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  #11  
Old November 17th, 2018, 08:27 AM
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Originally Posted by mike wightman View Post
The original CT rules were designed to tap into the golden age of sci fi and for referees to make up their own setting. The OTU came later and is just one interpretation of a setting you can mold from the rules - too heavily influenced by Star Wars and too many people think it is the one true way.
The OTU setting often does not use the rules as written.

I really like what you are doing with your sector.
Thank you for the kind words. I have often viewed the OTU as being a bit too constrictive when it comes to creativity. I understand that many people want pre-generated adventures due to the pressures of time, and every one of those adventures helps to set the OTU. The problem arrises when a referee really wants to create something new, which forces them out of the OTU.

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Back to the psionic/magic thing - is there a link between psionic and magic potential or are they totally separate? Can you just re-task psi strength as 'magic points' with each spell costing a certain number of points?
I am working, as a starting point, with Zozer Games Fast Magic, developed for use with the Cepheus Engine. (Shameless plug for the booklet. Paul has some very good ideas.) I am not sure about that, as this is a work in progress, and I have been bouncing from one aspect to another of the sector.

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Can the existing psi talents be re-tasked to the limited psi you want to include?
Probably to a degree. Definitely the "animal affinity" could be worked into the existing psi talents, which I would like to limit. Levitating would be another example that could be worked in. I sort of view "psi" as the potential out-of-control magic-user in D&D. If someone got really creative or good, they can massively unbalance the game.

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Will the magic be subtle changes or fireballs the equivalent of rpgs? Will the summoning of elementals or other otherworldy entities be possible?
The magic will be a combination of both. As for the summing of elementals, probably not, otherworldly entities is a distinct possibility, but again, a work in progress. Some of the sub-sector and world names might give some clues as to what adventurers might run into.

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Then again, is the 'magic' just sufficiently advanced technology?
Not really. While the Potion of Cuppachino might be viewed as sufficiently advanced technology, creating food and water is a bit beyond anything in Traveller. I am also drawing on Metamorphosis Alpha for ideas, as that has a blend of technology and what boils down to magic.

I am also posting progress updates in my blog if you want to check that periodically. That is a little less public for me to toss ideas out that are simmering on the back burners of my mind.
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Last edited by timerover51; November 17th, 2018 at 05:08 PM..
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  #12  
Old November 17th, 2018, 12:18 PM
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Originally Posted by aramis View Post
Dense-High and Thin-Low are defined in CT-Sup 10, in case one wants a textual description.
I did some more digging and found them also described in Book 6: Scouts on page 40. I was planning to use both of them for planets in the sector. I am making up a helper guide with all of the various abbreviations and definitions used in SectorMaker to better understand it.
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Do you have a security clearance? New 19 August Blog Post. http://www.youtube.com/watch?v=ElI451TxsTg, 3:24 in.
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Old November 17th, 2018, 02:52 PM
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Originally Posted by timerover51 View Post
I did some more digging and found them also described in Book 6: Scouts on page 40. I was planning to use both of them for planets in the sector. I am making up a helper guide with all of the various abbreviations and definitions used in SectorMaker to better understand it.
Have you considered using our system generator in Unmerciful Frontier: The CCA Sourcebook? I did a lot of work and research trying to get the latest science to work in concert with CE/CS:R.
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Old November 17th, 2018, 05:06 PM
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Have you considered using our system generator in Unmerciful Frontier: The CCA Sourcebook? I did a lot of work and research trying to get the latest science to work in concert with CE/CS:R.
Greetings John, I was not aware that you had a system generator in one of your books. Right now, one of the benefits of SectorMaker is that it runs on an iPad, and gives me a visual representation of the entire sector and its planets. That is a big advantage as I can work on the sector with my legs up, and also while lying down. I sort of have an image in my mind as to how the sector looks, and having the ability to see the big picture and bring that in line with what I think it should look like is quite nice.

Thanks for the heads up. I will have to take a look at some of your Clement Sector material.
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Do you have a security clearance? New 19 August Blog Post. http://www.youtube.com/watch?v=ElI451TxsTg, 3:24 in.
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Old November 22nd, 2018, 05:07 PM
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Coming up with suitable names for all of the planets in the sector is still a work in progress. I have a lot of them named, but then locating them and figuring out what the UWP should be that I envision is taking time, but coming along steadily. If I can get a dozen or so located, named, and approximate UWP determine per day, I feel that I have made considerable progress.

That also includes thinking of careers that will be around customized to the sector, how many Rim Scout bases to put it, and how many remnant human groups are out there. Some of them are from earlier colonization attempts, some of them are from groups transplanted by the Baldies as basically slave workers, and at least one case of they are not exactly sure how they got there.

Still pondering the planet Ptah in the Marduk sub-sector, I am not sure about that being a still existing static Egyptian Old Kingdom culture, a collection of Egyptian ruins with hieroglyphics which can be read indicating what happened to a degree, or something else. After all, Ptah is the Egyptian God of Outer Space, per the handbook on deities by another company.

Clearly, someone was messing with the sector a while back, as there are quite a few habitable planets, and some of them have Terran flora and fauna on them, along with the local variety. Still thinking about varieties of breadfruit trees, as I like the idea of cinnamon-raisin and sourdough loaves off of the tree. I can chalk them up to some demented Krell with a really wild imagination.

