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Old 12-17-2019, 08:16 PM   #1
hal
 
Join Date: Aug 2004
Location: Buffalo, New York
Default Pirates of Drinax

Just out of curiosity - has anyone run a GURPS TRAVELLER version of the PIRATES OF DRINAX?

I'm in the process of converting the ships over for use with GURPS and then working on ways to implement it for my own upcoming FG campaign.
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Old 12-20-2019, 04:48 PM   #2
DAT
 
Join Date: Jan 2005
Location: Idaho Falls, Idaho
Default Re: Pirates of Drinax

I haven't, but am interested in what you come up with.

I have an ongoing project of converting The Skyraider Trilogy to GURPS 4e. I plan on offering it as a game at one of the Local Gaming Stores.
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Old 12-21-2019, 05:03 AM   #3
hal
 
Join Date: Aug 2004
Location: Buffalo, New York
Default Re: Pirates of Drinax

Quote:
Originally Posted by DAT View Post
I haven't, but am interested in what you come up with.

I have an ongoing project of converting The Skyraider Trilogy to GURPS 4e. I plan on offering it as a game at one of the Local Gaming Stores.
I hope it goes well for you then. :)

If you want a helping hand in your conversions, let me know.
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Old 12-27-2019, 09:12 AM   #4
hal
 
Join Date: Aug 2004
Location: Buffalo, New York
Default Re: Pirates of Drinax

200-ton Privateer class (TL12)


Crew: 11 Total. 8 Command and Control, 1 Medical, 2 Turret Gunners.

Hull: 200-ton VGSL, Extra Heavy Frame, Standard Materials, Laminate (Expensive) Armored Hull (DR 300, Electrified, Thermal Super-conducting Armor, Instant Chameleon, LCD Skin), Total Compartmentalization, Basic Stealth (-8, AMod 0), Basic Emission Cloaking (-8, PMod 0 [-4, PMod 4 in space]), Basic Sound Baffling (-8, BMod -8 [N/A in Space]), Basic IR Cloaking (-8, PMod 0).

Control Areas: Basic Bridge/12 (Complexity 9), Adv Sensors/11, EW/12 (Hardened, Complexity 10).


Basic Bridge/12 Communicator Range (mi)

Radio: 50,000,000

Maser: 0

Laser: 100,000,000

Meson: 20,000


Basic Bridge/12
Sensors Range (mi) / Scan Rating

Passive: 30,000/38
Advanced Sensor: 1,000,000/44

Active: 150,000/42
Advanced Sensor: 2,000,000/44

Radscanner: 10,000/35
Advanced Sensor: 70,000/40



Area Jammer
EW/12 2,250/7

Radio Direction Finder
EW/12 500,000,000

Radio Jammer
EW/12 50,000



Engineering: Sm Engineering/12, 6 Jump Drive/12, 43 Maneuver Drive/12 (5.95 / 7.50 Gs, 4,300 stons thrust), Small Maneuver Drive/12 (0.07 / 0.09 Gs, 50 stons thrust), 40 Jump Fuel Tank/7, Fuel Processor/10 (5 hours to refine Jump Fuel Tank/7), Small Utility/12.

Accommodations: Bunk Room/10, 4 Stateroom/11, Military Sickbay/12 (5 Patients), 2 Low Berth/ 9 (8 Cryoberths), Ships Galley/ 7.

Misc: Boarding Clamp/12, 30 Unspecified Cargo, 40 Hydrogen Fuel (Fire 13).



Armaments: 1 Turret #1 Battery of 1 (DR 150, Hvy Laser/12 1.3 Gj ), 1 Turret - Damaged Battery of 1 (Empty; DR 150).


Weapon Name: Hvy Laser/12 1.3 Gj

Qty: 1

Type: Imp

Acc: 34

SS: 30

Dmg: 5dx170(2)

RoF: 1/60 (+7)

1/2 Rng: 47000/5

Max: 140000/14



Stores: 30 Hold (0 dtons free for cargo).

Statistics: DMass 533.11 stons, EMass 573.11 stons, LMass 723.11 stons, Base Cost MCr154.34, Load Cost MCr0.01, Total Cost MCr154.35, HP 90,000, Damage Threshold 2,250, Size Mod +8, HT 12, 59.6 Man-Hours/day Maintenance.

Space Performance: Jump-2, sAcc 6.02/6.02/7.59/8.16 Gs.

Air Performance: aSpeed 3,767 mph, Skimming aSpeed 13,191 mph, aLift 4,350 stons.

Sample Times : Orbit 0.04 Hrs, Escape Velocity 0.05 Hrs, 100D 2.60 Hrs, Earth-Mars 44.70 Hrs.

Options
All times are Earth Std, Full Load.
100D and Earth-Mars assume mid-point turnover.


