Condottiere
Emperor Mongoose
If you complexify jumpspace, you'll need an experienced astrogator to optimize your utility of it.
Or avoid warp storms.
Or avoid warp storms.
Is this discussion from a GM point of view?
What do players want?
Do players want task chains and having to roll every time they want to go from A to B in a system? Or would they be happy hand waving it?
How often does a non standard jump occur during a game such that an astrogation roll is really needed?
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?
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.
But for more dramatic situations, what if you only have a small amount of fuel, or life support, because of battle damage and you have a long trip ahead of you? What if you want to intercept a ship which has gone ballistic, but which you can no longer detect, based on its last known position and vector? What if you want to emerge from jump space in close formation with your pirate buddies to ambush a trader on a known route, rather than ending up scattered all over the solar system? These are all astrogation roles.
How do you make the Astrogation skill useful in a sci fi rpg like Traveller?Have you tried asking ChatGTP how to make the Astrogation skill useful in a sci fi rpg like Traveller?
How long is a piece of string? How much efficiency could be improved by skill is greater the more complex the problem. I think Gier is right, in that there would be some effect, but not huge with Traveller type starships; they have so much delta-V that it is unlikely to be critically important.Say I'm off a station around an Orbit 4 planet and can no longer use the refueling station I expect, so I need to get to the gas giant in orbit 7. How much faster can I cover that distance with a good astrogation roll? What is the astrogator doing in the fiction that makes the path better? Does the Pilot and/or Engineer have any role in this or is it all on the astrogator?
Shucks! Those are some good answersHow do you make the Astrogation skill useful in a sci fi rpg like Traveller?
Astrogation, in the context of a sci-fi RPG like Traveller, can be a highly useful and intriguing skill. Astrogation typically involves navigation through space, calculating optimal routes, and plotting courses for interstellar travel. Here are several ways to make the Astrogation skill useful and engaging in your game:
By integrating Astrogation skill in these ways, you can elevate the importance of space navigation in your sci-fi RPG and offer players a meaningful and immersive experience as they traverse the stars.
- Route Planning: Astrogation can be crucial for finding the shortest, safest, or most fuel-efficient routes between star systems. This skill can help the crew avoid hazardous regions, navigate through asteroid fields, and find hidden shortcuts.
- Exploration: In a universe with uncharted or newly discovered star systems, Astrogation becomes vital for plotting courses to unexplored regions. Characters with high Astrogation skills might uncover new trade routes, resource-rich planets, or mysterious phenomena.
- Plot Hooks: Astrogation can lead to various plot hooks. Characters might uncover ancient starmaps, decipher cryptic navigation codes, or stumble upon hidden jump points that only skilled astrogators can navigate through.
- Encounters: Astrogation can impact the frequency and types of encounters during travel. Characters with better Astrogation skills could avoid hostile or dangerous regions, or perhaps even intentionally navigate through them to evade pursuit.
- Risk Management: Astrogation can involve assessing potential risks during jumps, like gravitational anomalies, navigation hazards, or unexpected celestial phenomena. The skill could allow characters to mitigate or anticipate these risks.
- Trade and Commerce: Skilled astrogators can identify profitable trade routes and schedule travel to coincide with market trends. This can lead to better trade deals and greater profits for the crew.
- Emergency Jumps: When pursued by enemies or facing imminent danger, characters might need to make quick and accurate Astrogation rolls to make emergency jumps to escape.
- Navigation Devices: Astrogation could involve the operation and calibration of advanced navigation computers, allowing characters to influence the accuracy of jumps and navigate more efficiently.
- Ancient Artifacts: The universe in a sci-fi RPG often contains ancient artifacts, devices, or gateways that require astrogation skills to activate, decode, or unlock. Characters with the skill might have a unique edge in exploring these mysteries.
- Hijinks and Mishaps: Failed Astrogation rolls might result in misjumps, leading the crew to unexpected and potentially dangerous destinations. This can create opportunities for exciting adventures and unexpected challenges.
yeah, except number 6, where I don't think it should apply at all. Won't be long before AI has replaced referees. And players not long after.Shucks! Those are some good answers
I may not know how difficult palming an Ace is, but I know that it is possible and what the range reasonable outcomes are. So I can make something up to suit the story. I don't believe that this is true for most players with regards to the Astrogation skill. So, either the game needs to do what most fiction does, which is elide the astrogation bits, or actually provide guidance on what is reasonable in the context of this game. Which is the preferable solution, imho.How long is a piece of string? How much efficiency could be improved by skill is greater the more complex the problem. I think Gier is right, in that there would be some effect, but not huge with Traveller type starships; they have so much delta-V that it is unlikely to be critically important.
The variety of situations that could arise is so great that really it has to be up to the referee to just decide. Some examples could help - i.e. what is a more complex situation, what is less - but unless you really want to go into the math of it (which is what the astrogator is doing), it is mostly the referee just guesstimating in the end. This is not so different that other skills. How much Deception is needed to palm that Ace in the casino?
Astrogation Check Effect | Impact on Time in Jump | Accuracy upon Arrival |
---|---|---|
6 | -20% (reduced by 24 hours) | Pinpoint: Appears exactly at desired coordinates. |
5 | -15% (reduced by 18 hours) | Near Pinpoint: Appears within 1D x Light Minute from target. |
4 | -10% (reduced by 12 hours) | Close: Appears within 2D x Light Minutes from target. |
3 | -5% (reduced by 6 hours) | Fairly Close: Appears within 3D x Light Minutes from target. |
2 | Standard Time | Moderate: Appears within 4D x Light Minutes from target. |
1 | Standard Time | Off Target: Appears within 5D x Light Minutes from target. |
0 | Standard Time | General: Appears within 6D x 10 Light Minutes (up to 107,925,285 kilometres) from target. |
What if the player (or character) chose how to split the effect across the Time in Jump and Accuracy upon Arrival results? It would give the player a little more input and a chance to strategize over how a particular success would manifest.I like the idea of adjusting the time and distance.
Here is a quick table of advantages for improved Astrogation plots...
I like that.What if the player (or character) chose how to split the effect across the Time in Jump and Accuracy upon Arrival results? It would give the player a little more input and a chance to strategize over how a particular success would manifest.