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Jumpspace In Traveller 

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How starships move from star to star in Traveller. Please go to Patreon.com and look under Page121 to help support the channel. Thank you. #TTRPG #RPG #FRPG #Traveller

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26 июл 2024

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Комментарии : 33   
@shadowstate552
@shadowstate552 Год назад
In a game I played, jumpspace was just a super bright light (like an arc welder) and you could go blind if you looked at it w/o goggles - shudders closed over the windows during transit. In a game I ran, jumpspace was just a bunch of swirling psychedelic colors and if looking too long you could hallucinate!I had a character see a bunch of naked women swimming outside the ship and he tried to open an airlock to go outside. LOL Also, I never did the 7-day thing, ships could jump for however long it wants but up to 7-days (when fuel runs out). They could jump for 3 days and then jump again for 4 if they didn't refuel.
@anonymouse8953
@anonymouse8953 Год назад
the more i know about traveller, the more i like it. Thank you!
@capnahayes
@capnahayes Год назад
I created in my own head Canon, that the "Jump Flash" looks like the jump point entries and exits as seen in the MCU. Using the Hex shapes are created based on the grid on the ships hull. Just as a nod to the hex shapes seen on all the Traveller sector maps.
@glenjohnson9302
@glenjohnson9302 2 года назад
I had a crew jump too close to another ship that was also jumping. They knew each other and wher bitter rivals. Space conditions made it so they could not see each other when executing jump. Drained there files, damaged both ships. They ended up in a strange starsystem in a void. They had to cooperate to get out.
@glenjohnson9302
@glenjohnson9302 2 года назад
The planet was the adventure and was FULL of stuff. It took months of game play and the players had fun.
@page121tabletoproleplaying4
@page121tabletoproleplaying4 2 года назад
What a great premise for a game!
@glenjohnson9302
@glenjohnson9302 2 года назад
@@page121tabletoproleplaying4 thanks. I used to be a very saut after GM. I created all my own worlds. I ran 2 Fantasy campaigns, a dystopia Earth based on Morrow Project, and a space campaign in Traveler all at the same time. 2 games a week in rotation. It came about because I had so many people wanting to join my game I had to expand so I had 4 individual groups with only a few people in multiple groups. A lot of fun. Too many people for one campaign.
@hemaccabe4292
@hemaccabe4292 Год назад
In most systems, based on the rules, one would need to travel at sublight speeds for days/weeks/perhaps months to get to jump safe location. If one was to add a stop at a gas giant for a skim, that could add again travel at sublight speeds for days/weeks/perhaps months. I don't think most campaigns take into account this cost of time for a jump trip.
@hemaccabe4292
@hemaccabe4292 Год назад
I would also add that I would want to change the rules to add a cost per parsec in time taken but if we want to have fun, make the amount randomized, so one never knows how long it will take make a jump, adding a pleasant bit of drama. For example, lets say it takes 10-60 hours/parsec to make a jump. Then somewhere around 100 hours, the crew would be having real questions, was this a successful jump? A misjump? Etc.
@hemaccabe4292
@hemaccabe4292 Год назад
I would have the number of people and published stories in setting for what happens in a misjump be very limited as I would imagine most would not survive the experience and/or be able to return to civilization.
@Seth9809
@Seth9809 Год назад
Very engaging explanation!
@page121tabletoproleplaying4
Thanks
@johnniebrock7518
@johnniebrock7518 2 года назад
Any discussion about not being able to look outside of the craft while in a jump? One of the novels claimed it "could drive you mad" and then contradicted itself. I would also great appreciate a discussion about the different levels of travel and what that means. Also about how you used the time delay of major and minor events in your games from basic uses to what you consider clever game play uses.
@page121tabletoproleplaying4
@page121tabletoproleplaying4 2 года назад
I am researching the different levels of travel and will be doing that video soon.
@DanielEastland
@DanielEastland 2 года назад
In our campaign, it is just incredibly bright white light out there. While nobody has tried it yet, I haven't decided if it is safe to do a spacewalk on the outside of the ship while in Jump Space. :)
@sinanju
@sinanju 2 года назад
I stole Larry Niven's "blind spot" from hyperspace. Your eyes and brain simply can't process jumpspace. If you get a look at it, through a port or video screen, your brain tries to ignore it and paint a picture that excludes said port/viewscreen. If the blind spot fills your field of vision (you look through an open airlock or you're doing an EVA, you basically get a "blue screen of death" and stare into the void indefinitely. Basically, until something causes you to close your eyes or otherwise stop looking. Ships in my game don't use real portholes (except tiny ports in airlock doors. All "portholes" are actually videoscreens that can be shut off or will display something (anything) else while in jumpspace. If an EVA is absolutely unavoidable in jumpspace, the guy going out has a rope tied to him, and someone else (eyes shielded) stays in the airlock holding the rope. If the EVA guy stops moving and stops responding to his comms...you drag him back in.
@OgamiItto70
@OgamiItto70 2 года назад
