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Provinces

I like the playability of having the star maps be 2D, but I find it to be restrictive to my campaigns (primarily because I like players to make their mischief in out-of-the-way places). So, IMTU, I have instituted the use of Provinces. A province is a subsector or sector that is located either above or below the plane of the ecliptic for adventures to occur. In order to keep it as only a minor stray from canon, all provinces have several restrictions placed upon them.

A province may only have a rift density (12+ on 2d6, like in CT), all stars are type M, all starports are classified as type C or less, world size is found by rolling 1d6-3, and world population is 1d6-3 or 1d4-1. This results in a group of usually unihabitable to marginally habitable worlds that tend to be trade classifications of Poor, Non-Industrial, Vaccuum, and Asteroid Belt. I also use the old Jump Route table from first edition CT. Calibration points are allowed, placed as the referee desires (usually with the UWP of E000000-0 since it is on a cometary type body). Allegiance is also as the referee desires, but is usually that of the territory which the province is near with a scattering of client states and non-aligned worlds. Now care also has to be taken when comparing a province to the OTU map, because there can be sudden jump routes created across small rifts that would get used and would disrupt the background of the "parent" subsector - in a case where this happens, the "parent" subsector astrography is always preserved. Provinces may be entirely unknown to the rest of the universe or an accepted part of the territory, usually this is decided on a case-by-case basis (it makes a great hook for players when they find a star map for a region that is off the Known Space map).

So far, I've found that this lends itself extraordinarily well to player groups of 1-4 people and is well-suited to those that only have T20 Lite as a rules set.

If readers of this like the idea of Provinces and use it in their games, would they mind sending me some feedback on the results? That would allow me a broader information base to refine my own ideas. Thanks.
 
I like this idea. In fact, I think I may integrate it into the campaign I'm working on. I've never seen the jump route table, but I guess I can do something else.

Do you have a method of determining how far above or below the map the province is?
 
Here in Flatland we don't have a third dimension. Could you please describe it in terms we understand?
 
Originally posted by Jeff M. Hopper:
I also use the old Jump Route table from first edition CT. Calibration points are allowed, placed as the referee desires (usually with the UWP of E000000-0 since it is on a cometary type body).
Um, wouldn't most CP's be D000060-X (Captive gov't, manned by a handful of people, and most of all, unrefined fuel available)?

Also, a quick and easy separation solution... if the range between the province and the main map is, say, J6, one can create a line of CP's for J1/J2 traffic , and only items in the same hex are reachable without them...

And a request: can SOMEONE please email me the text of that 1st printing route table? I've been hearing about it for YEARS, but have NEVER seen it.
 
Each Province distance from the 2D map "surface" is determined on an individual basis, its up to the creator to answer the question of "How out-of-the-way do I want this out-of-the-way subsector to be?" You can also get away with a map perpendicular to both the Province map and the 2D "surface" map to show the jump route from Known Space to the Province.

Some CPs are D000060-X, usually they are the ones that are in use by a parent government or corporation. Having a CP that is E000000-0 is more along the lines of an independant 1-2 family settlement. I like the latter version because the players must mine their own ice to refuel their ship and more role-playing opportunities are had by having them interact with the locals who live there. These locals tend to be isolated 1-2 family communities living in the "rural" part of interstellar space.

I'd be happy to email a scanned copy of the 1st printing Jump Route table to people as long as I know that I am not violating copyright by doing so.
 
Technically you would be violating copyright by sending a scan, unless you also write a commentary/review of the whoe section, and include that table as exemplar of the qualitiy...


As for E000000-0: A TL 0 world without an atmosphere is either not inhabited at all, or the inhabitants are not any of the published alien races for CT/MT/TNE from canonical sources...

TL-6 is the minimum for an inhabited situation. TL-8 is practical but roughing it...
 
A variation on this is to go the whole hog and adopt Bob McWilliam's Traveller 3D from White Dwarf #73 (January 1986).
Using Bob's universe system means the Imperium is jump 25 across, but the planets still retain thier canon distances from each other.
Of course, all we need now is some hero to come down on a beam of light and rearrange the whole canon into 3D for us without losing it's flavour.
 
