Traveller Alternate Spinward Marches Campaign Idea Query

BP said:
Its a public forum - feel free...

As to using subsector maps as solar systems - that doesn't really hold the suspenders of disbelief up very well at all.

True, okay then Fulacin I believe in the Rhylanor subsector has a tainted atmsophere, type a starport and a very high tech level.

So a regular star say younger than Sol is currently say 7 worlds the nearest is Mercury in nature albeit smaller meaning a close orbit to its sun and its pretty much a boiling mass of mud.

Then the Venus world which is a greenhouse world of poisonous gases albeit worth collecting as these gases include trace amounts of very rare minerals which can't be mined normally as any attempt to set up such a facility doesn't last long enough for a decent enough haul and no ship can survive more than one very short stop and return before undertaking extensive repairs to its hull making a return trip unsurviveable since the hull damage isn't fully repairable.

The third world is actually a Mars like world, believed to have been inhabitable until some freak collision possibly a meteor shower rendered it all but a barren ball of dust (can you say subplot!)

Third has a single satellite orbiting it that mirrors Phobos in size and nature.

The fourth is inhabitable but its tainted atmosphere merely highlights then heavy industry that was prevalent on this world, the pollution and environmental damage will be a long time before it can recover from the willful damage incurred by the various corporations involved.
It is the main inhabited world in this system and is kept opperational thansk to the extensive mining in the asteroid belts that orbit the outer parts of this solar system.

Named Fulacin has two moons, one is perfectly natural and serves as a lunar outpost for the system the second is an artifical satellite more of a space station designed to shuttle personnel and goods to and from this system.
The station is one of several intended to safely check and transport goods coming into the system from a security viewpoint since the martial law that was declared Fulacin depends on the goodwill of its neighbouring surviving worlds to survive as its heavy industry has meant it has limted means to grow its own food much of which has been transferred to the lunar colonies since they're far safer than on the planet's surface especially as its one real selling point is its almost state of the art spaceport which is often the target of raids since they have the now very rare means of repairing and even building spaceships and other equipment that other worlds even other subsectors no longer have.

The fifth is a gas giant and have several stations designed to assist in the gathering of fuel and other research with a regular run to Fulacin with fuel cargo carriers that are even more prone to raids than Fulacin itself but even then enough fuel is gathered and prepared that it keeps the system's shipping in operation and have even gone as far as supplying the asteroid miners' with cut rates to keep them willing to trade their mining materials on Fulacin or even its space station when they don't fancy going down to the surface.

The sixth is its asteroid belt, believed formed from at least two worlds breaking apart it hides at least two mining colonies and a suspected bandit facility which has been broken up several times but somehow manages to get rebuilt within a few years before making its presence known.

Profits in this area used to be quite good, that is until the mining colonies began to consolidate their holdings going so far as to buy several armed ships to protect and even break the claims of thos unaffiliated with their colony or even the lone prospectors and are in the motion of trying to gain a monopoly on the materials they mine to increase their profits leading many to suspect they're being used by someone else to keep Fulacin from becoming more prominent.

The last planet is considered a dwarf ice planet similar to Pluto but has an unusual gravity field and there have been several cases of ships crashing there after misjudging the planet's gravitational pull as they enter the system.

Noone knows how many ships may lie buried there but a few have been rescued and a beacon has been put in orbit to wanr ships off, however every so often accidents happen and its suspected someone is deliberately switching off the beacon to take advantage of the salvage these unfortunates provide.

How's that for a start, too much?
 
Been reading up on this courtesy of enworld.

Still looking to figure out some details.

Now the sword worlds being home to a largely mercenary space viking style culture.

The worlds destroyed were used as bases for the Empire seeking to control just how much damage these roving mercenaries could inflict.

Darrians been thinking of making them the eventual eugenics bad guys sort of andromeda's Tyr meets the racist surviving High Guard descendants, maybe a bit too much but will have to read some of those threads about them to see where that might lead.

