Showing posts with label starport. Show all posts
Showing posts with label starport. Show all posts

Friday, December 31, 2021

Traveller - Extended Starport Codes Again

Pretty sure I keep coming back to this every once in a while. But heck if I can find the post where I was messing with this. And there is an interesting discussion on COTI about the existing base codes. Got me to thinking yet again about something that should be useful fluff but also have some game mechanics associated with it. Not that I actually use any of these house-rules I play with when I actually run games: mostly use things at the plot requirements and I make up what I need before the session. Random things are handy for sparking ideas. 

Anyway, I can see have an extended port description. Something along the lines of ABCDE-F where:

  • A = main starport (same as the UWP, unless it is ONLY a high port)
  • B = port staff size: 0 = 0-9, 1 = 10-99, etc. (same as the population code)
  • C = high port (A to X for none)
  • D = trader information:
    • A = multiple brokerages available, up to broker 4. Extra cargo roll per week allowed
    • B = brokerages available, up to Broker 2
    • C = broker available, up to Broker 1
    • D = no brokerages available
    • E = minimal cargos, reduce available cargo rolls
  • E = Embassy population: 0 = 0-9, 1 = 10-99, etc. 
  • F = port TL level (may not be the same as the UWP
This presumes that the starport population is distinct from the planetary population. And of course, it would not be Traveller without having a bunch of rolls to randomly fill out the info. With DMs based on other UWP info. 

Port Staffing Levels

2d6 x planetary population code x starport code modifier x importance^2 where if importance <= 0, make it 1:
  • A = 100
  • B = 25
  • C = 10
  • D = 1
  • E = 0.1
Importance is not Classic Traveller, but a T5 affection. See this Wiki entry for that info. Interestingly the starport itself is part of the calculation for world importance. Regina, for instance, has an importance of 4, whereas Beck's world, a few parsecs away, is -3.

A world population of 7 on a port A world has a range (49...84) * 100 * (1..4) ^2 for 4900...134,000 employees. Honestly, rather than a random roll base the port population based on the system and trade routes around it. Gives a place for all those starport authority people to be emplyed at. Maybe we could redo the population code to be more granular, but I like using existing codes.

A class C port on a population 2 world of little importance (2..12) * 2 * 10 * 1 for a range of 40 to 240 port authority staffers. 

A class D port on a high population world of A and no importance is (2..12) * 10 * 1 * 1 for 20..120 people. 

A class E port on a high pop world of A would be (1..12) * 0.1 * 1 * 1 for 0.1 to 1.2 people. So, 0 to maybe 3 people if you round up. 

I think the numbers sort of work.

High Port

Normally the high port will be the same as the downport, and somewhere in the rules it does indicate that A ports almost always will have a high port, B probably will, and C is hit or miss. Some systems may ONLY have a high port, in which case the code may look more like X2Axxx-A for no downport, 10-99 employees at the class A high port for this TL A system. In MTU, I generally don't let 5000+ ton ships land on planets, but it all depends on the planet. A small planet with no atmosphere won't have the same gravitational stress. Military ships designed for planetary landings are of course an exception. A high port is better for those larger ships. 

Trader Classification

I'd fall back on the GURPS Far Trader book for a much better explanation (a great resource if you have it. While I don't like GURPS as a role playing system, though I've never played so that is not really a fair assessment, the books, at least for Traveller, are really great. Another interesting conversation on COTI on those books as well). 

While I don't have a formular per se, I think the start port type, importance and population will have an effect on the classification. I.e., an A port with a high native population and is important would be a A: lots of brokerages available, lots of cargos available. Are there pricing differences per broker? Maybe if you use the same one on multiple visits. Something to keep in mind: contacts are always important. A system with a low population and a cleared off section of bedrock for a port may not have much in the way of anything, and it would be harder to find cargos and no broker will be there as there is no profit to be had. Which makes me wonder about Petria...

