Search found 242 matches

by Galadrion
Tue Sep 07, 2021 4:18 am
Forum: Traveller
Topic: Security Systems, Crime Prevention, and Traveller
Replies: 23
Views: 1070

Re: Security Systems, Crime Prevention, and Traveller

Criminal methods and countermeasures up to (early) TL8 are fairly well documented by history, and so can be implemented easily by the individual game master. For the most part, late TL8 through about TL10 are going to be mostly along the lines of obvious developments from current trends: more effect...
by Galadrion
Tue Aug 31, 2021 8:52 am
Forum: Traveller
Topic: Non-Occupation-Based Careers?
Replies: 3
Views: 548

Re: Non-Occupation-Based Careers?

Hm. I think most of these can already be considered covered by current careers, with a little bit of definition stretching. Protestor (particularly today's action-based travelling political activists) would be either drifters or agents (depending on whether they are person-in-the-streets cannon fodd...
by Galadrion
Tue Aug 24, 2021 11:27 pm
Forum: Traveller
Topic: Stealth and fusion plant exhaust
Replies: 18
Views: 1868

Re: Stealth and fusion plant exhaust

Looping it would make it perpetual motion. And? Reactionless thrusters already violate Newton's Laws... and imply at least one way to create perpetual motion. Looping the helium byproduct back into the system is actually a bit less of a problem, being somewhat akin to turbo- and super-chargers on a...
by Galadrion
Tue Jun 15, 2021 10:04 pm
Forum: Traveller
Topic: Robotic ships
Replies: 83
Views: 22445

Re: Robotic ships

Yeah, I'm strongly wanting my drone freighters, so this DM -8 rule is going to get house-ruled out, I'm afraid. Of course, computer programs don't show much initiative, so a droneship is going to be heavily dependent on preplanning and support, and vulnerable to all sort of mischief and shenanigans ...
by Galadrion
Mon May 31, 2021 12:08 pm
Forum: Traveller
Topic: Anyone used The Great Rift as basis of campaign?
Replies: 5
Views: 1874

Re: Anyone used The Great Rift as basis of campaign?

Well, if your players wind up with an exploration/trading focus, I imagine that the Islands would be a good bounded play area. There's actually plenty of systems which are (reasonably) accessible for missions of one sort or another, while the surrounding emptiness will keep them from running off eas...
by Galadrion
Wed May 26, 2021 12:12 am
Forum: Traveller
Topic: Do You Recognize This Character Sheet?
Replies: 5
Views: 2165

Re: Do You Recognize This Character Sheet?

I think it's from a Mongoose product, somewhere in the first edition lineup. It looks very familiar, but I can't bring to mind a specific product. Sorry I can't be of more assistance.
by Galadrion
Sun May 16, 2021 12:56 am
Forum: Traveller
Topic: weapons physical simulation
Replies: 5
Views: 3294

Re: weapons physical simulation

I've always considered the TNE version of FFS to be the closest version of Traveller to a simulation system. T4 had the potential to take that place, but was so buggy and error-ridden that it failed rather miserably. GURPS and T5 are better designed from a game playability standpoint (at least, the ...
by Galadrion
Sun May 02, 2021 8:28 pm
Forum: Traveller
Topic: Minimum ship size for Bay weapons?
Replies: 15
Views: 5600

Re: Minimum ship size for Bay weapons?

Note that I didn't actually mention a maneuver drive in there? This could easily be an emplacement, rather than an actual boat . Risky, since you can easily kill it from stand-off range, just by throwing rocks at it. Well, that might be influenced by the weapon choice. Particle accelerator bays are...
by Galadrion
Sun May 02, 2021 7:20 am
Forum: Traveller
Topic: Minimum ship size for Bay weapons?
Replies: 15
Views: 5600

Re: Minimum ship size for Bay weapons?

I rather like the idea of allowing pretty much anything that the hull size will allow along these lines, because that opens up some interesting options for things like defensive installations. A minimum size hull with an outsized weapon, power plant to run it and the necessary electronics/computers,...
by Galadrion
Fri Feb 19, 2021 12:12 am
Forum: Traveller
Topic: Trade codes for non main worlds
Replies: 15
Views: 2352

Re: Trade codes for non main worlds

If it was my campaign, I'd rule that the mainworld classifications are the ones which pertain so far as interstellar commerce is concerned - secondary worlds simply don't have the trade volume to significantly impact interstellar trade. Mostly, secondary world will be trading with (and thus, through...
by Galadrion
Tue Jan 19, 2021 7:45 am
Forum: Traveller
Topic: Spaceship Interior Walls
Replies: 15
Views: 7464

