Deepnight Revelation - GMs Thread

Discuss the Traveller RPG and its many settings
Tea Rex
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Re: Deepnight Revelation - GMs Thread

Postby Tea Rex » Tue Aug 24, 2021 8:15 pm

Geir wrote:
Sun Aug 22, 2021 6:03 pm

(And thanks for agreeing that j-2 scouts are not so useful at keeping up). One big problem I had is the whole narrative requires quick jumps to keep up the pace, and the fuel refineries need a week to process enough fuel for the next J-4, meaning a minimum of two weeks separation between jumps.

From a campaign perspective, I guess if you want to give the ship (or small craft) redesigns, that's a choice (one I would pick, but that's just my curmudgeon ship design mode), but the question is: whose choice?
I have always wondered why no one has installed collectors in the ships. This would free up so much space, that a lot of other options would become available, e.g. a J-4 jump drive for the scout (perhaps even J-6?). It would change the campaign, but given a journey into the unknown and through a lot of empty space, the installation of this technology seems almost a necessity to me.
The narrative of the DNR campaign is that money is tight and they had to take what ship was available. Constructing a ship from scratch would be too expensive and would take too much time. That is absolutely understandable, but shouldn't a mission as important as DNR start with the all possible options increasing the chances of success?

I agree that the Travellers should have a say in the design of the ship.
Kranth-Technoshaman
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Re: Deepnight Revelation - GMs Thread

Postby Kranth-Technoshaman » Tue Aug 31, 2021 8:46 am

I'm at work and don't have access to my notes, but I redesigned the DNR to have :

400T construction deck, allowing you to build 200T of jump capable ship at a time.
one of every construction facility (technically from the starport section of HG, but hey treat it as a dedicated workshop).
a dedicated agricultural biodome/park sufficient for the entire crew.
a stables holding small meat animals, party chose chickens for the eggs.

We also retrofitted a collector into the ship as a backup.

to get the space, dump a few extra scouts, remove the unnecessary pod-bridges or reduce them to smaller emergency ones, hell you can chop out a bay or two if needed.


You're on a 20 year mission. While a backup jump drive wasn't on the cards, if I'd been able to get one it would have saved us a bunch of times.
Refit a bunch of the gigs and pinnaces, mining is more use than exploration considering the insane sensor tech on the main ship.
Condottiere
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Re: Deepnight Revelation - GMs Thread

Postby Condottiere » Tue Aug 31, 2021 1:04 pm

The Annic Nova had a backup jump drive (system).
Varulv
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Re: Deepnight Revelation - GMs Thread

Postby Varulv » Tue Aug 31, 2021 7:48 pm

We are about to start DN Legacy and what I’m missing in the module are a couple of maps, especially a map of the valley shoving the location of the Candling Station, the carvings camp, the observatory, and the weather centre. Has anybody made such a map and would like to share it?

A map over the planet and the observatory would also be nice.
Tea Rex
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Re: Deepnight Revelation - GMs Thread

Postby Tea Rex » Tue Aug 31, 2021 9:01 pm

Condottiere wrote:
Tue Aug 31, 2021 1:04 pm
The Annic Nova had a backup jump drive (system).
Our ship has a jump-1 backup drive.

I confess that we did not use the DNR ship at all in our campaign. My players wanted to play a Star Trek like adventure and did a design for a suited long distance exploration ship. When the DNR campaign appeared on the horizon, I decided to use this campaign as the launching pad for this enterprise. I just integrated all campaign related equipment into the ship my players had designed. This might also be an option for other groups in case the players like ship design. Of course, some changes in the campaign might then become necessary.
Tea Rex
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Re: Deepnight Revelation - GMs Thread

Postby Tea Rex » Tue Aug 31, 2021 9:28 pm

Varulv wrote:
Tue Aug 31, 2021 7:48 pm
We are about to start DN Legacy and what I’m missing in the module are a couple of maps, especially a map of the valley shoving the location of the Candling Station, the carvings camp, the observatory, and the weather centre. Has anybody made such a map and would like to share it?

A map over the planet and the observatory would also be nice.
Yes, a map would have been helpful. Unfortunately, my artistic talents are a little lacking, so no map from me. :(
Fortunately, there are not so many relevant locations and most of them are close to each other, so that it will work out without a map.
Condottiere
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Re: Deepnight Revelation - GMs Thread

Postby Condottiere » Tue Aug 31, 2021 9:33 pm

If I had to plan out a really deep space mission, and time isn't an issue, I'd pattern it on dog sledding.

Probably why the Vargr managed to get as far as they did.
Tea Rex
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Re: Deepnight Revelation - GMs Thread

Postby Tea Rex » Fri Sep 03, 2021 5:11 pm

Condottiere wrote:
Tue Aug 31, 2021 9:33 pm
If I had to plan out a really deep space mission, and time isn't an issue, I'd pattern it on dog sledding.
This is an ...interesting and... unconventional ... approach. :D
There is only one problem: What will you do to pass the aeons as your dogs drag your sled along the milky way? Playing a long RPG campaign comes to my mind...
Condottiere wrote:
Tue Aug 31, 2021 9:33 pm
Probably why the Vargr managed to get as far as they did.
:D
I don't know if they would take that as a compliment.
Geir
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Re: Deepnight Revelation - GMs Thread

Postby Geir » Fri Sep 03, 2021 7:36 pm

If like Amundsen's south pole expedition, most of the dogs got eaten, I'm not sure they'd take it as a complement.
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Re: Deepnight Revelation - GMs Thread

Postby Condottiere » Fri Sep 03, 2021 9:39 pm

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