Embassy

Per the rules, ports in the Imperium are technically part of the Imperium. Most worlds (with T5) will have some sort of nobility from knight on up on the planet. They actually get land fiefs, the size depending on a few things. But in the port itself there will be an embassy. The population code is probably too wide, but again, I like standard codes. A 0 may be no embassy staff present, and a 2 is almost a thousand staffers could be working there. I'd base this on a number of factors that really can't be part of a random roll. Such as:
  • closer to a border probably has a higher staff count
  • worlds well within the border and completely Imperial for centuries would have a minimal staff
  • the larger a population, the larger the staff to handle any inquiries and whatnot.
The embassy is also going to have a Marine garrison. This is not part of the embassy population code, but figure a minimum of a squad (aka fire team), and up to company. Found this handy site for the US Marines and how the units break down. Having no military experience, I feel I am always just guessing at things. But in brief:
  • Fire team = 3 marines lead by a corporal
  • Squad (or section) = 3 teams lead by a sergeant (9 Marines)
  • Platoon = 3 squads let by a lieutenant (27 Marines)
  • Company = 3 or more platoons led by a captain (243 Marines)
And of course, Marines will have their toys and by armed to TL-15. 

Port Tech Level

Always contentious (per LBB2, any class A port can do yearly maintenance on any ship), I feel that the TL of a port does not always reflect the TL of the system. It will generally, though not always, be higher than local TL based on the port code. A vague house rule:
  • A minimum TL A (decent jump and grav technology)
  • B minimum TL 9 (early jump & grav)
  • C..X will be the TL of the system unless the plot requires something different
Note that A & B ports do import higher-tech supporting equipment so that they can maintain higher-tech ships as necessary. The parts may not always be available (cue adventure time) depending on the world importance, trade levels and proximity to higher-tech industrial systems. 

I've also embraced the whole maker thing, essentially advanced 3D printers. While not at the replicator stage of things, an A port will have the raw materials and templates to create most parts needed on hand, a B port may or may not have all it needs, and good luck with the C or D ports. This allows lower-tech systems to maintain higher-tech systems. I also assume that the Port Authority moves its engineers around, so that those that learn to maintain high tech stuff get moved to lower tech worlds to share that information and skillset. 

There is an interesting conversation on COTI about lower TL ships in higher TL settings, and some, err, strongly help opinions. As it is a game, I feel what works in your game universe is what works. There is 1 poster there that is quite adamant about how he thinks things should work and contrary opinions are "using logic to come to the wrong conclusions". It is an imaginary game with imaginary conceits, keep it yours and do what you think works best for your games. Almost got into an argument with my group about something similar, and I just get tired of everyone complaining about everything and making fun of things they don't like. It is really, taking a step back, the kettle calling the pot black in a lot of these arguments. Back to logic and drawing the wrong conclusion. Anyway....

January's Character Challenge

I'll probably do this again this year, and I'll cheat again and have a few pre-made ones for those days I have too much going on to generate a character (Monday's are really tough as I get up, go to the gym, work and then have my Monday game night. No time for much of anything else). I'll try to do at least half Traveller, but as always a few other systems that I have will get used as well. I may even bring out Jungle Girl and her two dinosaur friends. I don't think I've posted her stats anywhere. And the Crimsom Skies character is ready to go. We're playing a supers game starting this week, so there will be a supers character probably Tuesday or late Monday night as that will be session 0.

As a reminder, I have my bibliography of Traveller careers in this post. I probably need to update that as I did get the Cepheus Deluxe book and need to add those careers to the list.

If anyone one has a specific Traveller character career they'd like me to roll up, please let me know. I will also be doing characters for:
  • The Fantasy Trip
  • Blackest of Deaths (yet to actually play this game)
  • Delve
  • Apex
  • Microlite D20 games (for the supers game coming up shortly, and will probably post Athagio, the centaur I played, on one of those days I've run out of time)
  • Brass Rings (we had a few good sessions for that and I may need an NPC at some point assuming we get back to that one)
  • some of the zine RPGs I picked up in ZineQuest 3. Need to hold back this year - as enticing as a lot of those things are, I am just not using them. And while digital hoarding takes no physical space, it does take mental and emotional space!

Year in Review

Not going to do that. Though I am happy that somehow, I picked up 3 more followers this year. 19 people following me - woot! My influence is felt...nowhere. Not sure that that really means honestly: I follow a number of blogs but apparently do not have the RSS or something set up as new posts don't seem to show up anywhere that I can find. But it has been, erm, a year. Just like the year before pretty much. Working from home (and will be for the foreseeable future), getting way too many minis to paint or even store. and not having enough time to play games. I hope everyone has had a good year, and that this coming year will be full of fun and good times. And hopefully for me, less anger and arguing. I get tired of myself sometimes.

