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Fantasy Traveller Help
Amber Witherspoon
(13 Nov 2017 03:36 UTC)
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Re: Fantasy Traveller Help Amber Witherspoon (13 Nov 2017 03:38 UTC)
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Re: [TML] Re: Fantasy Traveller Help
C. Berry
(13 Nov 2017 06:29 UTC)
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Re: [TML] Re: Fantasy Traveller Help
Amber Witherspoon
(13 Nov 2017 07:56 UTC)
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Re: [TML] Fantasy Traveller Help
Tim
(13 Nov 2017 06:39 UTC)
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Re: [TML] Fantasy Traveller Help
Amber Witherspoon
(13 Nov 2017 08:06 UTC)
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Re: [TML] Fantasy Traveller Help
Thomas Jones-Low
(13 Nov 2017 11:54 UTC)
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Re: [TML] Fantasy Traveller Help
Richard Aiken
(13 Nov 2017 23:37 UTC)
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Re: [TML] Fantasy Traveller Help
Cian Witherspoon
(07 Dec 2017 06:04 UTC)
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Re: [TML] Fantasy Traveller Help
Kelly St. Clair
(07 Dec 2017 08:15 UTC)
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(whoops, dropped part of the message) So, does anybody have any ideas? Travel time will be important, since I'm working on tables for the interstellar travel that makes travel more than a passive "you didn't misjump timeskip" that many people treat it as. On 11/12/17, Amber Witherspoon <xxxxxx@gmail.com> 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. > Right now, I'm looking at something similar - magical sailing ships > traveling between systems on ether currents, with the ether currents > stacked in layers that occasionally connect (thus allowing 3d space to > be shown as a series of 2d maps). > 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. > 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. > 2: roll systems first, roll for current off each hex face, then > length, travel time, splits, etc. > 3: roll systems first, then connect every system (not sure my tables > for that yet) with a current and roll travel time for each. >