(Hi! First post.)
Why just use the habitable systems to establish jump routes? What happens when the players say "What about all the M-class stars that are supposed to be all over the place? Why can't we jump to one that has a gas giant and then jump to the next [otherwise-unreachable] world?"
I got Astrosynthesis a couple of months ago in preparation for running a somewhat-variant Traveller campaign (first one in twenty years).
I'm expecting to use all of the star systems that aren't black holes, supergiants, nebulae, etc. The hospitable ones will be the high-pop worlds and political centers (the campaign will be set in the Long Night, sort of), the habitable ones will be lower-pop colonies (some terraformed and some not), and the uninhabitable ones will be refueling posts and mining colonies.
In order to get a map that wasn't overly interconnected, I had to turn down the stellar density to two clicks less than the default, and then reduce J1 to 3.1 ly and J2 to 5.7 ly.
The J1 mains are reasonable, with an average 2.6 connections per system (min 0, max 12). J2 is more problematic, with average 12.5 connections per system (min 0, max 49). Contrast to standard Traveller 2D mapping, with average 3 J1s and 6 J2s.
My setting assumes reinvention of J2 within the last 20-40 years, so overly-connected systems isn't such a huge problem since only ~10% of ships have it, and one of the main themes is going to be exploiting new connections between previously-separated mains.
In order to turn the 3D visuals of Astrosynthesis into usable 2D maps, I've turned to the yED Graph Editor (and see instructions here). Unfortunately the J2 connections are so dense that the maps are illegible in the center; I'm still working on a solution to this.
Last, since I'll be using the GURPS rules, I need to get a copy of G:Space (since GT:FI is ~$160 on eBay) and fill in the system details using that, mostly to override the AS population figures but also to tweak habitability where necessary.
-- Bryan
(no sig yet)
Why just use the habitable systems to establish jump routes? What happens when the players say "What about all the M-class stars that are supposed to be all over the place? Why can't we jump to one that has a gas giant and then jump to the next [otherwise-unreachable] world?"
I got Astrosynthesis a couple of months ago in preparation for running a somewhat-variant Traveller campaign (first one in twenty years).
I'm expecting to use all of the star systems that aren't black holes, supergiants, nebulae, etc. The hospitable ones will be the high-pop worlds and political centers (the campaign will be set in the Long Night, sort of), the habitable ones will be lower-pop colonies (some terraformed and some not), and the uninhabitable ones will be refueling posts and mining colonies.
In order to get a map that wasn't overly interconnected, I had to turn down the stellar density to two clicks less than the default, and then reduce J1 to 3.1 ly and J2 to 5.7 ly.
The J1 mains are reasonable, with an average 2.6 connections per system (min 0, max 12). J2 is more problematic, with average 12.5 connections per system (min 0, max 49). Contrast to standard Traveller 2D mapping, with average 3 J1s and 6 J2s.
My setting assumes reinvention of J2 within the last 20-40 years, so overly-connected systems isn't such a huge problem since only ~10% of ships have it, and one of the main themes is going to be exploiting new connections between previously-separated mains.
In order to turn the 3D visuals of Astrosynthesis into usable 2D maps, I've turned to the yED Graph Editor (and see instructions here). Unfortunately the J2 connections are so dense that the maps are illegible in the center; I'm still working on a solution to this.
Last, since I'll be using the GURPS rules, I need to get a copy of G:Space (since GT:FI is ~$160 on eBay) and fill in the system details using that, mostly to override the AS population figures but also to tweak habitability where necessary.
-- Bryan
(no sig yet)