Printed with GMV Version 2.32.01 on 12/27/2019 11:01:27 AM
Copyright 2019 by
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Old 12-27-2019, 09:25 AM   #5
hal
 
Join Date: Aug 2004
Location: Buffalo, New York
Default Re: Pirates of Drinax

This is my attempt at creating a GURPS TRAVELLER analog of the Harrier Class ship. It isn't a perfect one for one conversion largely because the rules system for ship design aren't the same.

One of the problems I ran into was trying to fit the ship with all the basics AND having armor of a comparable level. The armor could not be raised without lowering the G rating. So, which is more important - the general capabilities or the overall armor? I chose skimping on the armor. Had I gone with what should have been the armor rating - its G rating would have dropped to 2.71 Gs (DR 5000).


By the by? If anyone wants the GMV files directly of any ship I've posted - feel free to ask. I've also done conversions of the FASA Adventure ships such as the TL 11 150 dTon Zhodani Chatl Scout Ship.

I can also supply the stats of my home creation of a TL 10 Nettle Class 1,500 Escort Destroyer if anyone is interested. I opted to include more bunk rooms, a larger than standard ship crew simply because I think the warships of Traveller games are under-crewed. Try building a Duty Roster for any given Destroyer class ship, and create a perimeter guard for the ship when it is berthed, as well as handling the day to day needs of creating detachments should the need ever arise.

Total crew is 66: 18 command and control, 9 Jump drive mechanics, 15 Maneuver drive mechanics, 2 medical, 4 Nuclear Dampner operators, 10 Turret gunners, 3 flight crew and 5 maintenance crew.

For me, it is more of the feel for a "Modern Naval" crew complement rather than something that only uses about 1/3rd that in standard GURPS Traveller builds.
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Old 04-09-2020, 02:29 AM   #6
Wombel2810
 
Join Date: Apr 2020
Default Re: Pirates of Drinax

Hello Hal,

can you send me a copy of the GMV file for the Privateer, and if you have, also for the other ships of the Drinax setting.

I plan to run that in GURPS and will keep posting about it for everyone interested.
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Old 04-09-2020, 11:32 AM   #7
AOTA
 
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Location: Olathe, KS
Default Re: Pirates of Drinax

I bought that campaign so I could run a GURPS version. I hope it works well for you.
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Old 04-20-2020, 09:06 PM   #8
DAT
 
Join Date: Jan 2005
Location: Idaho Falls, Idaho
Default Re: Pirates of Drinax

For anyone who has the "Pirates of Drinax" campaign, what is it like?

What is include in the PDF?

Where and when is it set?
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Old 04-21-2020, 01:51 AM   #9
hal
 
Join Date: Aug 2004
Location: Buffalo, New York
Default Re: Pirates of Drinax

Quote:
Originally Posted by DAT View Post
For anyone who has the "Pirates of Drinax" campaign, what is it like?

What is include in the PDF?

Where and when is it set?
I purchased the PDF format of the game, so I can only speak to what you get with the PDFs...

You get 7 PDF documents, with the titles as follows:

ePoster_side_A.pdf
ePoster_side_B.pdf
Pirates_of_Drinax_appedixes.pdf
Pirates_of_Drinax_kronds_letter.pdf
Pirates_of_Drinax_1_ebook.pdf
Pirates_of_Drinax_2_ebook.pdf
Pirates_of_Drinax_3_ebook.pdf

Poster Side X is the deck plans of the Privateer ship, along with a map of the city so to speak.

Side B is a subsector map for the region the player characters will be roaming about. If you want, I post a link to the Travellermap.com so you can see the region it takes place in (all you have to do is search on the name Drinax and the map will be visible for the region itself.

Drinax 1 is basically the campaign material to run it.

Drinax 2 is essentially the same concept as BEHIND THE CLAW or SPINWARD MARCHES books that have been published in the past. It gives you details on the worlds the player characters may visit ec.

Drinax 3 is basically a listing of the various ships that the player characters will possibly engage in battle with or have dealings with etc.

The letter is essentially a game prop that the GM can let the players see.
The Appendixes contains a fair number of tables and the like, and is about 10 pages in length.

Overall, if you're adapting this for use with GURPS TRAVELLER, I would highly recommend purchasing it despite the fact that it is for Mongoose Traveller. When I say "despite the fact" let me be clear that it isn't a function of "Snobbery" or implied sneering at the product line. MgT is decidedly different from GURPS TRAVELLER, but it is also decidedly different than Classic Traveller. For instance, the MgT rules for building ships permit a sub-1000 dTon craft to have bay weapons. The technological assumptions are slightly different from the older Traveller systems. So when I Say "Despite" - it is largely a function of translating the MgT stats for use with GURPS TRAVELLER.

