02 A new dawn and a new day.

Well where do we start?! A crippling question that always catches me when I start a new campaign or adventure. Fortunately I've had plenty of time to think about this and have decided to begin with designing the sector. Constructing a slice of 2D space that, in time, will become rich with intruigue, politics and conflict. (Hopefully).

The ruleset I've decided to use took some thinking. With so many variations and editions of Traveller with subtle details between them all, I made a decision to use Classic Traveller (1977 & 1981) Why that you ask? Because I realised I'd like this blog to be a journey into imagination and a homage to what started it all. (There is an extra part, which is that the Starter Traveller box set is free so anyone can get into it: https://www.drivethrurpg.com/product/80190/CTSTStarter-Traveller )

Now there are some elements I'd like to consider to input or not in the Universe that may affect parts of it.

The X-boat:
A staple of the Third Imperium setting, these ships leap around and deliver important reems of data. Faster than light communication doesnt exist so postmen are just as important as in the Age of Sail. In the heart of the Empire I can imagine them being used en masse, however in the fringes less so.

Jump Cassettes:
Mentioned in Classic Traveller, these are one-use cassettes with navigational data on them. If you want to travel outside of the space lanes normally travelled by commercial vessels, then you'll need to purchase these to get around. This really piques my interest as it adds a sense of mystery to outlying worlds. Why are they seperate? What things havent been discovered? There's also a gamble, is the cassette worth what might be found?

Aslan & Vargyr:
Anthropomorphised lions and wolves, whilst interesting in the Third Imperium setting dont entirely tickle me. I would certainly like to involve alien species inspired by beasts, but not a copy of the above.

Fuel Processing Ship Module
 Ships can install a module that allows for unrefined fuel (from low quality starports and gas giants) to be become refined fuel after a certain amount of time. I'm on the fence a, whilst being a useful module, it removes the value of a source of refined fuel. The downside is that unrefined fuel provides a negative modifier to jump travel whereas refined fuel does not.

There are a couple more, but I'll leave this for now and start rolling some dice.

Comments

Post a Comment

Popular Posts