Re: Spaceship Interior Walls

Probably similar to groundside interior walls/doors, except for bulkheads. Maybe a little lighter-weight than groundside houses - more like apartment or other rental-property buildings (which is what these are, essentially). That's pretty much the way ships (wet ships, that is) are constructed these...
by Galadrion
Thu Jan 14, 2021 12:35 am
Forum: Traveller
Topic: Jumping away from gas giants
Replies: 31
Views: 14000

Re: Jumping away from gas giants

Why would there be special rules for them? Nope, just like other planets, stars, and pretty much everything else, a ship needs to get outside the 100-diameter limit in order to be able to jump without complications.
by Galadrion
Sun Dec 27, 2020 4:31 am
Forum: Traveller
Topic: Aliens of Charted Space Vol. 1 - It Is Here!
Replies: 30
Views: 15769

Re: Aliens of Charted Space Vol. 1 - It Is Here!

Well, I finally got a chance to start a first-pass read, and this kinda jumped out at me. On page 44 (Aslan section, Mustering Out, Other Benefits, in the entry for Clan Shares), under Corporation the text says "The Traveller owns an operating corporation. It has MCr500000 in assets per Clan Share s...
by Galadrion
Mon Sep 21, 2020 4:33 am
Forum: Traveller
Topic: Higher tech items on a lower tech world
Replies: 23
Views: 15605

Re: Higher tech items on a lower tech world

The limitation is going to be logistics - it's easy to buy the initial outfitting; the harder part is keeping the toys in supplies. Or to bring out the sharpest issue: buying the high-tech guns isn't too difficult or expensive, but keeping those guns fed with ammunition is going to be a problem if a...
by Galadrion
Tue Jun 30, 2020 4:47 pm
Forum: Traveller
Topic: maneuver drives no fuel?
Replies: 30
Views: 6470

Re: maneuver drives no fuel?

Simplest answer: FROM THE POWER PLANT! One of the standing tropes in Traveller from the very beginning is that maneuver drives directly convert power (the output from the power plant) to acceleration, as a reactionless thruster.
by Galadrion
Sun Feb 23, 2020 5:26 am
Forum: Traveller
Topic: What would you like to see?
Replies: 47
Views: 18412

Re: What would you like to see?

Let's see... an updated Merchant Prince , maybe expanded enough to be a full-sized hardback - I don't know if anyone wants to tackle a boxed set on this. Perhaps politics, covering not only the Third Imperium but also the Zhodani, the Solomani, and possibly the Hivers. This one could easily grow int...
by Galadrion
Wed Feb 19, 2020 7:37 am
Forum: Traveller
Topic: Any Updates on Belt Mining? I Have Many Questions
Replies: 16
Views: 8943

Re: Any Updates on Belt Mining? I Have Many Questions

Okay, first of all, I wouldn't worry too much about planetoids - you can essentially regard them as "larger than the players are ever going to bother mining for themselves". (To figure the volume of a planetoid - or any other sphere - you take the radius in meters (100 m for the smallest possible pl...
by Galadrion
Tue Feb 18, 2020 8:59 pm
Forum: Traveller
Topic: Any Updates on Belt Mining? I Have Many Questions
Replies: 16
Views: 8943

Re: Any Updates on Belt Mining? I Have Many Questions

Fig. 3 Roll 2D6 2= Exotics 3= 2D Precious Metals 4= 2Dx20 Common Ore 5= 2Dx50 Common Ore 6= 2Dx10 Uncommon Ore 7= 2Dx20 Uncommon Ore 8= 2Dx10 Crystals 9= 2Dx20 Crystals 10= 2Dx5 Dense Metals 11= 2Dx10 Dense Metals 12= 1D Radioactives Just a quick correction here, based on probability distributions:...
by Galadrion
Sun Feb 09, 2020 8:06 pm
Forum: Traveller
Topic: Demographics of the Spinward Frontier: Building Sectors
Replies: 7
Views: 4470

Re: Demographics of the Spinward Frontier: Building Sectors

*Nods* I can remember wanting to build this sort of development process based on the T4 Pocket Empires supplement/subgame. It turned into a bit too big of a job for me at the time, though, at least partially because of the notorious editing problems which plagued that entire product line - between g...
by Galadrion
Sun Feb 09, 2020 5:24 am
Forum: Traveller
Topic: Demographics of the Spinward Frontier: Building Sectors
Replies: 7
Views: 4470

Re: Demographics of the Spinward Frontier: Building Sectors

Impressive work. I can see some real potential with this approach, particularly if you can at least partially automate the process - it would allow you to rapidly create some large sandbox regions which would be at least reasonably internally consistent, which has historically been somewhat of a pro...