[TML] ABPR: Designing Campaign Starmaps
Derek Wildstar
wildstar at io.com
Fri Jul 18 20:51:06 MDT 2008
Advice for Beginning Players and Referees: Designing Campaign Starmaps
So, for whatever reason, you want to run a Traveller campaign using
your own starmap. Here is some advice from a Traveller referee, and
something that I assume will cause much discussion on the list. The
caveat that applies to all of this is - this is what works for me and
the folks I've played with.
2D or Not 2D
The standard Traveller starmap is flat and uses hex-based movement.
Interstellar space is actually three dimensional, and there aren't any
rows of hexes inscribed across the galaxy. I think it's reasonable to
at least consider Traveller with a 3D starmap, or even a "real"
starmap. Before you go that route, there are a few things to consider:
1) The number of possible destinations and routes grows as the cube of
the distance, rather than the square, significantly increasing the
number of worlds within a few jumps and making navigation harder. For
example, there are no stars within J-1 of Terra. There are 4 within
J-2, 11 within J-3, 32 within J-4, 67 within J-5, and 103 within J-6.
A 2D J-6 map has 126 hexes and typically contains around 40 stars.
2) Large polities are proportionally larger than in canonical
Traveller materials. For example, a 3D empire with roughly the same
transit time as the Imperium would, if centered on Terra, contains
well over 30,000 stars, as opposed to somewhat under 10,000 for the
Imperium.
3) There is no easy way to represent the 3D map on paper for ready
navigation. There are ways to solve this problem (such as pre-computed
distance tables or node maps for each jump range), but in general the
results look more like a computer program flowchart than a "starmap".
4) You will probably need computer assistance for mapping and
navigation, so be prepared for some number crunching and considerable
work. You may need to have (or know someone who has) computer
programming skills.
5) The players may not be able to visualize the starmap or do
effective navitation on their own. The referee should expect to
(impartially) help with this, and should consider placing an NPC
captain or navigator on the crew as a means of providing the players
with accurate information and a way to select from a more limited set
of choices.
My recommendation is to use standard Traveller 2D maps, particularly
if you are planning to create a "large" empire. Although 2D maps are
unrealistic, they are easy for players and referees to use. However,
I know of campaigns that have successfully used 3D maps, particularly
campaigns that stick to small areas of space.
The Big Picture
Before you start rolling the dice to generate worlds, it's a good idea
to step back and draw a large scale mape that shows an overall picture
of the campaign setting. This picture should include the main
political entities in the game, and any other significant astrographic
features such as homeworlds, trade routes, star clusters, rifts, etc.
The region where the campaign is set should be identified on "the big
map". It is also helpful to draw an intermediate-scale map that shows
the campaign area and it's immediate surroundings.
The large-scale and intermediate-scale maps can get away with some
inaccuracy; I recommend against providing exact coordinates for
features on the map. If or when you make the detailed sector and
subsector maps of these areas, you can adjust the exact coordinates a
few parsecs one way or the other without having to fudge or re-draw
your large-scale maps. The important parts of this phase is to plan
out how all of the pieces will fit together. Once we get down into
the nitty-gritty of world generation, it's easy to loose sight of the
forest while you are busy putting the leaves on the trees.
Use of Automation
It's quite feasible to use computer software to generate dozens of
sectors using almost any edition of the Traveller world generation
rules. However, in my humble opinion, the campaign will be better
served with a smaller campaign map that has been personally supervised
by the referee, as opposed to a large map that is purely the result of
a computer run. There are a few reasons for this:
1) If the referee has hand-generated or at least reviewed each world
in detail, he or she is more likely to be familiar with the details of
the map, making it easier to place adventures and worlds in proper
context.
2) The referee can tweak the map (typically by modifying die rolls) to
produce worlds tailored to specific campaign needs, making the map
better fit planned activities.
3) The referee can place non-random worlds (that is, worlds
constructed to support a specific adventure, alien race, etc.) on the
map in a sensible place, and ensure that the surrounding worlds make
sense.
4) Traveller world generation uses lots of die rolls, and the random
number generation functions in most older programming languages are
weak[1]. This will produce unexpected and odd-looking results if not
reviewed and corrected by a human. For a Traveller example, look for
"stripe" patterns in the non-canoical DGP sector files (I believe in
Ealiyasiyw and Iwafuah sectors).
I also don't suggest placing every star system manually and generating
every world by picking values. Firstly, it's a lot of work; secondly,
the resulting map is likely to look like an artifact with recognizable
patterns rather than the naturally-random distribution expected in a
real map. For an example, look at (now non-canonical) The Beyond
sector from Paranoia Press.
However, if you have a computer and Traveller mapping software
available, certainly use it to store world data and generate maps as
needed. It is extremely useful to be able to lay down a subsector or
sector map, as well as a J-6 map for the current location, and overlay
trade routes, calculate volumes of trade (as per GT: Far Trader), and
generally sort and search the world data.
How Big
So now that you've planned out the stage on which two 10,000-world
empires will fight their epic conflict, the idea of generating (and
personally reviewing and tweaking) 50 sectors containing 22,000-odd
stars seems a little daunting ... as well it should. If you could do
a star system every minute, and worked for 16 hours a week on the
project, that empire would take 6 months to generate. That's a lot of
prep-work for an 8-hour RPG session. So how much do you have to do
before you get started?
My recommendation is that at an absolute minimum, you need to generate
a J-6 starmap centered on your starting world, a 12-parsec circle.
That's 127 hexes, and probably contains about 40 worlds, give or take
a dozen. At 5 minutes per world, this will take less than 4 hours,
and give you a nicely detailed chunk of space as a setting for your
first few sessions. You will probably want to spend a few more hours
detailing some key worlds in that area of space. You can use your big
picture maps to decide what is off of the edges in general terms. I
recommend noting where trade and X-boat routes go off the edge, and
what major destination lies at the end of the off-map link. You will
have to make sure that the players don't go too far from the starting
world in the session, but most ships are J-1 or J-2, so it shouldn't
be a problem. As players move from world to world, you will have to
generate new systems in between sessions. Always keep the "edge of
the map" at least 6 parsecs from the PC's current location at the
start of a session.
A better plan is to generate 9 subsectors: the starting subsector and
the box of 8 subsectors surrounding it. This gives you a 24x30 parsec
chunk of space to operate in (a bit more than half a sector); it will
contain about 240 stars and will probably take a good bit of time:
each subsector will probably take 2 or 3 hours to generate if you
review each world, designate sensible trade routes, and generally
build a quality map. Again, plan to spend a few hours detailing
important worlds in your campaign area. However, you don't have to
generate new maps until the players leave the starting subsector.
Once they do, generate new subsectors to keep at least 8 parsecs
between the players and the edge of the map.
If you have a lot of time (or if you are fast and have good software),
generating an entire sector, plus the 20 subsectors bordering it,
gives an extensive campaign map. I have only had one campaign that
crossed more space than this - and that only because one of the plot
points was getting the expedition through a sector of semi-hostile
territory. This is about 1000 stars, and will take a significant time
investment - but will probably serve as the underling map for many
game sessions and perhaps even multiple campaigns.
---Derek
Notes:
[1] "Weak" random number generators exhibit short periodicity (the
results repeat after only tens of thousands of iterations), poor
distribution (some numbers or patterns of numbers occur more often
than they should), or correlation (the next number generated is
related to the last number). The random number generator functions
supplied with many older programming languages are particularly poor;
"cryptographic" random-number generators in modern languages like Java
are better.
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