So far been looking more at Cronor and Jewell to see where they could lead so far Cantrell, Thengo and Rio are agricultural worlds with Rio being the wealthiest but no industrial base making them very insular but still a starting point to consider.
 
Lets see the basics first...

Cronor Subsector: thinking of renaming this the Chronos sector

Inabitable worlds:

Cantrel: TL up to 9, still low population due to the gate detonation making travel to it either very long or precarious if from Thengo.

Thengo: TL up to A, population up to 7 due to refugees from those nearby systems that lack a breathable atmosphere since the destruction has deplteted some sciences more than others (think that plant from Andromeda that was supposedly extinct save for those aboard the andromeda, the means to run facilities away from such worlds meant they needed regular supply runs for amenities such as oxygen and many wouldn't be able to especially as the nearest systems are non-industrial...

Rio: TL at 8, population at 6 a rich and wealthy system plan on making it the capital for the combined worlds of Cantrel and Thengo with Thengo turned more industrialised.

More later.
 
Regarding system generation... how about something REALLY simple:

If the mainworld has an atmosphere of 4-9 or a population of 8+:

Star:
1d6
1 M
2 K
3 K
4 G
5 G
6 F

Otherwise use:
1d6
1 M
2 M
3 M
4 M
5 K
6 Roll on table above

ATM 4-9: 1 in 6 chance that star is binary
Other ATM: 4 in 6 chance star is binary

Planets: 2d6-2
Gas Giants (if present): 1d6 (not to exceed number of planets)
Planetary Belts: 1d6-3 (negative numbesr are 0)

Any mainworld with a size of 4 or less can be a moon of a gas giant, otherwise it has to be a planet. Any mainworld with a size of 2- can be a moon of another planet.

OR, you can use the QAD system presented in Scouts.

Neither of these methods give you distances, but if you are looking for that level of detail, then you need to buy one of the world builder books (I personally recommend GURPS: Space).
 
Rikki Tikki Traveller said:
Neither of these methods give you distances, but if you are looking for that level of detail, then you need to buy one of the world builder books (I personally recommend GURPS: Space).
Yep, either GURPS Traveller First In or GURPS Space, 3rd or 4th edition,
would be my recommendation, too.
 
Am know thinking that maybe instead of having the climax be the return of the warship that disabled the Home Gate and ending the last war with the nanotech simply have the Gate reactivate meaning they would then have the means to find out what happened on the other side of the Gate perhaps even find their way to Earth itself!

Going to work out the first part first and so far looks like two opposing forces holding control, the first is the surviving Imperial forces and against them the Sword Worlds who went ape when most of the worlds in their sector were destroyed by the Hypernet Gates!

Currently limiting the range of their ships to 1 parsec since they would want to keep hold of whatever ships they do have that could traverse the distance except for the odd freighter capable of a Jump 2.

Remembering something from Dune where a massive ship transported across great distances to drop off smaller ships, also remember something like that from Alternity but thats just an idea so far...

Cronor sector is now quite isolated if all they have is Jump1 ships even Jump 2 won't cope with reaching some of the systems present, still food for thought.
 
The Stardrive campaign limited the jump range by ship size, to jump longer distances required larger ships. You then had the vast fortress ships doing 50LY jumps and then dropping off small fleets of shorter range stuff.

The Lighthouse did the same for civilian traffic jumping to all the worlds in the verge to trade and to maintain contact.

Its a good way of restricting player range as they can get anywhere they want but it takes a long time if they are restricted to 5-10 LY per jump.

Bear in mind that there needs to be something other than just distance, you can build J1 ships with enough fuel to cover 6 parsecs, it just takes them 6 jumps. Makes crossing empty areas doable.
 
I'd recommend GURPS Space 4. It seems the most adaptable, and yet not too wildly implausible, given that it allows for the retroactive placing of pre-rolled worlds.
 
Bought Gurps Space 2nd edition and got a little too wrapped in system generation!

Anyway been looking at character generation and decided to alter it slightly.

