A Question On Star Maps

enderra

Mongoose
Hey Guys,

I was wondering - what is your favorite type of star map, and why?

Do you stick to Hex based maps?

Freeform 2d?

Semi-3D, that is, a 2d map but all stars have a certain z-dimension added?

Fully 3D à la 2300 AD?

I ask because I can't quite make up my mind. I regard true 3D as unwieldy, and impossible if you run anything but a very "Local" game (a couple dozen ly's maximum, and even that is pushing the amount of data you need to tackle into the impractical). I like the hex maps for their simplicity, but it feels too restrained and artificial. So I think I do want to compromise and just use a good old 2d map of local space, just not tied to a hex grid... but I'd like to hear opinions on the matter!

All feedback appreciated!
 
Hex based maps. That is what is made available in the published material I have and it is also the format for the map site I use, travellermap.com.
 
I like 3D, ala Atlas of the Universe type though, but it isn't very workable, so I just use the hex maps. I used Space Opera's system a long time ago, it was ok, but only in small amounts.
 
I like the 3D of 2300 supplemented by the tube line style. The first to give an idea of where things are, the second to make it easier to know where you want to go.

Push comes to a shove, Traveller's hex grid works and is easy to get on with. (Read, doesn't need any math).
 
I've experimented with each type. The 'unrealistic' 2D hex is simple and gets the job done. I love playing with various 3D maps both Near Star and random creations but they need very meticulous record keeping not always conducive to a game table. There was also the 3G hex someone created that was fun too. Still and all, I'll take a Domain level hex map.
 
Here is one I made for my campaign, the general map is just a setting change tho'.

http://dragonersdomain.com/forum/download/file.php?id=303

Another, to the spinward marches on travellermap: http://travellermap.com/?x=-95.043&y=69.955&scale=115.359375&style=candy
 
Ah, the Traveller 5 Sector map generator site. Great program and most of the information is usable for MgT. There are several map type as well as the eye candy.
 
I use a hex based map, but mine is 10x10 rather than 8x10.

The non-square shape never felt right, so I changed it. I KNOW it was because it fit the page of the LBB better, but they were already squashing a 3-D universe into 2-D, why did they have to make it assymetrical as well?
 
Rikki, I know exactly how you feel! I made 10x10s too plus larger sector types broken into tens and 3D maps that are 10x10x10. A million years counting on our two hands.
 
I like both 2300AD and Traveller for different reason, and like both maps since they fit each games play style.

Lets take 2300AD the map is much more realistic and rather interesting how 3D makes a difference in the distance travelled. There are 2D versions of it that don't really work and just feel out of place. I also like how it forces choke points so there is a need for outpost to link the various colony's together and it gives a very Frontier feel to space.

The basic 2D map used in Traveller while not as accurate is far easier to get out and quickly see where things are and what you have to do to get there. It has a much more Space Opera feel to it making space feel less exotic and more like we belong there. It can have choke points if you limit the TL or how far a ship can jump which is part of what I like about the Iterstellar Wars setting and Clement Sector.

So in the end I really don't prefer one over the other unless it depends on which setting you are talking about.
 
Here is a subsector I just made, typical Traveller, plenty of adventure possibilities but not much to guess about format wise. If I was to start again at the beginning, I might do something different, but now, I'd rather focus on other things, like the worlds. http://dragonersdomain.com/forum/viewtopic.php?f=31&t=202
 
"Lets take 2300AD the map is much more realistic and rather interesting how 3D makes a difference in the distance travelled. There are 2D versions of it that don't really work and just feel out of place. I also like how it forces choke points so there is a need for outpost to link the various colony's together and it gives a very Frontier feel to space."

I mapped out the Near Star Map then applied Traveller jump distances. Earth has few path choices at jump 1 and the jumps at J2 then J3 make interesting patterns and star clusters. Use real stars, including flare stars, and what choices for habitation take on a whole different meaning. Because of the limitation of distance for Jumps in real space, I noted that exploration, expansion and colonization would progress with the time it takes to reach the next Tech Levels; very old settlements near the core when new colonies are set at the edge of the highest jump access. What made that map usable and readable was the small numbers of systems at the limit of Jump 3.
 
Reynard said:
I mapped out the Near Star Map then applied Traveller jump distances. Earth has few path choices at jump 1

The nearest star to us is Proxima Centauri at 4.24 lys. That would require a J2. There are no star systems within reach of Jump 1 from Earth.
 
Earth would have to wait for TL 11. However, the sensible thing is a fuel station halfway to allow J1 access. Hey, you built the engine and Proxima is >THAT< close! Using this method, Barnard's Star would be at 1.8 PC.

First prototype will be a 200 tonner since a 100 tonner rates in at 2J or would the same size drive as we see on the chart be rated at 1J for a TL 9 100 ton?
 
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