It isn't like piloting an F-16 in the skies over some warzone. The dogfighting rules for space combat take Traveller into the realm of fantasy.Piloting is an active, potentially continuous, skill.
That will be fun. Checking the records for wobbles to indicate how many planets orbit; getting the range to the star through parallax (you know those extended array things? That's what they do); checking the system over time, multiple readings, to work out the planets' orbital periods, and whether or not there are eccentric worlds. Finally, probably picking the gas giant (the biggest planet) as the destination, plotting the course, and off you go.In my game, the computer operator (me) and the astrogator are about to try to write a program to match an unlabeled star chart against the IISS maps.
We tried the clever way and it didn't work, so now I'm hoping brute force and enough CPU time will do the trick.Or you can just roll Astrogation and hope for an Effect of +3 or greater.
We have got this.We tried the clever way and it didn't work, so now I'm hoping brute force and enough CPU time will do the trick.
Not official adventures, but I have them for various reasons. The major ones have been when trying to approach a planet without being seen, the crew had to use astrogation to plot a course that would have minimum time with them "visible" to the planet. ie using moons and other bodies to hide their passage. The other one is to check where they exited jump space. I have an Ancients construct that forcibly ejected them into jump space. Eventually the emerged at the edge of the great rift. Appart from their initial view of no stars, they had to use astrogation to find pulsars and triangulate their location. I also made them use it when using a gas giant to try and ambush a pirate they were chasing. They made an excellent roll and I allowed them to come out of the clouds and static close behind their target. A bad roll would have placed them directly in front of their foe and loose their advantage.So... does anyone know of any Traveller adventures that have an Astrogation test in them that isn't helping the Engineer with the jump test?
I know that Theories of Everything does a slingshot, but I think they made that a Pilot test, not an Astrogation test.
I prefer the term cinematic cartoon physics...It isn't like piloting an F-16 in the skies over some warzone. The dogfighting rules for space combat take Traveller into the realm of fantasy.
hey, stop revealing my sekret agendaI prefer the term cinematic cartoon physics...
More constructively I would like to see much more use of the Astrogation skill in several areas of ship operation - isn't there a Starship Operator's Guide in the works
Having the Astrogator role be required, but always rolled into someone else with an actual interesting job is unsatisfactory.
All Broker skill seems to do is put a DM onto trading rolls, but one of the players in my game really, really gets off on being the ship's broker.
Ok, I swear that I posted that response yesterday.That is the point I was trying to make. The game is set in the far-future, but we are writing it in “the now”.
In the late 1900’s, I had to learn to avigate using either a complicated, low-tech network of navigational aids (literally bending radials from UHF radios) or through dead-reckoning (plotting location via time-distance-heading, adjusted for drift). This century, most folks only understand navigation using a computer-derived plot from GPS data. The good-old-days are forgotten (no one even uses printed maps anymore)
For Traveller, we now have the same issue. In civilized areas, there is likely a space traffic control system
OK, this is fair enough. In my mind it is crystal clear what the Astrogator does and it is both important and interesting. But I can see how it might not be so obvious to people who get most of their space knowledge from smattering of random scifi movies and TV shows. There is Traveller material out there that puts more meat on the bones in terms of how space travel and jumping really works in Traveller, but it is not all canon, isn't always written to be that accessible to people who aren't scientistists or hard scifi geeks, and doesn't always provide clear mechanical guidance for Mongoose. Maybe some clearer rules guidance on starship operations, including details on the different roles, position qualifications, licensing and educational backgrounds, manning rules and implications of undermanning, professional societies, unions and guilds, regulatory authorities, watch standing, characteristics of jumps space, and so on would be interesting, and provide possible sources of drama . Does a Scout really require 3 crew, or how does it get by with 1? How does combining roles work? Will safety regulators "delicense" you to carry passengers when your pilot is also doing astrogation "on the side"? Probably some of this stuff is in Mongoose publications already, but the core descriptions do require embellishment to breath life into them.My point about there being no mechanics is twofold
1) Astrogation is not a skill most players have any personal framework for. It is not a skill that gets featured in media or do most people have any idea what you might do with the ability to navigate better. Player is a space pilot, lots of examples of that role out there. Same with Engineer. Examples of things that you can do with Astrogation during play besides making a help test for the Engineer would be useful.
2) Several of the examples in this thread are interesting, but how that actually works is not clear. Matt, for instance, suggests that Astrogation would help you win a space race. How much faster can you get to Jupiter from Earth if you make an Astrogation success with 2 Effect? 1% faster? 10% faster? What's a good way to determine the "terrain" on your Earth to Jupiter race to deliver medical supplies that you are navigating around/taking advantage of? Is the astrogator the one who determines if a slingshot is successful? Or is it like jumping, where the astrogator is a help test for the person making the main role (such as the pilot in this case).
It is easy to make a skill important. It is harder to make it interesting. This is a game and how it works is a decision about what's fun. If we want humans doing the space navigation, that's cool. But it needs support for players actually going "Right, I'm the astrogator. I can't wait to this cool stuff!".
This game isn't only for people with a deep knowledge of how space works. And the space opera media largely treats astrogation as a thing pilots or computers do. Star Wars and Firefly don't have navigators "on screen". Star Trek, the navigator is the Bridge crew's red shirt until Chekov and they pretty quickly moved him to weapons officer. Next Generation didn't even pretend to have a navigation officer. Reading the rules on Astrogation in the game doesn't give any examples either.
In addition to guidance and examples of realspace uses for Astrogation, making jump more interesting would help. Crew wants to go explore this adventure site around a brown dwarf in a nebula. That's gonna be a pretty difficult test. Are there things the crew, the astrogator in particular, can do to break it down into more manageable steps? Is there interesting narration to go with making the test? Something other than "I do some math and send it to the engineer?"
"Save or die" to get to the adventure is certainly important. I don't know that its fun. That isn't all that Astrogation can or should be, but that's basically all that you'll get from reading the rules. And we can't rely on media or real world experience to flesh it out in this case.
you assume that all goes well in normal operations if you have an an actual astrogator; if you have a JOT - 1 sort of winging it then yes, maybe you start making roles to make sure normal operations don't get messed up. And I would certainly let a hotshot astrogator player save a little bit of fuel if they want to make roles to do that, but would ignore it otherwise.I read somewhere that we only roll when failing the roll means something interesting happens. What do you do if a player fails the astrogation roll? Do you add on an hour or a day to their trip? Is that going to make a difference to the story? If they fail and you call a miss-jump, do you follow through on it and how do the players feel about that?