My proposal on the original thread is to allow jump 1 to go as far as 1.49 parsecs - gives you a range of 4.86 light years.
Combine that with building Oort cloud system stations until the invention of jump 2 (which would have a range of 2.49 parsecs or 8.12 light years).
So is this kind of a dawning of age of sail space exploitation on a budget without galactic wars sort of milieu?
I like it! Near space-near future has nearly always been my preferred basis for my homegrown settings, there's somrthing far more redolent about 'jumping to Epsilon Eridani' than to the unknown 'Barram's World' (or whatever). I don't know if you have seen The Expanse, but your political and social set up really reminds me of that in the TV show ... that is a good thing!
Not sure I like the use of the word Mandarin, I'd think of something else personally - the image is of a language, or an English description. Try Far East, Cathay (still the name of an airline), Chinese, or if you want to send shivers.., Co-Prosperity (although that has Japanese overtones). Just my two cents, names of things are crucial, you're stuck with them in the long run, so they have ti sound just right.
Proxima Centauri is 4.24 LY (1.3 parsecs) from Earth. If people only have jump-1 and can't jump to an empty hex, how did people get to other stars?
Hmm you could also use Zhōngguó or Celestial Hegemony if you want to play up the "restored Imperial China" angle.#2 - I see your point with the "Mandarin Hegemony" - I will respectfully counterpoint as to why I chose it. A) - I wanted "Chinese-ruled area without current political baggage"; which this gives. Is it an extension/descendant of the current PRC totalitarian government, a reborn dynastic system, some imperialistic northern Chinese warlords, or something else? Up to the reader/ref to decide. B) - Was also going with the historical (heck, even current) issue of "nations label other nations things" kind of idea. Sure, the UEA calls them the "Mandarins," much as 21st century US refers to "North Korea" - their internal name may be something completely different.
I guess the end result is similar to my above post. I tend to have better results as a ref (and I write better) when I don't try to completely flesh out every detail of a setting before play. Some folks do great with it, but I find it boxes me in. This leaves the door open to a player during the intro session coming up with that unexpected comment which totally puts a new twist on things, all because they read the short description and shared their own idea.
Hmm you could also use Zhōngguó or Celestial Hegemony if you want to play up the "restored Imperial China" angle.#2 - I see your point with the "Mandarin Hegemony" - I will respectfully counterpoint as to why I chose it. A) - I wanted "Chinese-ruled area without current political baggage"; which this gives. Is it an extension/descendant of the current PRC totalitarian government, a reborn dynastic system, some imperialistic northern Chinese warlords, or something else? Up to the reader/ref to decide. B) - Was also going with the historical (heck, even current) issue of "nations label other nations things" kind of idea. Sure, the UEA calls them the "Mandarins," much as 21st century US refers to "North Korea" - their internal name may be something completely different.
I guess the end result is similar to my above post. I tend to have better results as a ref (and I write better) when I don't try to completely flesh out every detail of a setting before play. Some folks do great with it, but I find it boxes me in. This leaves the door open to a player during the intro session coming up with that unexpected comment which totally puts a new twist on things, all because they read the short description and shared their own idea.
Alternatively spend a lot of time building an Oort cloud outpost, use it to locate the biggest object in the Proxima Oort cloud.
Collect as much data as you can, plot the jump and then wish your all volunteer crew good luck
After a few years you build an outpost in the Proxima Oort cloud.
So you have jump 1 travel from earth to the Sol Station, jump 1 to the Proxima Station, jump1 to travel within the centauri cluster.
Think of the fun you can have at those stations, which are effectively bottlenecks of scum and villainy for civilian ethically challenged merchants travelling beyond the solar system or back to the solar system.
But Proxima Centauri isn't within 1 parsec of any other stars, either. It's 1.9 pc from Ross 248, its closest neighbor after Sol (1.3 pc), then Sirius at 2 pc.
I took my data off the List of nearest stars and brown dwarfs (wikipedia) and converted right ascension, declination, and distance to X,Y,Z coordinates, then computed distances between every pair of stars.
Barnard's Star is 1.8 pc from Sol, but 0.8 pc from Lalande 21185. Its next neighbor is WISE 0855−0714 (1.2 pc).
I'd recommend that you redefine jump-1 as 2 parsecs for this setting.