As always, converting classic Traveller ships over for use with GURPS runs into issues where in Classic Traveller, ships can achieve a 6 G acceleration while having some unbelievably heavy armor - largely because it is not a mass based system for ship design. GURPS on the other hand, does take into account the mass of the ship's armor, hull, etc - which detracts from the thrust capabilities for use with GURPS TRAVELLER. As always, it becomes a mix of juggling things until you have something that sort of looks like the original from Classic Traveller, but in GURPS terms.

Sometimes I regret paying the price of a PDF or game system despite there being no real issues with the product itself. It is a function of "will I ever use this in a campaign or not."

The Pirates of Drinax is NOT one of those I ever regretted buying.

The action takes place in the space between two huge empires (the Third Imperium and the Aslan). It doesn't have a lot of MONSTEROUSLY HUGE fleets ready to pounce on pirates at the drop of a hat.

If all you want is the information to run a campaign, I'd say go with the PDF and enjoy. I think it is that good myself. If you want it for face to face gaming at your table top? You may want the physical material/box or you might prefer the PDF's.

That's just my opinion - worth exactly what you paid for. ;)
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Old 04-21-2020, 08:07 PM   #10
DAT
 
Join Date: Jan 2005
Location: Idaho Falls, Idaho
Default Re: Pirates of Drinax

Quote:
Originally Posted by hal View Post
I purchased the PDF format of the game, so I can only speak to what you get with the PDFs...

You get 7 PDF documents, with the titles as follows:

ePoster_side_A.pdf
ePoster_side_B.pdf
Pirates_of_Drinax_appedixes.pdf
Pirates_of_Drinax_kronds_letter.pdf
Pirates_of_Drinax_1_ebook.pdf
Pirates_of_Drinax_2_ebook.pdf
Pirates_of_Drinax_3_ebook.pdf

Poster Side X is the deck plans of the Privateer ship, along with a map of the city so to speak.

Side B is a subsector map for the region the player characters will be roaming about. If you want, I post a link to the Travellermap.com so you can see the region it takes place in (all you have to do is search on the name Drinax and the map will be visible for the region itself.

Drinax 1 is basically the campaign material to run it.

Drinax 2 is essentially the same concept as BEHIND THE CLAW or SPINWARD MARCHES books that have been published in the past. It gives you details on the worlds the player characters may visit ec.

Drinax 3 is basically a listing of the various ships that the player characters will possibly engage in battle with or have dealings with etc.

The letter is essentially a game prop that the GM can let the players see.
The Appendixes contains a fair number of tables and the like, and is about 10 pages in length.

Overall, if you're adapting this for use with GURPS TRAVELLER, I would highly recommend purchasing it despite the fact that it is for Mongoose Traveller. When I say "despite the fact" let me be clear that it isn't a function of "Snobbery" or implied sneering at the product line. MgT is decidedly different from GURPS TRAVELLER, but it is also decidedly different than Classic Traveller. For instance, the MgT rules for building ships permit a sub-1000 dTon craft to have bay weapons. The technological assumptions are slightly different from the older Traveller systems. So when I Say "Despite" - it is largely a function of translating the MgT stats for use with GURPS TRAVELLER.

As always, converting classic Traveller ships over for use with GURPS runs into issues where in Classic Traveller, ships can achieve a 6 G acceleration while having some unbelievably heavy armor - largely because it is not a mass based system for ship design. GURPS on the other hand, does take into account the mass of the ship's armor, hull, etc - which detracts from the thrust capabilities for use with GURPS TRAVELLER. As always, it becomes a mix of juggling things until you have something that sort of looks like the original from Classic Traveller, but in GURPS terms.

Sometimes I regret paying the price of a PDF or game system despite there being no real issues with the product itself. It is a function of "will I ever use this in a campaign or not."

The Pirates of Drinax is NOT one of those I ever regretted buying.

The action takes place in the space between two huge empires (the Third Imperium and the Aslan). It doesn't have a lot of MONSTEROUSLY HUGE fleets ready to pounce on pirates at the drop of a hat.

If all you want is the information to run a campaign, I'd say go with the PDF and enjoy. I think it is that good myself. If you want it for face to face gaming at your table top? You may want the physical material/box or you might prefer the PDF's.

That's just my opinion - worth exactly what you paid for. ;)
Looking at DriveThruRPG they have:
The Pirates of Drinax (what you describe)
and then a bunch of others associated with the campaign:
Pirates of Drinax: Ship Encounters
Pirates of Drinax: Harrier class Commerce Raider
Pirates of Drinax: Theev
Pirates of Drinax: The Torpol Cluster
Pirates of Drinax: Gods of Marduk
Pirates of Drinax: Revolution on Acrid
Pirates of Drinax: Friends in Dry Places
Pirates of Drinax: Liberty Port
Pirates of Drinax: The Cordan Conflict
Pirates of Drinax: Lions of Thebus
The King is Dead

Any of them worthwhile?

What year is Pirates set in?
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