Balfuset790
Mongoose
Hey all,
I'm contemplating starting to run the Pirates of Drinax campaign for a group, but making a few modifications to the OTU to fit my own vision of how I want things to work.
One of these modifications is using Warp Drive instead of the standard Traveller Jump Drive. I've done the calculation and worked out that this would let the Harrier - using its standard statline - travel 8 parsecs in 4 weeks on a full tank of fuel, as well as having sufficient fuel to operate the ship itself at sub-light for those 4 weeks. This would, of course, have a major impact on Adventure 1 - making Theev more easily accessible from Drinax/Borite right out of the gate. This is something I'm working on making trickier to explain the lack of Naval presence and the need to rescue Krrsh in order to get details - I'm contemplating some sort of stellar anomaly that needs exact up-to-the-minute course data which Krrsh can provide or something similar.
Are there any other implications - assuming all ships use their standard Traveller statlines - that this change would cause that I might be missing? Would it, for example, make piracy more difficult if ships have to stop less frequently to refuel? My theory would be that a ship would have to drop out of warp in each system enroute to pass through the hundred diameter limit of the local star or mainworld to permit time to ambush ships along the trade routes - that and merchants may make stops to trade at planets along the way even if not to refuel.
Does the above work or make sense? Are there other things I need to consider when making these changes? Any insight is welcome!
I'm contemplating starting to run the Pirates of Drinax campaign for a group, but making a few modifications to the OTU to fit my own vision of how I want things to work.
One of these modifications is using Warp Drive instead of the standard Traveller Jump Drive. I've done the calculation and worked out that this would let the Harrier - using its standard statline - travel 8 parsecs in 4 weeks on a full tank of fuel, as well as having sufficient fuel to operate the ship itself at sub-light for those 4 weeks. This would, of course, have a major impact on Adventure 1 - making Theev more easily accessible from Drinax/Borite right out of the gate. This is something I'm working on making trickier to explain the lack of Naval presence and the need to rescue Krrsh in order to get details - I'm contemplating some sort of stellar anomaly that needs exact up-to-the-minute course data which Krrsh can provide or something similar.
Are there any other implications - assuming all ships use their standard Traveller statlines - that this change would cause that I might be missing? Would it, for example, make piracy more difficult if ships have to stop less frequently to refuel? My theory would be that a ship would have to drop out of warp in each system enroute to pass through the hundred diameter limit of the local star or mainworld to permit time to ambush ships along the trade routes - that and merchants may make stops to trade at planets along the way even if not to refuel.
Does the above work or make sense? Are there other things I need to consider when making these changes? Any insight is welcome!