That helps. This kind of thing helps me discover items that everyone takes for granted as available but that I don't know about: what are the "Keith brother's environment supplements"? 

Playable usability can be a problem, even with computer support - either the players will want to do something that you didn't build into your model and gameplay has to break while you research the problem, or there is a fault in the model which gets discovered later in gameplay and needs to be corrected and possibly retroactively applied to prior gameplay. This usually isn't a problem in long, drawn out play-by-chat-and-email but it would be extremely inconvenient in a in-person 4 hour gaming session. 

I liked components of your adventure with Blue Sky in it because the players were encouraged to describe their clothing. The environment should influence character activity - when it's really hot you will see soldiers in undisciplined units discarding armor components simply because it is so uncomfortable, or when it is very cold movement can be limited and there can be danger of frostbite and so on, and this should also influence what the characters will want to wear and carry (and consequently how armed and armored they are). This sort of thing doesn't seem to be often reflected in gameplay but the effect can be dramatic in real life, and I think those elements are an extension of that. 





-------- Original Message --------
On February 4, 2018 12:36 AM, Timothy Collinson <xxxxxx@port.ac.uk> wrote:



So if you produced something along the lines of the Keith brother's environment supplements but for the ground/orbit interface - comms coverage, drop times, how big/bright is orbital item x from given point on ground, can I see ship y landing from z distance, how far to the horizon for world size/height above ground etc - then that would be of great interest.

(That last example I've already done as it happens for an adventure I hope will see light of day this year.  I ought to see if I can dig out the table when i get up so others can check my math. (Found the calcs on internet and worked out a table for world sizes and various heights for the particular distance I was interested in IIRC).  Again, focussed on playable usability rather than exact simulation of, ummm, rocket science.).  :-)

If that helps?