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Newish GM, system travel time?

Since for an average "Travelling" campaign you will spend approximately 50% of any month in Jumpspace, I think I would at least bring up the issue of asking what the players are doing during Jump (other than the typical maintenance on ships systems, routine tasks, and going stir-crazy in their spare time watching HoloVids). Two weeks per month is a lot of time to be able to be doing things (advance planning, studying for skill certifications, working on some type of project, etc.). You don't need to draw anything out ad nauseam, but I think I would at least bring the topic up during each Jump so that the players have the opportunity to think about what they could be doing with their time. It also creates for the players a sense of the length of time it takes to get around when they are occupied with something while in Jump.

Depends on player interest, too. I kinda figure that if there are interesting passengers aboard, and some tasks that need doing while in Jump, the PCs will want to get to know those passengers and possibly form some interesting or useful relationships that could lead to future business or adventures. Nope, the players just wanted to handwave getting some of the required maintenance done, then get out of Jump at the next system.
 
Depends on player interest, too.

It helps to give the players something to bite at. In the past, what I've done instead of saying, "OK, you picked up six passengers," was to give the passengers a quick description. Instead of six passengers, I just come up with something real quick--right off the top of my head.

"It's passenger boarding time, and you see human family of five waiting outside the ship. It's a man and woman, plus three children--two boys and a girl. The oldest boy looks to be around seven, and the other boy looks to be the youngest, probably about four or five."

As they come aboard, you hear someone yelling at the corner of the starport. "Wait! Wait! I demand you wait!"

It's spoken in Anglic, but it's a rough, gravel-like voice. As the being sprints closer, you can see it's your last passenger, a male Vargr.





And, I'll just leave it at that. Many times, that's enough to spark some roleplay with the players, either now or during the trip in J-Space.

Sometimes I provide a quick description like that above, and that's it. Nothing else happens. It just gives the players an idea of the passengers. They would react differently, I know, if I described six men in their late 20's and early 30's, all human, all physically fit, and all with military crew cuts. I say that, I can guarrantee myself some roleplay time as the Captain will want to know more about who he's taking on his ship. I've had PC Captains forgoe the revenue and not take any passengers on a trip because of this.

During campaigns, I'll sketch out some passenger ideas as they come to me. I keep this and refer to it sometimes in a game so that I'm not always making up similiar passenger types.

The Steward position on a ship becomes one of the more sought after positions among the players in my game because of the way I'll play this. The Steward is the one that interacts most with the passengers, and typically, that character will become the defacto head of onboard Security.

The Gunners usually make up the head of "ship security", with the steward as their chief, though the position is not formal. The same group acts as cargo hands with the Steward as deck master, in charge of everything brought aboard the ship.

There's a lot of roleplaying to be had in that.

Sometimes, I'll just breeze over the passengers with a quickie description, "A family of five, three children, and a male Vargr." And, that's all. We move on. Sometimes, it's a little more, like what I describe above. And, sometimes, I've got an elaborate scene I want to play out as part of the adventure.
 
It helps to give the players something to bite at. In the past, what I've done instead of saying, "OK, you picked up six passengers," was to give the passengers a quick description. Instead of six passengers, I just come up with something real quick--right off the top of my head.

Oh yeah. Dunno if you've read any of the IC thread of our SBRD campaign, but this last Jump they carried four passengers, all connected with the adventure, all with names and histories - and none of the PCs wanted to talk to any of these people during Jump or learn anything more about them.

One of the players has told me he was just eager to get to the next system and do stuff there.
 
One of the players has told me he was just eager to get to the next system and do stuff there.

Yep, that happens. Those Darn Pesky Players never do what you want them to.

Typically, I just throw the bait out there. If it gets nibbled upon, then I put in more work. But, for the bait, it's usually just what comes off the top of my head at the moment.

I also use "moving plot points" sometimes. For example, I may want to get the players interested in a long lost map of Ancient sites. But, how do I do that without shoving it down their throats by declaring, "You've been interested in this map since your character heard about it fourteen years ago."

No, instead of doing that, I just looking for an opportunity for it to semi-organically make its way into the game.

For example, I could, off the top of my head, describe an aging human as a passenger. If, for some reason, I find that NPC engaged in roleplay with a player, I might try to use that character to get the player interested in the bait (the map).

