• Welcome to the new COTI server. We've moved the Citizens to a new server. Please let us know in the COTI Website issue forum if you find any problems.
  • We, the systems administration staff, apologize for this unexpected outage of the boards. We have resolved the root cause of the problem and there should be no further disruptions.

Steamships instead of Starships

PFVA63

SOC-13
Hi,

I'm not sure if this is the right place to post this, but since its kind of Taveller related, I figured I'd post it here.

A year or so ago I came across some RPG stuff set in the 1930's that caught my attention. Overall, since the 1930's saw an evolution from clothe and wood biplanes to ~400mph all metal monoplanes, early jet engine experimentation, experiments in rocketry, interests in archaeology, and the like, it seemed like the 1930's would make for an interesting period for role-playing, but alot of the existing RPG stuff seemed a bit too Saturday Morning Serial/Pulp Adventure to me.

As such, I began to wonder whether you couldn't instead just do an almost straight up Traveller type game instead.

Specifically, the British Empire could replace the Imperium (or perhaps if you prefer, you could use a combination of the Entente powers from WWI as more or less representing the Imperium), you could have the Soviet Union & communist sympathizers around the world as a replacement for the Zhodani threat, and perhaps growing Nationalist or Fascists movements around the world could replace the Solomani threat, and finally possibly interests in Archaeology and Paleontology (with perhaps with rumors of ancient alien interaction) replacing the Ancients of Traveller.

Anyway, along these lines I've started putting together some stuff that could be used for Traveller type adventures but set in a 1930's Earth type setting.

As such, here is a link to some plans that I've come across for a small Tramp Steamer, and attached are modified/cleaned up drawings that I have made based on them, that might be more useful for anyone wanted to use such a ship in an adventure.

http://cocatrez.net/Water/FerrisShips/FerrisShips.html

A word of caution about my revised drawings though, is that I've chosen to use a 4ft x 4ft (~1.25m x ~1.25m) deck grid instead of the more typical 5ft x 5ft (~1.5m x ~1.5m) Traveller grid, because while 5ft/1.5m wide passages may be well suited for starships which would have to accommodate people VACC suits/EVA suits, while in 20th century Earth 4ft/1.25m wide passages etc might be more appropriate for houses, buildings, and ocean going vessels, etc. And, in 20th century architecture 8ft spacing is not uncommon.

However, I also chose not to force all bulkheads, etc to fall directly on grid lines (as I have often tried for my Starship drawings) since the plans could be used for other rulesets instead of just Traveller so I didn't want to overly constrain the drawings to the limits any one specific set of rules.

Anyway, here they are if anyone has any interest in them. They aren't complete yet, as they only show down to the main deck. I hope to add some stuff for the lower stuff showing the holds and machinery spaces later.

Regards

Pat

Key.jpg


UpperDks.jpg


BoatDk.jpg


BridgeDk.jpg


FocsleDk.jpg


PoopDk.jpg


MnDkFwd.jpg


MnDkMid.jpg


MnDkAft.jpg


PS. For reference a 4ft x 4ft x 10ft space equals 160 cubic feet (or 1.25m x 1.25m x 3m space equals about 4.6875 cubic meters) or about 1/3 of a Traveller dton.
 
Very nice indeed! Considering that even the most jaded Scout would warn a newbie to always expect the unexpected, there's no reason not to expect that a "natural" form of anti-grav to exist, besides light gasses of course - though a plant that trapped hydrogen in it's "wood" has already been suggested i.e. on Victoria in the Marches.

The Ether travel does provides an obstacle though, but say something like that the system never lost it's gasses completely and that it was just thick enough for late 19th Century tech to take advantage of ( don't ask me how to explain this, my head hurts already:oo:). Certainly I would be very surprised if any space craft would be able to push more than 1G, if that, there are always those intrepid explorers and conquerors willing to go for gold and glory!

...and if all else fails, the deck plans alone are worth having just in case there's some pre-contact survey work for a Scout cre to do on a low tech world.;)
 
I'm pretty sure PFVA63 is just talking about using Traveller for a 1930's RPG, centered on empires and focused perhaps on some Merchants making a living trading and getting involved in all sort of shady deals and intrigue. I don't read that he intends the ship to fly, or travel between worlds. No lasers, computers, etc. etc. of high technology future.

I think it'll work pretty well with good direction (ref) and interested players. I for one would be willing to give it a play.

Navy, Army, even Marines would all fit pretty nicely too, properly adjusted of course. And even several other careers.
 