So far each character starts off with 2 skills based on where they were raised with extra skills based on their education score.

If the system in question doesn't give 2 options such as for example the sword worlds where I decided they could select combat skills since I described Sword Worlders as the Vikings of the future.

Instead of the modifier for education I simply gave 1 extra skill if their education score was 5 or less, 2 extra skills if their education score was 8 or less and 3 extra if 9 or greater.

However I figured allowing them free language skills would help with English as the interlac of the future and they get 2 others with the first being the native language of where they were raised and the other something they picked up during their training.

For example inhabitants of the Mercury system in the Mora subsector more commonly speak in Portuguese rather than the Bantu dialect of the original colonists who originated from Angola in Africa, they get to choose so it could lead to some interesting choices on their part!

Anyway got the first game idea almost sorted of course they're still generating their characters so nothing is settled... yet!

What did you consider changing when getting ready to run Traveller in your campaigns?
 
Hopeless said:
What did you consider changing when getting ready to run Traveller in your campaigns?
Well, everything. :lol:

Seriously, when I work on a new setting, I take a close look at every part
of the system to decide whether it really fits into my setting or should be
altered or replaced to better support the "feel" of the setting and the futu-
re campaign.

For my Pandora setting the list of changes includes so far:
- altered careers and altered mustering out benefits,
- a number of additional skills and specializations,
- battle dress skill and jack-of-all-trades skill deleted,
- a new system for learning and improving skills,
- modified Social / status table,
- modified aging rolls,
- jump drive replaced by hyperdrive,
- no starship energy weapons,
and a lot of minor changes in the stats and prices for equipment, weapons,
robots, vehicles and thelike.

And more changes are likely to follow before the setting is ready to take
off ...
 
Hyperdrive instead of jump drive...

Have to admit I'm not a fan of its takes a week regardless of how far or how short you travel...

Food for thought.
 
Hopeless said:
Hyperdrive instead of jump drive...
It has a number of advantages.

In my view, a correlation between the distance travelled and the time
required to do so feels more plausible than the one week standard du-
ration.
It also avoids all that canon theology around the jump drive, the hyper-
drive opens a gate into another dimension and keeps the ship there until
it is turned off again - simple.
The maneuver drive's acceleration makes a good hyperdrive speed, in
my setting a 2G maneuver drive is also a 2 parsec per day drive in hy-
perspace, but this relation can be modified to fit the setting.
And last but not least one gets rid of the jump fuel problem, and without
the need for jump fuel tanks the small ships of "player character size"
(ca. 100 to 500 dtons) have more useful volume, making those small
ships a lot more versatile.

However, there are also problems. The characters can travel a lot further,
and the distances on the Third Imperium star charts become almost mea-
ningless, and the entire trade and transport system has to be modified to
fit the new situation, to name just the two most obvious.
 
One nice RP aspect, is that the ~ week regardless of distance, is useful when 'dodging' bounty hunters and the law ;)
 
BP said:
One nice RP aspect, is that the ~ week regardless of distance, is useful when 'dodging' bounty hunters and the law ;)

Lots of steampunk especially outfits giving me flashbacks of firefly!

As far as time in jump I figure the week is a safety value so you can travel faster but run risks when you do!

Hmm starhunter memories
 
Hopeless said:
As far as time in jump I figure the week is a safety value so you can travel faster but run risks when you do!

Hmm starhunter memories

LOL, I thought I was the only one who remembered StarHunter.

I always figures the week was an artifact of MWM's gaming group schedule - "Ok, you engage the J-drive headed for Wouchiers. See you guys next week!"
 
hdan said:
LOL, I thought I was the only one who remembered StarHunter.

I always figures the week was an artifact of MWM's gaming group schedule - "Ok, you engage the J-drive headed for Wouchiers. See you guys next week!"

The end of season 1 was them trying to escape from jumpspace or was it hyperspace, but only one crewmember returned!

Owch!
 
