On Tue, Oct 11, 2011 at 9:16 AM, Alaconius <[email protected]> wrote:

> The problem here is that with the exception of Anthony's pre-worked out
> planetary location table, and that from TRANSHUMAN SPACE, there aren't many
> options for GM's who want that sort of thing for their campaigns.  And while
> in the scope of game play, travel times that are months at a time using
> "rules of thumb" that tend to be generic and also tend to require the GM to
> estimate just how far away the planet is/will be when the player character
> captain points their ship and says "Onwards navigator", there isn't anything
> to actually GUIDE the GM.  Sure, the max distance from a planet and the
> minimum distance from a planet to another planet is better than nothing, but
> it doesn't exist for use of GM's in made up star systems or for planets
> actual locations to where the GM doesn't have to say "Today, the planet is
> about 75% of the max distance, but next game session, I might decide that it
> is 50% of the max distance - without any real notion of where exactly the
> planet is for real.
>

A map of orbits that are broken into time intervals like the one in
Transhuman Space is your best bet, I'd say.  As such, a more useful tool
would be one that generates such a map.

But again: look at the map in Transhuman Space.  The orbits in the outer
system are segmented by years and decades; so unless you're running a
Transhuman Space campaign that spans years or decades, those planets are
effectively stationary.  Once more, it comes down to the inner system, where
weeks or months might matter.

For _that_ purpose, it might be useful to segment an orbit based on where a
given planet will be on a weekly or monthly basis.  Try to find a reasonable
time unit (days, weeks, or months) for a given planet's orbit that's in the
ballpark of, say, 5% of its orbital period; that will result in the orbit
being divided up into roughly 20 segments (a small enough number that you
won't need a magnifying glass to tell them apart, but a large enough number
that each segment won't represent a wildly different position from its
neighbor).  Sketch out each orbit on the map (there's a technique involving
a length of string and a second focal point that can help with this) and
randomly pick starting positions for each planet along their respective
orbits.  At that point, a version of your triangle technique can be used to
figure out roughly where the next segment will begin, in a "good enough for
government work" sense of "roughly".

If the planet's orbital period is significantly longer than you expect the
campaign to last, don't bother segmenting the entire orbit; only go a
segment or two beyond your projected end-date for the campaign.  If a single
segment would take you beyond your projected end-date, treat the planet as a
stationary body.  You can always extend it later if the campaign runs long.
Conversely, a planet with an orbital period significantly shorter than the
expected length of the campaign should be given a time unit that divides its
orbit into a whole number of segments; after dividing it up, place multiple
dates by each segment indicating when it will have arrived at that point in
its orbit each time around.

-- 
Jonathan "Dataweaver" Lang
_______________________________________________
GurpsNet-L mailing list <[email protected]>
http://mail.sjgames.com/mailman/listinfo/gurpsnet-l

Reply via email to