That gets you jump paths like:
Sol -- Proxima Centauri -- Ross 248 -- Tau Ceti -- Epsilon Indi -- Groombridge 34
Sol -- Barnard's Star -- Lalande 21185 -- Lacaille 8760
Sol -- Barnard's Star -- Lalande 21185 -- Luyten 726-8 -- Wolf 359 -- Ross 154 -- YZ Ceti
Pretty quickly, though, you're gonna run out of stars that are not connected to Sol via 2-parsec jumps.
For your setting, is there a size limitation to ships, like they're generally built to a certain tonnage or what?
Nice. If you were running this, would there be certain Traveller tech you would ban as not fitting the setting in your mind? Like even if the setting does reach a certain TL, such a tech won't be made because it just doesn't fit?Well, my default is "Rule 0 - what works for you?"
But, as an answer to what I would use if I were running this: I would mix LBB book 2 limitations and the Hostile setting - in general, most craft are 1000 tons or less; but there exist mining platforms etc (un-self-propelled) which can be an order of magnitude larger. Think Alien and the Nostromo tug platform as a reference point if need be.
This limitation is also primarily in The Fringe - UEA and other forces certainly have some larger ship potentials, but they don't travel out this far, nor are there facilities to support them.
Nice. If you were running this, would there be certain Traveller tech you would ban as not fitting the setting in your mind? Like even if the setting does reach a certain TL, such a tech won't be made because it just doesn't fit?
So, as food for thought (and, it's been an 16-hour work day, I'm not at my best), some general ideas...
Psionics as an "everyman" type thing. I don't mind them in the campaign, but not as a default thing. Part of why I never got into the Spinward Marches/Zhodani side of CT.
*Slight* expansion of Jump-2 tech - I don't want it common, but I could see the start of a version of the "x-boat network" and people paying high-dollar amounts for faster travel or information sharing.
Other than Psionics, which I usually include in my settings, this is very much to my taste. Near-future, "hard" tech, tech looking like tech and not magic.Definite "NO"
- FTL comms (the whole delay in information/instructions is part of what I love about CT/LBB settings & the reminder of the days of sail)
- FGMP/PGMP - just no.
- Battle Dress/Mechs - *possibly* in advanced military tech, but definitely not as player items, even in a mercenary type campaign.
- Psionics as an "everyman" type thing. I don't mind them in the campaign, but not as a default thing. Part of why I never got into the Spinward Marches/Zhodani side of CT.
- Easy cloning/regeneration - player/NPC deaths should have consequences. Not that cloning tech doesn't fit, but it's not a freebie ressurection.
- Trillion Credit Squadron/High Guard massive ships as PC elements. Not saying larger vessels aren't out there - but they are rare, expensive and not appropriate to the PC level of play.
- Similarly no black globes, meson crap and the like.
Avoiding grav vehicles means more opportunities to you your ATV, tilt-rotor/VTOL, and other cool low-tech vehicles of the Alien(s) flavor. OV did not have grav vehicles for that reason, as grav generators were quite large - enough for shipboard gravitics but too heavy for an air/raft."Maybe"
- Grav vehicles in general use.
- More laser weapon tech (But not "blasters" and the like - The Fringe still is a colony setting)
- *Slight* expansion of Jump-2 tech - I don't want it common, but I could see the start of a version of the "x-boat network" and people paying high-dollar amounts for faster travel or information sharing.
- AI, whether in an NPC or potential PC "android" role. One area I always felt CT lacked was in following the advances in computer technology from 1977 to modern day, and extrapolating appropriately. However, I also don't want the game to devolve into a Cyberpunk hacking extravaganza.
YES! Every madman with a budget can now charter a ship; a rich madman can buy a ship outright. The J-1 Solar Main is finite, but sparsely colonized the further you go from Earth. So all crackpot attempts at illegal research, Utopian societies, and cults will be likely to spring out on various secondary rockballs on the The Fringe. In some cases even on Mainworlds!That expansion would be a good reason why Jump-1 ships are now within the financial reach of individuals, small groups, and small companies.
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The expansion of Jump-2 is going to put a lot of Jump1 ships out of work which will put a lot of those ships on the market at cheap prices. Prices the PCs or the kinds of patrons who may hire them may be able to swing.
Agree, this is a very interesting set up.Other than Psionics, which I usually include in my settings, this is very much to my taste. Near-future, "hard" tech, tech looking like tech and not magic.
No grav vehicles in a setting...Avoiding grav vehicles means more opportunities to you your ATV, tilt-rotor/VTOL, and other cool low-tech vehicles of the Alien(s) flavor. OV did not have grav vehicles for that reason, as grav generators were quite large - enough for shipboard gravitics but too heavy for an air/raft.