I've been thinking about the #traveller#ttrpg universe recently, about how the interstellar empire is supposed to hang together without FTL-comms: travel and message latency between systems is measured in weeks, not days or minutes.
Explanations given put a lot of weight on free trade policies.
Most people I've talked to read that as "blockades aren't tolerated"; but that never made sense to me.
Thinking about these imperial naval bases out here at the far end of the spinward main (yes, a jump 1 could go to Regina from here).
These are imperial client states, which mostly means they agree to let the navy have a presence in exchange for the protection that adds. Also little imperial embassies in most systems.
I’m thinking a cruiser squadron each for Hollis and Duì, and a battleship squadron at Xùn. All older models. And of course scouts everywhere.
@deinol Honestly, I'm a big fan of the late David Drake's RCN series for a variety of reasons, but not least because the protagonists regularly find themselves operating within their client states, opposing client states, and neutral backwaters and their adventures have given me a ton of ideas for Traveller adventures. (Way more than I hope to need, since I'm only running CT until one player's health recovers enough to finish our D&D campaign. Currently hoping he'll be back in action by May.)
So many Traveller adventures make excellent one shots, but have weird setups that make them hard to drop into a free trader campaign.
Just read The Stazhlekh Report. Hey, I know we probably have our own special ops military forces, but can you randos who just showed up extract a spy from enemy territory for us?
I was thinking about the feudal technocracy my group might visit, and had an idea. What if it was a mechwarrior clan society? Only problem is, not high enough tech level. You only really start getting mechs at TL 12. So I wondered if there was a higher TL world on my map with that government type.
But I did find one that matches, and it’s not far from where they’ve been.
@notasnark@deinol Or it's the cultural fallout of cultural exchange with the higher tech level planet, but doesn't have the tech to support mechs – but giant walking robots aren't the only way to have a feudal technocracy obsessed with vehicular combat.
@deinol@notasnark Well, there you go. The perfect foundation for a feudal technocracy inspired by a bunch of mech jocks with a little extra post-apocalyptic vibe.
I imagine there is quite the tourist/religious procession trade between the two planets.
It’s a feudal technocracy, tainted atmosphere, practically no law level. Good starport, interstellar tech level, over 100 million inhabitants. Almost industrial.
Also it’s a Hellworld.
2820 Qián
B672851-A He Ph Pi { 2 } (E78+1) [4A46] - - - 321 10 NaHu M3 V BD
@deinol totally sketch, especially since it's not under the direction of the Starport Authority.
If I were a tramp trader captain, I'd pass this by unless I had a good reason. And I would have a guard posted while I was docked/landed. And I would not connect to the local net. And I'd keep the ‘plant warm... ;D
@deinol I feel that folks that regularly travel outside of “settled space" probably have a playbook for untrusted ports. It may be send down a shuttle, or hire a planet based transfer option, or insuring that you have a handful of ex-marines on your crew.
Now days, I tell new folks that MTU is stylistically close to a mix of The Expanse, Firefly and For All Mankind.
Looking for Vargr character art for my game, and even adding -AI to my searches and the results are half generated images. How long before it’s nearly impossible to find art from a real artist?
The Akaiya Zhatanoe was seized by Vargr in 604 by a fleet that fought with the Zhodani during the First Frontier War. It has maintained a friendly relationship with the Zhodani ever since, serving as a buffer state near the Spinward Marches.
The capital of Okhokferr maintains a theocracy run by a religion claimed to be founded by Admiral Akaiya herself.
What should I call them? What are the major tenants?
@deepspaceadventures I mapped my own Foreven Sector last year, using T5 primarily, although some tweaks from Classic Traveller alien modules for some of the alien exclaves.
Now I’m fleshing it out as my group travels around in it.
@nyrath@FredKiesche@deinol oh yes, the PCs already have run into the Kzinti and did not like that experience much at all (As Fred can attest, I put the blender on HIGH in all the RPG games I run)
First impressions of Orbital 2100 from Zozer Games.
TL;DR: I really like the #ttrpg setting presented in Orbital 2100. It feels fresh and different to many other SF-games and it feels real. Space is a frontier and dangerous and humanity is confined to a single solar-system and is in a period of Cold War. Corporations are gaining influence and there's an opportunity to make difference. Lots to love in this. #Traveller#Cepheus#Hostile
@deinol I'm going to give you the cruelest thing you can do to them. It's also the most realistic.
Nothing bad happens.
Oh, go through the jump set ups just as you normally would. Let them set their normal watches, let them go through the charge and discharge phasing, the whole 9 yards.
It's just that statistically in order for trade and commerce to be worthwhile MOST transport runs must be uneventful. Otherwise it's not worth shipping things. (See: the coast of Yemen.)
So let it be uneventful. Take this opportunity to let the players tell you what their characters get up to during an uneventful run. Focus on some interpersonal reactions and relations. Give them time to have all those five-minute conversations that would straighten out the emotional issues or tactical issues between people – or create them. Give the characters some room to breathe.
Sometimes nothing happens. That should, ideally, be what the characters want.
If nobody wants to step up and get personal, than let the ship arrive, offload the missiles, collect their money, then smile and ask what their next plan is. Let the characters take the lead. Make them lean on what the characters are supposed to want.
@chgowiz the mechanics should fit the setting. That’s why I agree with the sentiment that 2e is the pinnacle of D&D. Not because it’s inherently better than 1e or Oe (we don’t need to go into the organization and clarity of writing of the various editions) but because it’s designed as a plug-n-play system mechanically. Need skills for your setting? Plug ‘em in. Need additional magic rules? Plug ‘em in. Need…you get the idea.