Fantasy Traveller Help Amber Witherspoon (13 Nov 2017 03:36 UTC)
Re: Fantasy Traveller Help Amber Witherspoon (13 Nov 2017 03:38 UTC)
Re: [TML] Re: Fantasy Traveller Help C. Berry (13 Nov 2017 06:29 UTC)
Re: [TML] Re: Fantasy Traveller Help Amber Witherspoon (13 Nov 2017 07:56 UTC)
Re: [TML] Fantasy Traveller Help Tim (13 Nov 2017 06:39 UTC)
Re: [TML] Fantasy Traveller Help Amber Witherspoon (13 Nov 2017 08:06 UTC)
Re: [TML] Fantasy Traveller Help Thomas Jones-Low (13 Nov 2017 11:54 UTC)
Re: [TML] Fantasy Traveller Help Richard Aiken (13 Nov 2017 23:37 UTC)
Re: [TML] Fantasy Traveller Help Cian Witherspoon (07 Dec 2017 06:04 UTC)
Re: [TML] Fantasy Traveller Help Kelly St. Clair (07 Dec 2017 08:15 UTC)

Re: [TML] Fantasy Traveller Help Amber Witherspoon 13 Nov 2017 08:06 UTC

On 11/12/17, Tim <xxxxxx@little-possums.net> wrote:
> On Sun, Nov 12, 2017 at 07:36:00PM -0800, Amber Witherspoon wrote:
>> My brain attached itself to a "Spelljammer" type Traveller setting.
>> For those who don't know, Spelljammer was an AD&D setting that
>> connected all their settings via a fantastic cosmology based on
>> crystal spheres that held systems and an ether like substance that
>> flowed in currents between them.
>
> Will etherships need to travel along these currents, or is it possible
> to cross or fight against them?  Are there areas with no currents?  Do
> the currents have different speeds or strengths?
That's what direction of flow is for - the last two of the current
generation ideas drop it entirely. Cutting across or fighting against
them increases travel time. So far, I'm leaning towards areas that
have no currents, which means much slower travel, which means instant
backwater systems where ever you go.
For speeds, my current idea is that each current has a travel time
listed in days, which will be either set (so rolled when generated),
partially set (base number, plus a smaller roll when you start the
voyage), or fully random (just roll it every voyage). I'm leaning
towards set, since that also allows for chance of ether storms, and
good midvoyage rolls from astrogator and pilot, changing the travel
time.

>> Right now, I'm trying to figure out a mapping system that allows for
>> random generation of systems and currents that doesn't create a mess.
>
> For hand-rolling, or computer program?  I imagine that hand-rolling
> would need to be simpler.
While still allowing the details - which is why I'm also trying to simplify.

>> Currently (hah!), I know I want systems on 8+, but the currents are a
>> bit messy - I have three possibilities:
>> 1: roll for currents first - direction of flow, length, and travel
>> time, splits, if it goes between layers, then roll systems with
>> off-current hexes having a penalty.
>
> I'd probably go with this.  I'd probably also give a bonus to having
> systems of interest in places where currents split or join, since
> travel junctions are often of economic and strategic importance.
> Probably a large bonus for connections between maps.
That's what I'm leaning towards as well - just trying to figure a good
generation method that doesn't leave a giant mess or create a ton of
currents.