years ago, absorbing several independent planets on the trailing border of the subsector. Though not actively expansionistic in the subsector at the moment, it continues to push its influence and policies when prudent.
The Triple Concordance
“From many comes one; though the one must never forget who comes first.”
— Chief Executive Administrator Galvin of Antigone
Faced with the threat of the Hegemony of Aeo to the trailing and the Technocratic Union systems to the spinward, several of the previously independent worlds at the core of the Symera subsector grudgingly accepted cooperation over capitulation. The three most advanced systems (Rastafar , Tortuga  and Antigone ) initially joined in an alliance, and then dragged in the adjacent lower tech and less powerful systems to provide resources and buffer zones against the threats surrounding them. The three founding worlds rule as the Tri-Council, while the other ten systems sit on a General Council which can provide advice and feedback, but has little say in decision making. The Concordance has held up well when there is a clear and immediate threat, but in less hazardous times, relations are shaky and worlds act more in their independent self interest.
“Those who rule their technology need not fear it, but may rule by it.”
— Councillor Gaius Ralu
A very loosely confederated group of high technology worlds, the Technocratic Union uses its technological advantages to gain influence over less advanced systems. It is surrounded by a loose network of client systems which gain advantages in high technology and trade from the Union. In the Symera subsector, both Vordenhaven (0104) and Symera (0205) have close ties with the Union.
Notice that three major political players are all in one subsector. Remember that in 1977 edition of Traveller Book 3 the game assumed that one subsector would be enough to keep a game going for months, if not years. (The term “sector” does not appear at all in the 1977 rules.)
Is this true? Well, looking at the power struggle sketched in just a few paragraphs it seems to me that countless schemes and conflicts are already in motion–plenty of grist for any RPG session. The first few sessions, if not months of play, could take place on one to three worlds depending on what the Player Characters focus on.
Moreover, look at the clever conceit Chris has concocted for the subsector: The Nanite Epidemic. As the text says, “The high tech planets tend to be depopulated and struggle to maintain existing technology levels, while lower technology worlds have higher populations.” This offers unexpected situations, needs, and conflicts in the Symera subsector. He has a central conceit tied to a past that could possibly be a threat in the future. (I honestly don’t know.) But it feels like something science-fiction-y is going on here.
As the high tech worlds struggle to regain power they possessed pre-Epidemic, it seems to me there will be deep motives for lots of conflict and adventure. Even in one subsector with 32 worlds there is going to be plenty for the Player Characters to do!