9
Landslide [dungeon] (ttrpg.network)
10
Coastal hills (ttrpg.network)
15
16
Quiet nook [city] (ttrpg.network)
11
Pool [dungeon] (ttrpg.network)
2
submitted 1 week ago* (last edited 1 week ago) by roflo1@ttrpg.network to c/scifi@ttrpg.network

cross-posted from: https://ttrpg.network/post/35750958

I've long had problems picturing the way that the spoke in Death Station works. Hope someone here can help me understand it (or figure out a way to explain it).

The image provided is an excerpt from my version of Death Station, but I removed lots of stuff and added the lift shaft and a crude representation of the Pinnacle.

Anyway, if we look closely to the center, I'm assuming that gravitics would keep sophonts in the spoke always pointing towards the same surface, but the ones in the Pinnacle would point to the floor of the ship.

Assuming the airlock points to the left on this image, at some point, the person inside the ship would need to rotate to adjust to the new gravity, or have a weirly shaped ladder.

Alternatively, consider the Pinnacle stationed at 90°:

Here, a stair seems less likely, but rotation still unavoidable.

Have you thought about this? How do you handle it?

9
submitted 1 week ago* (last edited 1 week ago) by roflo1@ttrpg.network to c/Traveller@ttrpg.network

I've long had problems picturing the way that the spoke in Death Station works. Hope someone here can help me understand it (or figure out a way to explain it).

The image provided is an excerpt from my version of Death Station, but I removed lots of stuff and added the lift shaft and a crude representation of the Pinnacle.

Anyway, if we look closely to the center, I'm assuming that gravitics would keep sophonts in the spoke always pointing towards the same surface, but the ones in the Pinnacle would point to the floor of the ship.

Assuming the airlock points to the left on this image, at some point, the person inside the ship would need to rotate to adjust to the new gravity, or have a weirly shaped ladder.

Alternatively, consider the Pinnacle stationed at 90°:

Here, a stair seems less likely, but rotation still unavoidable.

Have you thought about this? How do you handle it?

18
Open area [caves] (ttrpg.network)
12
19
Bucephalus (ttrpg.network)
submitted 2 weeks ago* (last edited 2 weeks ago) by roflo1@ttrpg.network to c/scifi@ttrpg.network

It's been a while since I posted a scifi “map”/deckplan. These are the other two decks:

Feedback appreciated.

22
Tributaries [overland] (ttrpg.network)
14
Well [cave, side view] (ttrpg.network)
[-] roflo1@ttrpg.network 7 points 4 months ago

It’s short, but it’s a start:

https://youtu.be/pKJAWDVx5_Q

[-] roflo1@ttrpg.network 6 points 5 months ago

Thanks for the heads up. Do holler if you need help somehow.

[-] roflo1@ttrpg.network 4 points 8 months ago

Yeah. Very well summarized.

Perhaps I’d also add that the advancement is earned with blood and sweat. 😅

[-] roflo1@ttrpg.network 6 points 8 months ago

I suppose YMMV, but to me it’s central. You see, the Hunter becomes a hunter because she heard a higher calling, and believing in it is what keeps it going.

You can rename Conviction to Faith, and it probably shows what I’m hinting at. That faith can get you out of trouble (supernaturally so) but it’s also precious. You’re still human, flimsy and prone to errors, susceptible to doubt.

And you’re way out of your league. All the time.

[-] roflo1@ttrpg.network 5 points 8 months ago* (last edited 8 months ago)

In oWoD’s Hunter: The Reckoning, you can’t advance your Edges (supernatural abilities) with XP.

To do so, you have to gamble Conviction during the session, while using said Edges (those Conviction points gambled add dice to your pool, ideally improving your odds).

If you succeed at the task, you gain Virtues (with which you can later buy points in Edges).

if you fail the task, you lose Conviction points. If you run out of Conviction, you lose your ability to use Edges at all until you rest/meditate/recover for a full week.

Not sure if it qualifies as “conceptual” or non-mechanical to you. But I love it.

[-] roflo1@ttrpg.network 4 points 9 months ago

Thanks! That's the first time I tried something like that.

Of course, I saw it elsewhere and then tried to replicate it.

[-] roflo1@ttrpg.network 6 points 10 months ago

I think it’s just because Lemmy (and the fediverse) doesn’t yet have a critical mass.

Before creating !scifi@ttrpg.network I was thinking about creating a community for Traveller alone. But I decided to poll several other places beforehand. Not a lot of people showed interest. That’s why I decided to create a more general community.

I share your need for activity. I really do. I just don’t have much to offer. At least at the moment. I’ve been dabbling with mapmaking lately, but I’m not prolific enough. I have plans, oh yes, quite a few ideas brewing and bubbling, but nothing to show. Yet.

It’s very common, expected really, to have many more consumers than producers in any social network. But I’m still here. And I’d bet a few more are also around. Lurking? (I love that word when used so casually)

We’re listening.

[-] roflo1@ttrpg.network 10 points 1 year ago

I settled on Campaign Cartographer 3+.

It has a steep learning curve, but seems to be the most powerful tool by far.

[-] roflo1@ttrpg.network 10 points 1 year ago

I’d go for ███ ████ or ██-█.

[-] roflo1@ttrpg.network 4 points 2 years ago* (last edited 2 years ago)

The easiest Traveller version is definitely the one from Mongoose.

Also, you should check out Seth Skorkowsky’s overview videos:

https://youtube.com/playlist?list=PL25p5gPY6qKVUg6ys5N1oRlsBI7DTByyI

[-] roflo1@ttrpg.network 6 points 2 years ago

From your last sentence, perhaps a few of Seth Skorkowsky’s videos fit the bill:

https://youtu.be/0j43ukEIFUM?si=R7X34IHOkRmvO-wJ

https://youtu.be/fDuDDz8pKgk?si=sNu0n6sb_slOagyz

https://youtu.be/uAIUhQatJrg?si=dpr-4MtR088dcHsm

https://youtu.be/hNElPzNkgOs?si=C0eigQvIxpsMIdEU

But then I have to ask: What do you think is a better player? How does your table work? What kind of games does your group prefer? What do you all appreciate the most from the game?

Some groups are delighted when everyone has a great backstory, while others yawn at it. Some groups enjoy voice acting while some of us don’t bother as long as you stay in character when needed. Some like full immersion and others mostly like to hang around with friends. Some like the sandbox while others wish for a carefully thought out plot. Some like hack n’ slash and others prefer political intrigue and social interactions.

How do you describe a fun, a great session?

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roflo1

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