Bought the traveller pocket handbook, spinward marches, map pack for such and recently got the mercenary supplement been wondering what would be a good choice for the next one, merchant traders or high guard or trader ships.

Since I've only got the base rules for ships which book has lists of ships whether trading ships and so on?
 
Hopeless said:
Since I've only got the base rules for ships which book has lists of ships whether trading ships and so on?
If you intend to design ships, I would recommend High Guard, both be-
cause of the additional design options and for the design system errata
for the core rules. If you are just looking for a collection of ships and of
deck plans, Traders and Gunboats could be better suited.
 
Right the general idea was that someone or thing caused the destruction of the Gate Network that allowed virtually instantaneous travel between the systems of the Spinward Marches.

So far the remaining governing forces consist of the Imperial Remnants (but not so friendly!) and the Sword Worlds described as a sort of Space Viking race of the future meeting the Nietzcheans from Andromeda.

Now I've ben reading and querying on the Darrian thread and its left a couple of ideas that need to be eventually fine tuned.

First off since all of the system on the Network were destroyed that meant all of the major shipbuilding facilities were also probably destroyed so most shipping is going to be at least several decades old if not older still barring those left mothballed at any surviving Naval and Scout bases (or research stations like Yori for example).

Second the tech base of the systems was drastically reduced due to the loss of the systems they had become dependant upon for survival with even some effectively left for dead like those without a Gas giant since any ship jumping in would need to refuel and most of those systems don't have the tech to build jump capable ships nor refill their fuel supplies for example like Gyomar in the Cronior subsector.

More later
 
Hopeless said:
Right the general idea was that someone or thing caused the destruction of the Gate Network that allowed virtually instantaneous travel between the systems of the Spinward Marches.

So far the remaining governing forces consist of the Imperial Remnants (but not so friendly!) and the Sword Worlds described as a sort of Space Viking race of the future meeting the Nietzcheans from Andromeda.

Now I've ben reading and querying on the Darrian thread and its left a couple of ideas that need to be eventually fine tuned.

First off since all of the system on the Network were destroyed that meant all of the major shipbuilding facilities were also probably destroyed so most shipping is going to be at least several decades old if not older still barring those left mothballed at any surviving Naval and Scout bases (or research stations like Yori for example).

Second the tech base of the systems was drastically reduced due to the loss of the systems they had become dependant upon for survival with even some effectively left for dead like those without a Gas giant since any ship jumping in would need to refuel and most of those systems don't have the tech to build jump capable ships nor refill their fuel supplies for example like Gyomar in the Cronior subsector.

More later

Some of the worlds which had need for lots of traffic and population levels could easily have Class C starports, it would take time to ramp up from being able to build small craft up to building ships but it is doable if you can hold tech 9 on that world.

If you are using J1 or J2 and allowing a max of two jumps range you end up with islands 4 parsecs across or roughly subector sized. If one of those worlds has no way to refuel it would be possible to reach it with enough fuel to jump back again but this would really only be done if the world was 1 or 2 parsecs from fuel and had something important enough to go there for. If such a world was the only place around to mine Lanthanum then it would be used and occupied.

I suspect you would have more scout bases left than naval ones as the navy would likely be guarding the gate worlds. You may have some frontier/border bases with strong forces guarding against possible threat from Outsiders.

With a fleet you will have tenders and fleet support ships. Not enough to support a high tech fleet on their own but one heck of a bootstrap team if you pull back and focus on building up a single world in each cluster.

The trick is to get to the point where the world becomes a stable tech 9 or 10 before the high tech kit fails.

If the sword worlders have high jump ships in mothballs they can get them up and running and have a huge advange in raids, relic Imperial stuff can match or beat them but it becomes a race. If the cut off clusters cannot rebuild fast they will reach the point where the Imperial ships begin to fail before they can maintain them, can the sword worlders start rebuilding tech 12-13 ships before the Imperial remnants can start maintaining their own tech 15 stuff or not.
 
Back
Top