If no significant roleplay happens with that passenger NPC, then I'll find another way to introduce the idea of the map--maybe through the bartender at the next starport--or maybe from the next dock forman that the Steward meets.

I have no agenda at all with the old man NPC until something in the gives me that opportunity. What was just an old man passenger, mentioned once, becomes a professor studying antiquities, mentioning to a PC about this map...

I've had major NPCs developed this way.
 
I agree. I once tried to get players to do story telling rping in jump space. I encouraged water cooler talk about their past. This is also a great time to have flash back adventures using a story telling approach vs a heavy mechanics of a typical game. This approach isnt for everyone but if you have the right group you can really bond and create deep characters. Jump space is a void in space never a void in the adventure.

Savage Worlds Deluxe has an element called "Interludes," for times like being in Jump-space. Pick one PC somehow, and have them draw from a deck of cards. The suit gives the player a theme to tell a story about their character's past.
Hearts = Love, past or current-- who, where, why aren't they here now?
Clubs = Tragedy: tell a tale that features or hints at personal hindrances or dark secrets.
Spades = Victory: a great victory or personal triumph in the character's past
Diamonds = Desire: what does the character want (or already has, and treasures)?

If the tale is good, reward them somehow. Try to spread around which players get picked, so they don't accumulate all the rewards.

I haven't decided if I'll slip this into my Traveller game, but it was somewhat amusing in my last SW game. It took the place of campfire tales, or waiting during long flights.
 
Hearts = Love, past or current-- who, where, why aren't they here now?
Clubs = Tragedy: tell a tale that features or hints at personal hindrances or dark secrets.
Spades = Victory: a great victory or personal triumph in the character's past
Diamonds = Desire: what does the character want (or already has, and treasures)?

I usually just let the roleplay happen as it happens, without forcing the players to do anything if they are not inspired.

But...that's an intriguing idea.
 
Only if they can figure out how to make a ship where 500% of the ship is fuel. :)

Maneuver drives/power plants don't take much fuel relative to a jump drive, but to run one for nearly 5 years all of that adds up.

(Of course if it turns out that relativistic effects means the ship was only running for 3 years then only 300% of the ship would need to be fuel)

actually, there's a "fine print" item that limits reaction-less M-drives. In older material it's listed as 2000AU (IIRC) and in T5 a mere 1000D, but beyond that range from a natural gravity source, M-drive drops to 1% of it's rated thrust.
 
actually, there's a "fine print" item that limits reaction-less M-drives. In older material it's listed as 2000AU (IIRC) and in T5 a mere 1000D, but beyond that range from a natural gravity source, M-drive drops to 1% of it's rated thrust.

But in the Third Imperium universe there is a way to do it, because there are historical examples of colony expeditions that achieved significant fractions of lightspeed on multi-parsec journeys. And whatever the technology is, it was something the Terran Confederation was able to achieve, so it must be TL 11 or 12 at the most (I can't remember if any of these expeditions left before Terra achieved TL12).


Hans
 
actually, there's a "fine print" item that limits reaction-less M-drives. In older material it's listed as 2000AU (IIRC) and in T5 a mere 1000D, but beyond that range from a natural gravity source, M-drive drops to 1% of it's rated thrust.


NOT in MT nor MGT. So, ONLY for specific editions. YMWV
 
actually, there's a "fine print" item that limits reaction-less M-drives. In older material it's listed as 2000AU (IIRC) and in T5 a mere 1000D, but beyond that range from a natural gravity source, M-drive drops to 1% of it's rated thrust.

that limit was 1000 solar diameters, and didn't exist until T4.
 
actually, there's a "fine print" item that limits reaction-less M-drives. In older material it's listed as 2000AU (IIRC) and in T5 a mere 1000D, but beyond that range from a natural gravity source, M-drive drops to 1% of it's rated thrust.

But in the Third Imperium universe there is a way to do it, because there are historical examples of colony expeditions that achieved significant fractions of lightspeed on multi-parsec journeys. And whatever the technology is, it was something the Terran Confederation was able to achieve, so it must be TL 11 or 12 at the most (I can't remember if any of these expeditions left before Terra achieved TL12).

