On 1/3/2012 5:16 AM, Onno Meyer wrote:
Hello everybody,

as you know, I've been thinking about a ship for astro-archaeology,
to poke in alien wrecks and forgotten starbases. What I got is 100
tons and 15,000 cf, with a crew of four to eight -- just the right
size for a party of intrepid explorers. The ship has a dozen
compartments, if you count the corridor and the automed. There
is no way to circle around someone in the corridor, unless you
remove access plates.

The ships they find should be larger, to allow a proper dungeon
crawl. But how big? And how do you explain that in-universe? One
idea was to give the derelicts different FTL drives, jump drives
might give longer voyage times than hyper if the jump points are
far out. Warp tends to be faster.

Has anybody got experiences to share? Where is the border between
a location with maps and a vehicle with stats? (Think of the RMS
Titanic -- would you want deck plans or accel stats to GM her?)


Back in the day when FASA had a license from GDW to produce Traveller material, they created the "King Richard", a 5000dton luxury liner complete with deck plans and an adventure book. One nice thing about the deck plans was that they also included air ducts, which were used more than once.

I used the ship as a sort of "Flying Dutchman" on one occasion, and it was just big enough to be big and to give a group of five or six a tough time covering everything, but small enough that it was manageable by the GM. That adventure lasted about three weeks (10 hour gaming sessions!) and the players had to scour the ship for clues to what happened as well as figure out where all the vital screws were to bring her "back to life" so they could get home.

--
Kurt Feltenberger
[email protected]/[email protected]
http://www.casademon.org

“Before today, I was scared to live, after today, I'm scared I'm not living 
enough."  - Me

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