The diameter of the sun (Sol) is about 865,000 miles. 86,922,450 miles (100 Solar diameters plus one radius of the sun from its surface) would be the minimum safe jump entry distance. The Earth orbits at about 93,000,000 miles from the sun, so you could enter jumpspace from 100 planetary diameters out from Earth. You might have to watch out for the position of the Moon, though. Mercury or Venus? Forget it. You're slowboating out to 86,922,450 miles out from the sun--maybe more--to make a jump. According to _some_ Traveller rulesets, your jump will fail if you try to jump along a line that contains an object in "N-space." Kind of like _Star Wars'_ hyperspace. “Traveling through hyperspace ain’t like dusting crops, boy. Without precise calculations we could fly right through a star or bounce too close to a supernova, and that’d end your trip real quick, wouldn’t it?” I disagree. When you're _in_ jumpspace, you're _out_ of the normal universe, unaffected by gravity fields, neutrinos, robocalls from bill collectors and scammers, whatever. You're in your own little world. You're like a flea that was walking on a piece of graph paper and decided to jump. You leave the graph paper. You land in another spot on the graph paper completely unaffected by any dots or lines on the graph paper between where you jumped and where you landed. Because you went "around" or "over" it all.
@gregorycampagna8138
@gregorycampagna8138 Год назад
Thumbs up Where to find an original Spinward Marches map, without paying an arm and a leg for it ...
@kensvideos1
@kensvideos1 2 года назад
What if the Travellers are going to a warring planet as mercenaries and by the time they get there peace has broken out.
@page121tabletoproleplaying4
@page121tabletoproleplaying4 2 года назад
A very possible scenario.
@AyebeeMk2
@AyebeeMk2 2 года назад
it becomes a mission to re-start hostilities!, false flag maneuvers , the group of players setting up an incident, "invented" HOSTILES...
@rodneykelly8768
@rodneykelly8768 2 года назад
What is your opinion on "Jump Torpedoes?" They where introduced in the original "Traveller." There are some who would say that they violated the restriction on what vehicles could use jump drive. I think that the torpedoes would be good story telling devices.
@page121tabletoproleplaying4
@page121tabletoproleplaying4 2 года назад
I never really used Jump Torpedoes. The idea is neat, but I like the minimum 100 displacement tons to enter jump space.
@TheMerrox
@TheMerrox 9 месяцев назад
Hi, great video! I'm very new to Traveller and there is some things I'm unsure off. (I probably missed it somewhere in the rulebook, also english is not my first language so I could have missed some things in the translation) 1. Lets start with the most likely silly & obvious question, but why Jump Travel and not just go by ordinary engine power? (I'm guessing normal speed takes much longer, but it doesn't really say in my rulebook). 2. What does "100 diameter distant" mean? Is it like 100xthe diameter of the closest planet/moon? 3. I first thought 1 hex was 1 parsec and a parsec is 1 jump? But it seems there is more to it? Not sure I understood the meaning with "subsectors"? 4. The "green jump lines", "mains?", as I understand it, they are just "safe" lanes? So jumping by them is just quick/easy/safe, convenient. Not like wormholes or jumpgates and the only way to jump along? So you can jump from wherever you want but its trickier and more risk involved (because perhaps you don't know if there are planets and stuff along that route that could make your jump to be a missjump?
@page121tabletoproleplaying4
@page121tabletoproleplaying4 9 месяцев назад
1) Traveller wanted to build a pony express feel where information could only travel as fast as it was carried. Thus, no FTL radios or warp speed. I love it. 2) 100 diameters is a reference to when you exit the Jump Shadow of a body in space. For instance, you could travel 100 diameters from Earth but still be in the Jump Shadow of Sol (Earth's sun). That's why Astrogation is a valuable skill in Traveller. 3) One hex is a a parsec which is 3.26 lightyears. That means that from side to side it would take anything moving at the speed of light 3.26 years to cross. 4) Jump Mains are generally areas of space where systems with stars and planets are close together. Mostly, you can travel a Main with a Jump 1 ship. That does not necessarily make these areas safer but they are more frequently traveled which would tend to make them safer from pirates and such. Take a look at Travellermap and the Traveller wiki. They are great resources to answer these kinds of things. I looked at the Travellermap in this video ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-l8himS3ZZhU.html
@TheMerrox
@TheMerrox 9 месяцев назад
@@page121tabletoproleplaying4 Thank you, that helped to clarify some things. =) How fast does ship travel within a hex then? Like if there is something in the middle of a hex that you want to investigate. So you arrive by jump at the hex border and then have to fly into the hex, that would take about 3.26/2 years? So then you have to make a "micro-jump" to the middle? And those also takes about 1week right?
@page121tabletoproleplaying4
@page121tabletoproleplaying4 9 месяцев назад
@@TheMerrox How long it takes to move around in normal space is determined by you maneuver drive. Again, check out Travellermap and the Trveller Wiki. There is a ton of info on those sites.
@twossock
@twossock 2 года назад
How close to the ships hull does the jump bubble cover?
@page121tabletoproleplaying4
@page121tabletoproleplaying4 2 года назад
It is generally in an egg shape around the ship, a few meters off the hull. In Megatraveller, your ship could have a Lanthanum grid in the hull and that would create the jump field very close to the hull.
@Escylon
@Escylon 2 года назад
2D map of a 4D universe. Very hard sci-fi.
@buklo46
@buklo46 2 года назад
Always top videos. I would like to know more about hiports and lowports.
@page121tabletoproleplaying4
@page121tabletoproleplaying4 2 года назад
Good topic
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