Originally posted by Michael Brinkhues:
Neither do I spend hours detailing a starport.
Exactly. Placing it down on paper like the old Judges Guild 50 starport books just makes it one big space dungeon with the buildings outside.
I find that it constrains my ability to tell a flowing story, and bogs it down into minute details like:
It takes you 15 minutes to walk to the gun shop and another 15 to buy the scopes you ordered. 20 minutes to go to the tramway, then 15 minutes to get money exchanged, more to wait for the tram, after your party spends a few minutes at the ticket booth. 20 minute tram ride to the Cargo dealer. All faithfully followed on the map.
It's tedious.
I'd rather have it set up like this:
"We jump for Denali III, so we can sell off those rifles we got from the guys across the border."
You arrive at the Denali downport and there are clusters of ships leaving too and fro. An Oberlindes line freighter is boosting for orbit under full power, and the roar is deafening.
"We catch a tram to the Cargo Dealer's office."
Arriving at the Office, you all have been arguing with him for a good half hour.
The Cargo dealer says, "Good gods, you guys drive a hard bargain. Okay, here's the deal: 3.5 mil for the rifles, but you got to drop off 2 loads for me on Altos II by the end of the week, no questions asked. That's my final offer, take it or leave it."
And then the players decide.
If they want to do something different, I go with that, instead, thus nothing I ever set up is sitting there, unused, and I don't have to agonize over feet, yards, inches, and millimeters to do X.