Astron Sector

dragoner

Mongoose
A sector I have been working on for my "Beyond the Frontier: 1323" campaign. Comments or questions? Feedback welcome. Download link for a zip, rather big at 5.66mb:

http://dragonersdomain.com/forum/download/file.php?id=98

or link to the post in my forum

http://dragonersdomain.com/forum/viewtopic.php?f=31&t=99

8) 
 
A couple of things come to mind with the very-quick scan of your sector.

1) Movement across most areas looks to be around a jump-3 standard. Will your PC's have access to that sort of ship? Or have you modified the rules to make higher jump numbers cheaper to own/operate?

2) Many planets have no spaceport. You have a smattering of A and B starports, with the accompanying higher TL's. But from a growth perspective they seem oddly placed. Systems like Vilian and Herculaneum are surrounded by low-tech worlds (I did not look at the UPP's of all the systems, just going by starport classifications). Have you come up with a background to explain the spread of the worlds? While it's not required to play, I have found it does help to have a bible of sorts to define the background when you generate the area so you can refer back to it. If the area was meant to be a frontier of sorts, how do you explain the locations of the higher tech, higher pop worlds away from the map edges?

3) Where you planning on hanging this off an existing sector somewhere, or is your plan to keep your players more less contained to this map? It's pretty big so in theory you should be able to give them enough adventures that they'd never run out of places to go or things to do. Plus I could see lots of exploration (dungeon crawls in space!) for them to undertake based on your layout.
 
1) Jump across various clusters; J3 is best, but there is a J2 route as well as clusters where J1 works fine. If a large amount of J1 ships want to transfer between clusters, there are J1 carriers. But ships like Mark Lucas' Boudicca Frontier Trader, which is J2/3 with collapsible tanks in it's cargo hold.

2) Yes, I have a definite background, which I will put back together again as I had it in a wiki on Obsidian Portal, which when they changed software it crashed.

Basically, it is 1323, 75 years after the events of 1248, all OTU history (Golden Age, Rebellion, Virus, etc.) remains intact. Most of the worlds were settled by refugees in the 1120's and 1130's on; the big worlds, those with high populations and A or B class starports are the best real estate, big garden type worlds, with only recently people beginning to expand out into the other systems. There are different groups though, minor aliens, Zhodani, Vlazhdumecta, Solomani such as from the Regency of Muirimi, "Scruffians" (Hunter S Thompsen's "Linkhorns"), even a few Vargr and Aslan kicking around. It is a kitchen sink type setting, very frontier, a big mix of populations, and different ideas for adventures, such as in the Ulfberht subsector, where the are both Sword Worlders and a Transhumanist world ala various influences for example. I do have a fair amount of worlds detailed, with various adventure hooks; such as what were the Scouts doing out here on their own before re-contact with the Imperium, have they developed independently, can they still be trusted?

2) It is on the edge of charted space, I have six sectors stated out so far: Fulani, Astron, Theron, Theta Borealis, Chiep Zhez, and Mavuzog:

1323sectorsproposed.jpg


Though none with all the subsectors turned into pdf's like Astron.
 
I have a pbf game going, maybe looking for a player or two, the link is in my sig. Just about anything is open to play except Hivers or K'kree; ie there are even Sword Worlder colonies of Ulfberht and Lagertha.
 
Just stat'd out a favorite Peter Elson picture of mine of a starship, it is Pod Carrier, and adventure class ship, carrying as "pods", 30 ton modular cargo modules (from the Cutter)

http://dragonersdomain.com/forum/viewtopic.php?f=32&t=128


Still have openings in my pbp game there as well. 8)
 
Mr Elson's one of my favourites, excellent pic and a great imagination booster for the PC ship which I also really like. Much more believable to me than the classic 200dT free traders. Modular cargo is the future. (oh wait, it is the current too)

ETA, I'm being a touch harsh on the venerable free trader I just like the idea that a cargo ship of any size is modular.
 
Yes, I agree, esp after living in major ports like Oakland, Ca; funny thing is how many times they would bust people for living in the containers; burning man people created an entire village of them in Berkeley.

The modularity of the design also gives a higher jump number (3) unladen, over laden; somewhat handy as well. The variants with the 10 ton docking clamp I like also, like the shuttle or double module carrier.
 
Still have space open for one or two players, the adventure begins. 8)

file.php


The team has been formed on the colony world of Umsardir, by individuals after a chance meeting with a merc and his companion, another merc working with the Umsardirian Foreign Affairs Bureau. The team's mission is to find a missing science expedition on Dietsidr, a science and research expedition that has disappeared exploring the possibility of an alien colony from hundreds of thousands of years ago, and maybe even descendants of the aliens themselves.

http://dragonersdomain.com/forum/viewtopic.php?p=2612#p2612

Message me here if you register, because I manually approve members to keep the spammers out.
 
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