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Does the 100D rule add anything?

Requires enough traffic to support the infrastructure of a farport (Especially if it's going to be unused for part of the orbital period).


Hans
 
If going from system A to system B, the destination planet for system B could currently be orbiting on the "far side" of it's star. It's also possible that the star of system A is between the departure planet and it's destination. A gas giant could extended traveling when it eclipses a destination.

With my group I haven't worried about this: I considered it but put my energies into other elements of play. Has anyone done this in any of their games? If so what mechanics did you use to determine the additional travel distances involved?
 
With my group I haven't worried about this: I considered it but put my energies into other elements of play. Has anyone done this in any of their games?

I've used jump shadowing as a plot element in one of my adventures, and I've worked on jump masking in other connections, but never gone as far as to use it.

If so what mechanics did you use to determine the additional travel distances involved?
Huh? You calculate where you have to be to clear the masking jump limit and do the usual in-system travel to get to that point.

I suspect that the tedious part of jump masking would be keeping track of when the worlds move into and out of being masked.


Hans
 
I suspect that the tedious part of jump masking would be keeping track of when the worlds move into and out of being masked.

And from which direction.

Which is why, for the vast majority, it works best as a random occurrence or as a plot complication specifically and purposefully placed in the way of the PCs. The middle ground, of neutral documentation, is the path to madness if applied widely.
 
And from which direction.

Which is why, for the vast majority, it works best as a random occurrence or as a plot complication specifically and purposefully placed in the way of the PCs. The middle ground, of neutral documentation, is the path to madness if applied widely.

You can make a map for each world shoving when the surrounding worlds are masked (or rather, when you are masked from them). Then it's pretty easy to keep track of where you are in the cycle (On the day the PCs first check out the masking status of a world, you generate a number between 1 and the number of days in the orbital period and note that on 123-1105 the world was in Day 56 of its cycle). The problem is that creating such a map is a lot of work and has to be done for each world. I've done it for one world. ;)

EDIT: And it looks like that map was another casualty of my 2010 computer crash. &%¤#"! :(


Hans
 
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The problem is that creating such a map is a lot of work and has to be done for each world. I've done it for one world. ;)

It is possible to limit significant masking documentation by assuming that most systems are not edge-on to each other, which allows you to keep the masking incidences down to special cases and, again, plot devices.
 
It is possible to limit significant masking documentation by assuming that most systems are not edge-on to each other, which allows you to keep the masking incidences down to special cases and, again, plot devices.
Yes, but where's the fun in that? ;)


Hans
 
It is possible to limit significant masking documentation by assuming that most systems are not edge-on to each other, which allows you to keep the masking incidences down to special cases and, again, plot devices.

Isn't the Oort Cloud spherical in nature?
 
Isn't the Oort Cloud spherical in nature?


Yes (as best as we know), and it extends out to about 1 lightyear or more if our current understanding is correct. That being said, the numerical density (objects/unit-volume) of Oort Cloud objects is very small. Their 100dia shadows and/or masks should be insignificant at interstellar jump ranges.
 
The Oort Cloud, Centaur-class asteroids, and the occasional Protector or Mad Scientist are where that rare random comes from, which can be modeled by some specific outcomes of a marginal Jump. MT had some bad but not fatal results for marginal jumps, for example.
 
being able to use GTFT as a halfway viable model of the universe...

No, that's the practical benefit, but there's not much fun in enforcing such sameness. Jump masking and shadowing creates "terrain" and seasons. Adding "but it only applies in a vanishingly small number of cases" obviates much of that effect, and is thus very little fun.

(And note that even if you nullify jump masking, GTFT (and every other set of Traveller rules) ignores jump shadowing and is thus a less than halfway viable model of the universe anyway.)


Hans
 
At the same time, if the Standard travel time assumptions are a minority case, then a lot of other things change. One of those things is the ship's mortgage. The farther you get from four jumps in eight weeks, the more the calculations for viable commercial ship designs are affected, often in ways that cannot be stated generally. If you really want to have to tailor ship economics to every stellar neighborhood, you can kiss most of the playerbase goodbye.
 
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