There will be 5 new careers, along with one slightly modified one, and two pretty much standard ones. The new ones are Rim Scout (with rank progression), Space Viking (ground combat skills), Sailor (the wet merchant navy), Rover (born under a wandering star), and Scholar (aka me). The modified one will be Settler, sort of a Colonist. The two standard ones will be Merchant and Navy. However, if someone wants to use standard Cepheus Engine careers or Traveller (any edition) careers, go right ahead. If using Traveller, I would suggest the Citizens of the Imperium supplement. I am not sure about a Barbarian career, and for the Mage, see Zozer Games Fast Magic for a starter.
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Do you have a security clearance? New 19 August Blog Post. http://www.youtube.com/watch?v=ElI451TxsTg, 3:24 in.
I march to my own set of bagpipes. Caution: This individual thinks that studying logistics is FUN.

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Old November 23rd, 2018, 01:22 PM
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Originally Posted by timerover51 View Post
Coming up with suitable names for all of the planets in the sector is still a work in progress. I have a lot of them named, but then locating them and figuring out what the UWP should be that I envision is taking time, but coming along steadily. If I can get a dozen or so located, named, and approximate UWP determine per day, I feel that I have made considerable progress.
[ . . . ]
Here's a link to a big list of names I compiled from various sources on the interwebs. This may be of use.

http://www.travellerrpg.com/CotI/Dis...d.php?p=595817
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Old November 23rd, 2018, 08:02 PM
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Here's a link to a big list of names I compiled from various sources on the interwebs. This may be of use.

http://www.travellerrpg.com/CotI/Dis...d.php?p=595817
That is an interesting list, and it includes a fair number of the Chicago suburbs, including the town that I grew up in. I am not sure I will use that name, but that does trigger another very similar name that I could use in the New Texas sub-sector. That does look like a very useful list of names. Thanks for posting it.

All of the sub-sector have somewhat of a theme for naming the planets, although there are exceptions.
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Link to Piper Sector: http://www.zarthani.net/ridder-mankind_to_the_stars.htm
Do you have a security clearance? New 19 August Blog Post. http://www.youtube.com/watch?v=ElI451TxsTg, 3:24 in.
I march to my own set of bagpipes. Caution: This individual thinks that studying logistics is FUN.

They that go down to the sea in ships,
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Old November 23rd, 2018, 11:08 PM
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Default Bestiary

I spent part of this afternoon while doing the laundry thinking about some of the beasts mentioned in Piper's and Norton's works.

For Piper, you have the Zarathustra Damnthing that nearly gets Jack Holloway but Little Fuzzy tips him off of the attack from behind. Then there is the sea life of Fenris, along with a couple of quite unpleasant land critters, and the Marsh Pigs of Colada, that I envision as something of a cross between a wart hog and a pygmy hippopotamus. Add the Venusian night hound from the Paratime series, and you have some interesting creatures to work with.

For Andre, there is the range of creatures on the planet Jumala, from Star Hunter, along with a very advanced computer intelligent that still had a long reach. Then there is Hosteen Storm's Terran sabotage team, with all Terran animals so no copyright issues. She has the crocodilian-like reptiles in Plague Ship, and Captain Jellicoe's memorable pet, the Hoobat. The wolverines of Storm Over Warlock and the foxes, kinkajou, and cats of Catseye can add to the mix. And I should not forget Murray Leinster's Kodiak Bears or the "Tormal" of his Med Ship series. While I do not have an image of the Hoobat, I do have images of about all of the Terran animals, so a Bestiary would not be simply text.

Any thoughts, ideas, suggestions, or encouragement out there? The Bestiary could easily be a stand alone supplement for Cepheus Engine along with Traveller.
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Do you have a security clearance? New 19 August Blog Post. http://www.youtube.com/watch?v=ElI451TxsTg, 3:24 in.
I march to my own set of bagpipes. Caution: This individual thinks that studying logistics is FUN.

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Old November 24th, 2018, 02:42 AM
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I would start with the creatures you know about. What are their special characteristics and why do they need them to survive in the environment that supports them?

Write their name down and then think about where they fit in the food web of their environment.
Write these down too - names can come later.

Sketch out what they eat and what eats them and you have a lot more critters all linked and the beginning of a fleshed out ecosystem.

The CT tables were really good for this, I'll have to check how CE handles generating 'animal encounters'.
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Old November 24th, 2018, 03:54 AM
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Quote:
Originally Posted by timerover51 View Post
That is an interesting list, and it includes a fair number of the Chicago suburbs, including the town that I grew up in. I am not sure I will use that name, but that does trigger another very similar name that I could use in the New Texas sub-sector. That does look like a very useful list of names. Thanks for posting it.

All of the sub-sector have somewhat of a theme for naming the planets, although there are exceptions.
I compiled the list for naming cities, moons, other planets in a system and so forth - not just systems. It's a sort of attempt to be able to give everything a name quickly as needed.

Having said that, if you wanted a theme of (say) towns or regions in the Southwest it wouldn't be hard to compile one yourself with a bit of google-fu. That list took about an evening to compile so it's not as big a job as one might think.
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