Wizard
Banded Mongoose
One thing that has always bugged me is that real space is 3D, but in Traveller the star maps are 2D. After much pondering a thought popped in "What if Jump Space is flat?". Basically when entering Jump Space the actual distances between stars is not as it would be in normal space, they are related, but morphed by a Jump Space phenomenon into a flat 2D model where distances between stars are more of a threshold kind of thing rather than real distance. This sort of gels well with me with the concept that time in Jump Space is independent of distance travelled.
Shortly after coming up with this thought, I searched the internet and found the following article: http://www.freelancetraveller.com/features/culture/reference/jump.html
The article also explains why distance on a Jump Space map is referred to as parsecs, excerpt follows:
The fact that a "jump distance" is generally called a "parsec" is a matter of history: Two jump distances equal about 2 parsecs (6.6 LY) between Sol and Barnard's Star if you make one jump-2 (or two jumps-1 etc.) there (and only there). When the Solomani encountered and later conquered the Vilani empire, they substituted the old Vilani expression for "one jump distance" with an expression they were familiar with: Parsec.
So thank you Ingo
, you have helped me accept that Jump Space is flat.
Shortly after coming up with this thought, I searched the internet and found the following article: http://www.freelancetraveller.com/features/culture/reference/jump.html
The article also explains why distance on a Jump Space map is referred to as parsecs, excerpt follows:
The fact that a "jump distance" is generally called a "parsec" is a matter of history: Two jump distances equal about 2 parsecs (6.6 LY) between Sol and Barnard's Star if you make one jump-2 (or two jumps-1 etc.) there (and only there). When the Solomani encountered and later conquered the Vilani empire, they substituted the old Vilani expression for "one jump distance" with an expression they were familiar with: Parsec.
So thank you Ingo