Originally posted by Aramis:

As for E000000-0: A TL 0 world without an atmosphere is either not inhabited at all, or the inhabitants are not any of the published alien races for CT/MT/TNE from canonical sources...

TL-6 is the minimum for an inhabited situation. TL-8 is practical but roughing it...
Or it just means that they are not doing a whole lot of manufacturing of technological products to be purchased or for export. No need to resort to exotic non-canon aliens then.

I leave the method of detailing these interstellar homesteads up to the referees who create them, after all - its about variety and possibility when its an IMTU.
 
I'm a diehard MT/DGP fan... TL is what you ENCOUNTER IN USE, not manufacturing.
 
Originally posted by Aramis:
I'm a diehard MT/DGP fan... TL is what you ENCOUNTER IN USE, not manufacturing.
Then for you, TL would be 8 or 9 for these worldlets. For me, TL 0 works best.

Then again, what we are doing now is what makes Traveller great - you can use the rules set which you think is best and only do some minor tweaking to cause things written with other rules sets in mind (say CT, T4, T20, GT, or TNE) to fit into it nicely.

"There are nine-and-twenty ways
of making tribal lays,
and every one of them is right!"
-Rudyard Kipling
 
One game, "Holy War" by Metagaming( probably out of print, know it only from the review anyway) had within each hex a circular corkscrew of progressivly smaller sub-hexes to simulate 3d.
 
Originally posted by jatay3:
One game, "Holy War" by Metagaming( probably out of print, know it only from the review anyway)
Boardgamegeek's entry for this game
A gallery of Metagaming's games

[WARNING: Nostalgia Trip]
Severely OOP as Metagaming is gone...20 some years now? :eek:
toast.gif
I don't have this particular one but got into Ogre/GEV and Melee etc. well after the fact, being too young and not as good looking as TSR's minigames. I fondly remember those miniagames and have rebought some since. I did play Car Wars back in the day, though from the regular sizes boxed set from the mid-late 80's which I still have. I like the idea of a compact and fast playing game but I suspect the profit margin wasn't there in those days. Nowadays the "Eurogame" type games and companies like Cheapass Games fill this niche and quite well IMO.

I've occasionally seen Metagaming's more common games on ebay and Crazy Egor's, Titan Games, etc. have some usually in stock or at conventions.

Casey

[EDIT] Looks like Godsfire by the same designer also uses a similar 3-D map though with 11 instead of 7 levels. May have been rereleased by Task Force Games back in the day.
 
Originally posted by jatay3:
One game, "Holy War" by Metagaming( probably out of print, know it only from the review anyway) had within each hex a circular corkscrew of progressivly smaller sub-hexes to simulate 3d.
Hmm, I can see that working for some but not for me. Its a good idea, but would require a larger hex map for it to be legible when printed and ALL of the OTU would have to be redone to fit this mapping style (a daunting task if I ever thought of one). It would also cause the entire map to be seen, a good portion of how I set the provinces up depends on them not being commonly known.
 
I've been toying with the idea of a 3d setting lately...

This "province" idea is a simple way... but I thik I'll do a real 3d setting.

It is a cool idea... close enough to make custom ships and/or calibration points worthy, far enough that most don't.
 
Lost the copy that I was working on when I had a really bad HD crash. But the gist of it was that I made a 3D map use X, Y, Z coordinates and home brew add-ons to the CT/MT UWP generation tables. After determining if a world was present, I rolling 2D6 for the Z coordinate.
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;"> 2D6 Result
2 4 parsec below the plain
3 3 parsec below the plain
4 2 parsec below the plain
5 1 parsec below the plain
6-8 on the plain
9 1 parsec above the plain
10 2 parsec above the plain
11 3 parsec above the plain
12 4 parsec above the plain </pre>[/QUOTE]After having a system location, I placed worlds from the Spinward Marches in and drew the new boarders.

If I find the time, I plan on redoing the Map and doing the same for the rest of Known Space
 
Since the densest regions of the galactic plane are at least 500pc thick there would be no trend to stay in one plane on the scale of Traveler maps.
 
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