I received an e-mail tonight (11-01-2007) from a fellow gamer from one of my campaigns in a pbem Traveller scenario under another GM, and stumped him (himself an avid TU chap) when they (the players) plotted with their J2 200dt Far Tarder
their own path across a subsector and said,
"what lies on these 6 worlds?"
And the immediate reply from the GM was,
"I don't know, I didn't expect you to go that route."
When the follow answer to this was done, it included with a basic overview based on UWP of the Govt, pop, trade code the goods & services (exports) available, size of the population, how tight the laws were or weren't--all derived from the UWP, as the adventure had listed
nothing else about them. Nothing about berthing, traffic, or
Starport- or
Ship Yard capacity*
In only one instance was the port listed as 'orbital' (it was set in an asteroid belt
B000000-D N Va Lo Ni 610 wherein our plucky merchanters HAD to stop and refuel at since there were NO gas giants, along this planned route. No brainer there, set in a belt after all, right?
For some more light on this: a war time TU period, between two hostile stellar states, in the frontier zone between what each side calls "theirs", the usual intrepid small ship players trying to make a living, avoid commerce raiders, corsairs, and damage to their only home & starship. the players have their copy of the two subsectors' map, and know which worlds the hostile enemy occupies, and which ones their side still maintains patrols over, and all the worlds between them--wherein they're trying to make ends meet, and avoid another corsair encounter (They were robbed and held at bay by a 600dt Corsair), and loss of a cargo, theft of passengers, and their lives.
Having survived the GM's "rob you another day" band, small surpise they plotted a differing course (with no deadline) to avoid another such.
Welcome to one facet of the problem we will attempt to solve.
Too often the subsector maps have no small paragraph planetary "write up", just the UWP, and the only worlds listed/ described in older adventures are just the UWP alphanumerics, meaning the GM must herd the players along the described path of worlds and no other.
But if a GM's adventure has no deadline (a long standing campaign, with mini adventures tossed in to tie the overall theme of it together), and the players' are driving the ship (not some NPC), how do you know what lies there when the players turn left and you thought they'd go right?
Do as my wife says?
"Have them jump out always where you want them to go"?
We travel nowadays with GPS and deadtree maps, and know where gas stations, eateries, hostels, repair facilities (motorcycle/ disel, gas-powered,foreign-vehicle, 4wd ATV mechanics) lie, Why should the TU be any different?
My wife jokes that you can tell by the number of churches listed on a map (The kind with symbols) the number of gas stations a town has. Funny, but its close to the truth.
A person of my acquaintance since 1984 and close to Traveller since 1980 before I met him still tells me to this day, "I never understood that UWP thingy". Which tells me many things:
+Even old timers still don't get it.
+New Players don't get it.
+Game adventure writers don't fill in all the blanks.
+Too much time tends to get taken up die rolling and not roleplaying (Tell me it doesn't happen, and then this project is a moot point then).
+Most GMs and players can add & subtract; divide and multiply.
+ Traveller Universes (TU) no matter the Game mechanic (CT thru to GT & T20) boil down to the Big Ship TU (BSTU) or Small Ship TU (SSTU)viewpoint of the individual GM.
Oh, I answered in both BSTU & SSTU for the gamer btw, the six UWP's sent to me, as it was unclear if the GM was of either way of thinking.
until later,
* abbreviated to
SYC
yes, USG-team there will be a quiz later