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Thursday, July 22, 2010

Update

I'm still cranking on the trade system.  My aim is to present something analogous to Alexis's grain and gold post here that explains how I'm adapting what's there to Traveller.  The bulk of the work now is coming up with a comprehensive enough list of raw materials and finished products without developing a completely comprehensive list.  Time and again I marvel at the effort, time and attention to detail that must underlie the finished product Alexis has presented.  I often find myself backing off on the types of inquiries he's hinted at diving right into.  How much and what specific raw materials should be  required to manufacture a jump drive?  What could I compare it to in present day technology?  A nuclear reactor, a massive jet turbine or something else entirely?  How much petroleum could an earth-like planet of 3/4ths the size of earth reasonably produce given a native tech level of x but access to tech level y?  What is used for in MTU?  What's rarer than lanthanum but still a plausible element that could be required for drive-building?  Each question begs fifty more.  I can see why and how it took him years and access to a university library plus to compile what he has.   Don Quixote indeed. 

I also received one of the books recommended last week in the mail earlier this week, and am giving it the once-over.  I also got completely distracted revising my magic system for D&D for a few days, only to go back to the way I have it.  Sometimes I've got the attention span of a 6-month old terrier.

So... the next Tackling the Tao post will probably be posted next week, where I show my subsector map and run through some examples.  There should also be a post-session recap and another World Profile up at that time.   Which reminds me, I've pretty much exhausted my small supply of already-worked-on-worlds and now need to whittle my notes on the rest down into more concise entries... are the articles actually benefiting anybody out there? 

P.S.

 I'm also working on something for Zhodani Bases's 76 Patrons Contest.  If you're not aware of it, follow the link. 

3 comments:

  1. "How much and what specific raw materials should be required to manufacture a jump drive?"

    Hah. Marvellous question.

    Step 1) Make a list of the 30 odd systems that go to making a jump drive work. Name each

    Step 2) Ignore the detail, but randomly determine the weight (as % of jump drive ton) and composition (from those materials listed on the back page of Worlds And Adventures).

    Step 3) Add totals to determine total cost of one ton of jump drive.

    Step 4) Work out a likelihood for each system to crash, and whether it crashes before or after a jump (during is just too cruel).

    Step 5) Watch players scream when the same, annoyingly expensive system crashes AGAIN!

    Step 6) Introduce superquality system versions that virtually never crash, and watch the party splash all over the universe trying to find them.

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  2. Steps 5 and 6 are right up my alley, Alexis. It took me a long time to learn the following lesson as a GM: You don't necessarily need over-wrought storylines, villianous masterminds or epic quests of your designing (and liking) to compel the players. At least, you won't get by with only these things. Simply find out what it is they want and confound their efforts to get it. If you can't yet figure out what they want, make something they take for granted much more difficult to acheive. Then weave in your grand plots and so forth.

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  3. For a trade system, it is important that it is balanced. If a deal is too good to be true, then it shouldn't exist. This is important, or else the PCs will have too much cash...

    Good luck with your contest entry!

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