Last edited:
I'm pretty sure PFVA63 is just talking about using Traveller for a 1930's RPG, centered on empires and focused perhaps on some Merchants making a living trading and getting involved in all sort of shady deals and intrigue. I don't read that he intends the ship to fly, or travel between worlds. No lasers, computers, etc. etc. of high technology future.

I think it'll work pretty well with good direction (ref) and interested players. I for one would be willing to give it a play.

Navy, Army, even Marines would all fit pretty nicely too, properly adjusted of course. And even several other careers.

I wouldn't mind this. First, it'd make a great basis for a Scouts-centered mini-campagin; second, it's way cool in itself. Just mind that there's no autorifles, lasers or computers...
 
I'm pretty sure PFVA63 is just talking about using Traveller for a 1930's RPG, centered on empires and focused perhaps on some Merchants making a living trading and getting involved in all sort of shady deals and intrigue. I don't read that he intends the ship to fly, or travel between worlds. No lasers, computers, etc. etc. of high technology future.

I think it'll work pretty well with good direction (ref) and interested players. I for one would be willing to give it a play.

Navy, Army, even Marines would all fit pretty nicely too, properly adjusted of course. And even several other careers.

Hi,

Yeah, that's what I had meant. Sometimes I can be a little unclear, though I guess if you wanted to do a "Space:1889 - forty years later" type adventure you could try that too.

Anyway, with regards to adventuring in a 1930's ish Earth type setting, one thought I had for an adventure was something along the lines of having a patron that's the head of a smallish Oil company that has been convinced by a scientist of possbile oil reserves in the Amazon basin. So the oil company exec sets off and more or less risks everything that he has on setting up an expedition up the river, chartering a small tramp steamer and crew to take him, the scientist, a retired pilot from the Great War & a small flying boat to help chart out the path ( http://en.wikipedia.org/wiki/Savoia-Marchetti_S.56 ), and maybe a big-game hunter (to help protect the advdenturers), a local guide, and maybe a Brazillian government rep on the journey.

If your gaming group is mostly interested in hard science and the like, you could limit potential encounters to things that are know to exist (but can still be fairly exciting) like encounters with villages mostly cut off from the outside world, a wide array of plants and animals, massive snakes and caimans (maybe up to about 20ft or so), leaping arapaima, and schools of piranha, etc.

On the other hand, if your group is willing to move their "suspension of disbelief" meter over a notch, you could have maybe rumors of head hunting, snakes up to 40 or 50 feet, plants with mysterious medical powers, tribes that believe they are the direct decendents of the Inca, lost cities, ancient treasure, and maybe even possible evidence of ancient alien (or even recent alien) interaction with the local populus.

I suspect that, since the coelacanth fish was only rediscovered in the 1930's (having been presumed to be extinct for millions of years) you could even maybe add the possibility of an encounter with some other "living fossil", previously assumed to be extinct if you wanted.

Anyway, I suspect that there's a potential for a whole lot of possible adventures in such a setting. :)

Pat
 
A source for some inspiration, characters or plots could be the TV series "Tales of the gold monkey" from the early '80s. I missed it back then, but my wife got the DVD set last winter. It's good and cheesy, but sometimes fun. Spies, Nazis spies, killer apes, jungles, femme fatale princesses, smugglers and a flying boat-- what more can you want?

It's set in a South Pacific archipelago, ca. 1938-39. The hero is a scruffy pilot (Flying Tiger on medical leave), with his loyal mechanic and overly-smart dog, who deals with German spies, American spies and Japanese expansionists.
 
A source for some inspiration, characters or plots could be the TV series "Tales of the gold monkey" from the early '80s. I missed it back then, but my wife got the DVD set last winter. It's good and cheesy, but sometimes fun. Spies, Nazis spies, killer apes, jungles, femme fatale princesses, smugglers and a flying boat-- what more can you want?

It's set in a South Pacific archipelago, ca. 1938-39. The hero is a scruffy pilot (Flying Tiger on medical leave), with his loyal mechanic and overly-smart dog, who deals with German spies, American spies and Japanese expansionists.

And a Disney cartoon called "Tale Spin" that my fiancee and I both loved when it was on in the early to mid 1990s. If you don't mind something for younger audiences (and a good way to get younger players interested in RPGs too).
 
Sounds like a fun game. I'd play it. :)

I loved Tales of the Gold Monkey when it was airing, and I was so disappointed when they canceled it after only one season.
 
Back
Top