Saturday, February 08, 2020

Antiquity Starport - Merchumson Field

From my adventure outline:
Antiquity Port is comprised of the High Port, known colloquially as A-High, and the ground-based port of Merchumson Field. Originally an out-of-the way system, when the active Ancient site was found, scientists, Imperial forces, and fortune seekers started flooding the planet. The Naval posting became a Navy Base, and the local port was upgraded over a span of almost 40 years from the C port to the small yet efficient class A port it is now. The port has a high-security Naval area, a large commercial area and several smaller private landing areas. Warehousing is scattered throughout the port. Having a very thin and tainted atmosphere, most of the pads have extensible airlock gear to attach to ships. Some of the more expensive pads are built underground and can be fully enclosed. There is a rapid transit system that connects all landing areas with the central facilities.
Facilities include the SPA Administrative Center, the TAS Hotel and Information Centre, the public Naval offices, Merchant Guild, and the Antiquity Visa Department. There are also a multitude of stores, but the more interesting stores are outside the port. With no effective law level, an astonishingly large variety of weapons, drugs and equipment can be found. Several of these cater to Ancient hunters, those looking to score another Ancient find. Standard Imperial credsitcks are accepted throughout the planet.
The port is maintained by the Starport Authority and maintains a LL-4 inside its perimeter. There is an active Naval Police that coordinates with the SPA for security. The Navy also handles the interface security with a dozen system defense boats stationed either at A-High or the ground port. One of the three moons also has a small station with extensive sensors.
The startown is what was the core of Merchumson Field, and is a ramshackle affair of above ground atmosphere tubes connecting buildings, smaller warehousing units, and the largest variety of weapons you can imagine. This is an open carry area, and while some are discrete, there are always those flashy people who carry as much weaponry as they can. There is a large red-light district with hookah bars, prostitutes from more than one race and gender. It gives off the bad old-West stereotype images, with gunslingers, questionable ladies and gentlemen of the evening, and those who take advantage of those gullible enough to think there really are Ancient Site Detectors available for the low, low price of Cr4500.
Startown is generally swarming with Naval personnel on leave, getting high and watching Sue dance up on the stage. Buildings are either directly connected, or there are also several domes covering various portions of the small city for a more open feeling. Grav plates set a standard G throughout the city and the starport.
Having a short day of 18 hours or so, and a year of over 600 days, Antiquity’s work schedule is anything but a schedule. Most locations are open at about the same time each day, usually open 9 hours and closed 9 hours. Bars, hookah joints, clubs are open all the time and have a constant shift of workers.
Startown is also the home of dozens of small trading outfits. While some specialize in searching for more Ancient sites, there are also those that cater to those wanting to get further into the Great Rift. A few have even claimed, after sufficient drink, to have visited the Big Wreck or the Atu’l Fleet Transit point, deep in the Rift.
Public boards are available that lists ships for charter as well as the standard trading information that planetary brokers often use to ship outbound cargos. There is also a listing of the current ships on the Field as well as at A-High. Among them, only one of these people, there is one with a jump-4 ship available.
The ground port is a small class A port, with thousands of SPA workers that don't count against the local population. One of the issues with Traveller world generation is a high-tech, class A port on an almost empty world. There have been many discussions on that, and one of the ideas is that the starport personnel don't count against the system population. As I've at least 2 Starport Authority character career systems, it makes the most sense to me as the personnel are, in general, transient and get posted from all over. So while Antiquity has a system population of only about 20,000, the SPA has thousands of workers, and the Naval port has hundreds if not thousands as well, not including the Naval high port & attending ships. The entire system population is somewhere in the low hundreds of thousands.

The actual port is split between the Naval port and the commercial port. The various sections are lettered A through E. An underground transit system connects all the areas. The port itself is more then 15 kilometers across; each concourse is about 3 kilometers across and has various landing areas, pads and bays for everything from shuttles to 5000 ton displacement vessels.  Concourse A is for the high-end and larger ships. The King Richard's shuttles land there, and there are two starship builders with facilities here, though most of the construction for ships is at A-High.  B and D are largely used for large cargo transfers, C has more of a passenger system for the scientists and transients, and E is primarily used by Free Merchants and the like. The Freekin Amazing is in concourse E, bay 23. It is a half-sunken landing area with 2 small cargo bays and a maintenance shed attached. There is an airlock connecting to the mid-deck of the ship.