NOT in MT nor MGT. So, ONLY for specific editions. YMWV

CT: Manuever Drive type is indeterminate (later material implied gravitic, but w/o operating range limits), but Power Plants guzzle fuel in quantity. The problem is long-durtaion power prodcution considerations. Continuous acceleration is possible if a way can be found to provide the power.

MT:
Manuever "Thruster" Drives are Strong Nuclear Force based and do not have operating range limits, but Power Plants consume fuel similar to CT. Continuous acceleration is possible if a way can be found to provide the power.

TNE: Problem is opposite from previous editions of Traveller. Gravitic and Nuclear based M-Drives have been retconned out and M-Drives are now reaction-mass based HEPlaR (High Efficiency Plasma Recombination) Thrusters. Power Plants, on the other hand, are very fuel efficient. Long-duration power production is not the problem, but continuous acceleration is not achievable with the requirment to carry reaction mass. Interstellar Travel is possible over a long time-period, but only by coasting (i.e. not accelerating) for a long time.

T4: Power Plants are fuel efficient similar to TNE, and both HEPlaR and Gravitic drives are in use. However, gravitic drives now have a 1000 dia operating range. Like TNE, long-duration power production is not the problem, but continuous acceleration is not achievable. Interstellar Travel is possible over a long time-period, but only by coasting (i.e. not accelerating) for a long time.

GT: Fuel efficient Power Plants and unlimited range gravitic M-Drives are both available (IIRC). Continuous acceleration interstellar journeys are possible.

MgT: Performance issues are comparable to CT/MT. (Fuel-guzzling power plants and unlimited-range gravity-based M-Drives). You could possibly use an M-Drive coupled to a Fission Plant.

T5
: Power Plants guzzle fuel similar to CT & MT, and both gravitic G-Drives (10 dia operating range limits) and gravitic M-Drives (1000 dia operating range limits) exist. G-Drives are internally powered by Cold-Fusion modules that require replenishment on a yearly basis. M-Drives require a Fusion Power Plant w/ overclock (which guzzles fuel). However , there are also N-Drives (NAFAL = "Not As Fast As Light") that are gravitic based with an operating range of 1/8 light year from a gravity source. They only provide thrust directly toward or away from a gravity source, not side-to-side for manuever purposes. They may be powered with a long-duration Fission Power Plant, and can achieve a "coasting" speed of 0.1 lightspeed per N-Number. (TL-9 = N1; TL-10 = N4; TL-11 = N7; TL-12 = N9).
 
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But in the Third Imperium universe there is a way to do it, because there are historical examples of colony expeditions that achieved significant fractions of lightspeed on multi-parsec journeys. And whatever the technology is, it was something the Terran Confederation was able to achieve, so it must be TL 11 or 12 at the most (I can't remember if any of these expeditions left before Terra achieved TL12).

Actually an M-drive that will work to 1000 diameters out will let a ship accelerate to near light velocity (I think... too tired for math right now). The crew had just better hope they aimed well, as they need to coast until they get within 1000-D of another significant mass before they can begin to decelerate.
 
Actually an M-drive that will work to 1000 diameters out will let a ship accelerate to near light velocity (I think... too tired for math right now). The crew had just better hope they aimed well, as they need to coast until they get within 1000-D of another significant mass before they can begin to decelerate.

Assume you start from rest and you begin your acceleration on the far side of a 1.0 MSol star (using 2000 diameters-worth of acceleration);
Even if you use simple Newtonian (non-Relativistic) Mechanics:
Vf2 = 20gR

where:
g = acceleration in g's (with 1.0g = 10.0m/s2)
R = distance over which acceleration occurs
The diameter of Sol is 1.384 x 109 m

So if R = 2000 dia ==> R = 2000 x 1.384 x 109 m = 2.768 x 1012 m

If we use a 6.0g M-Drive (so g = 6.0), then:

Vf2 = 20 x 6.0 x (2.768 x 1012) = 3.32 x 1014 m2/s2

So Vf = 1.822 x 107 m/s.

Since c = 3.0 X108 m/s ==>

Percent Lightspeed = 1.822 x 107 / 3.0 X108 = 0.06c

This is about 1/20 lightspeed maximum, with a 6.0g M-Drive.
If you account for Relativity, the speed will be slightly less than this (but not by much).
 
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