So, I'm about to take the plunge and RUN Traveller for the first time. I've been reading pieces since, well, Tom Clancy was a new author back then, let's just say.
I've been eyeing the "Pirates of Drinax" campaign since it started, and I've sold my group on trying that. Some questions arise after reading through the rules and adventures.
1. How long to transfer fuel into a ship? Not talking about skimming & refining, but already refined fuel from either a station, or another ship? It seems to me that a pirate ship, with only enough fuel in the tanks for one jump at a time, might want to suck from a prey ship.
2. The encounter setup rules seem awfully sparse to me, so this is more a question for GMs, and less a rules question. When encountering potential prey, how far away would you start the target? How far from the jump limit? How far to help?
3. I think I saw something that ships need to be at or near zero velocity when jumping, so that they are accelerating away from the planet/port, turning over and decelerating towards the 100d limit. Did my brain just make that up, or is it from somewhere else?
3a. I probably shouldn't try to inflict vector math on my players right away, but that's what seems logical to me. I may need minis and/or a map to carry this off.
3b. Does a starship need a particular heading when jumping? Can one be pointing/moving in any direction when jumping, or does one need to be actively heading for the target star system? Thus, one's vector when heading out of a gravity well should indicate the destination.
I seem to be heading down the "simulationist" path, to which I readily agree.
I've been eyeing the "Pirates of Drinax" campaign since it started, and I've sold my group on trying that. Some questions arise after reading through the rules and adventures.
1. How long to transfer fuel into a ship? Not talking about skimming & refining, but already refined fuel from either a station, or another ship? It seems to me that a pirate ship, with only enough fuel in the tanks for one jump at a time, might want to suck from a prey ship.
2. The encounter setup rules seem awfully sparse to me, so this is more a question for GMs, and less a rules question. When encountering potential prey, how far away would you start the target? How far from the jump limit? How far to help?
3. I think I saw something that ships need to be at or near zero velocity when jumping, so that they are accelerating away from the planet/port, turning over and decelerating towards the 100d limit. Did my brain just make that up, or is it from somewhere else?
3a. I probably shouldn't try to inflict vector math on my players right away, but that's what seems logical to me. I may need minis and/or a map to carry this off.
3b. Does a starship need a particular heading when jumping? Can one be pointing/moving in any direction when jumping, or does one need to be actively heading for the target star system? Thus, one's vector when heading out of a gravity well should indicate the destination.
I seem to be heading down the "simulationist" path, to which I readily agree.