Sunday, January 13, 2019

Viota - Startown of D'Arlee

D'Alee supports both a high port and ground facilities. D'Arlee Down shares some space with the Naval port for some common facilities, particular craft that are not pure Naval vessels such as the soon to be transferred lab ship.  D'Arlee down covers about 300 square kilometers on the outskirts of Viota, which has, over the last hundred or so years, become more of a traditional startown than the original city planners may have wanted.

Baor River bisects Viota into two main sections nicknamed Startown West and Startown East. Across the river, in Startown West, lies the main warehouse district. This area contains hundreds of warehouses ranging from a bare roof on metal trusses to fortified cargo depots. South of this, the business district contains brokers and businesses supporting the port as well as the Naval port. Brokers, bars, Naval recruitment centers and other professional facilities form the core of this section. As you head south and west, the businesses become less savory, and the traders and brokers may trade in things best unmentioned. This section of town, nicknamed the Skids. has bars of loose morals and rumors of criminal elements are not far from the truth. The police and Navy military patrols occasionally pass through, but this is a favorite haunt of Naval personnel as well as trader crews on leave when on D'Arlee.

Startown West, as you move out from the warehouse district, has the better quality suppliers and more uptown offices. This is the area the D'Alee government maintains business dealings with the ports, and police are more visible. Moving further west, as you approach Lake Kian and its estates, houses and businesses are farther apart and more luxurious. Most residences are fenced, and some may have military grade defenses in place according to rumors.

Viota has approximately 150,000 residents in the city and the neighboring suburbs.

I used the RPG City Map generator to create the city, then Google Draw to add text and the ports. The city generator also lets you save the image into smaller, more detailed images. So while the main image is 3200 pixels, I also exported 16 (4x4) images also at that resolution.  So I can plans the mean streets of Viota depending on what the players end up doing.  I see gun fights as a possibility, although with a law level of 8, not sure how that will actually happen!




Sunday, December 23, 2018

Game prep for Traveller 2019

As several of my players want to continue the game as mentioned in several earlier posts (hey, I'm happy they liked it enough to want to play again. Or else they just don't want to DM a game...I'll stick with the optimistic view) I've been working on the game.  I like real things - maps, minis, coins. They help to give a sense of where things are, how they relate, and sometimes can help with immersion.

So I printed up a corrected map of the D'Arlee Quadrant, as well as the port at Q'antar (remember this was the 80s and apostrophes were everywhere in SF). Interestingly, the map prints out about to scale with the Scout ship. I suppose I should not have added that image of a Scout ship now. I will have to make a list of things I need to bring to sessions - maps, cardboard heroes (got most of the Steve Jackson things on CD, and I have cardstock, so I've been printing things up), dice, any ship minis that may get used.

And - Merry Christmas everyone. I hope everyone has a joyous time.


Sunday, November 18, 2018

Starport Personnel - Q'uantar

Well, it is a sparsely populated planet, and a class D port...

There is a PDF here: https://1drv.ms/b/s!AgjJYJOsJH7WgdloiTwX6bl0eW0vxQ

Next up - all 10 people. Going to go with an modern-west theme - a few big ranches located around the port.  Modern as in 50's modern - have to roll up some characteristics to see if there is anything interesting or odd about the world. Time to dog out the Census book!

Note that I just do searches for science fiction portraits and grab images. Below is were I found them (apparently other blogs. Perhaps I need to do some additional due diligence to find the actual artists)

Risty: https://blog.advancedphotoshop.co.uk/wp-content/uploads/2014/03/scifiportrait_complete.jpg
Rela: https://i.pinimg.com/originals/69/d1/e7/69d1e784bced68f72857838ab25b812f.jpg
Clase: https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjE1ZcUHJHkCx1CI31sLGCtkyVU6mOoDeZMCl4kPQGPaL7cMgu9vlwBoWLxJpmxh9mJwrjzuCZEtdHJWpaBQf7Lo1Z5b1r-CCAtkkE3-sBgSCl3L7XEnWaDxTZgZTZYYSyNcGQH/s1600/Engineer.jpg