So my current crop of Traveller characters are a motley bunch who are bank-rolled by the Dilettante character of the group. The Dilettante's father has basically kicked him out and said "Go make something of yourself. There's a frontier sector over there, turn it into something worthwhile." Thought I'd like to share this with the forums as it goes on.
Some campaign setting notes.
- The setting uses Warp drives, making fuel costs a non-issue.
- The 'Technology Level' of a world really means what the industrial base of a planet is capable of manufacturing locally. Items of a higher TL than the planet are more expensive/rarer because they have to be imported from elsewhere (translating to what amounts to a 5% price increase per TL of difference). Items of a lower TL than the planet are cheaper or manufactured using better technologies (translating to a 5% price decrease per TL of difference or some minor improvements to the item).
- Some items don't have a TL associated with them (most notably starship components). It is assumed that if the local industrial base is capable of manufacturing them they will make them to the highest standard possible, because the cheaper methods might be unsafe for whatever reason. Like a warp drive.
- The per parsec negative DM for Astrogation doesn't really work with Warp drives. So it is -1 DM per week of travel instead.
- 'Mis-jumps' are not catastrophic. You misplotted the course so you end up in a random parsec that's the appropriate distance from your starting point.
- There is FTL communication in the form of ansibles, though only at Class A starports. Naval bases have them, but they're not for civilian use. Creates a hub effect for mail and communication.
Summary of play to date follows...
Some campaign setting notes.
- The setting uses Warp drives, making fuel costs a non-issue.
- The 'Technology Level' of a world really means what the industrial base of a planet is capable of manufacturing locally. Items of a higher TL than the planet are more expensive/rarer because they have to be imported from elsewhere (translating to what amounts to a 5% price increase per TL of difference). Items of a lower TL than the planet are cheaper or manufactured using better technologies (translating to a 5% price decrease per TL of difference or some minor improvements to the item).
- Some items don't have a TL associated with them (most notably starship components). It is assumed that if the local industrial base is capable of manufacturing them they will make them to the highest standard possible, because the cheaper methods might be unsafe for whatever reason. Like a warp drive.
- The per parsec negative DM for Astrogation doesn't really work with Warp drives. So it is -1 DM per week of travel instead.
- 'Mis-jumps' are not catastrophic. You misplotted the course so you end up in a random parsec that's the appropriate distance from your starting point.
- There is FTL communication in the form of ansibles, though only at Class A starports. Naval bases have them, but they're not for civilian use. Creates a hub effect for mail and communication.
Summary of play to date follows...