02-19-2016, 11:13 AM | #1 |
Join Date: Dec 2006
Location: Meifumado
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[Game] Generate a Space Trader Setting
So this Setting Generating Game thread was almexactly a year ago, and I thought it was time for another.
We can use the answer a question -> ask a question format as before. Try to keep the questions open-ended and avoid "leading" questions, which sneak in too much detail in a question that should be in an answer. The goal this time is to make a space opera setting which supports a free trader campaign. Apart from that, it's open slather! Therewith, the first question: Q1- What kind or kinds of FTL transport are there? ETA: Here's a summary of what's been contributed as far as post #62. Addendum: A partial mirror of this thread is available at this wiki, organised by topic. Summary The Interstellar Drift It's the year 3116... Groups & Polities:
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Other Details
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Locations
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Races: 7 of the 12 known sapient races have been named or described.
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Artefacts:
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Ships
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Ship Weapons & Systems
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Name Characters
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Equipment
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History
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02-19-2016, 11:24 AM | #2 |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: [Game] Generate a Space Trader Setting
Answer: FTL is capable of huge jumps at a time, but the more you take in distance, the more you loose in accuracy -- you can cross the galaxy in five jumps, but once you're there it takes five MORE jumps to actually get close to your target. Each jump takes quite a bit of time
Which, if any transhuman aspects are prominent? (true AI, Neural interfaces, human genegineering...) EDIT: I love this game! And I've had this FTL method eating at me for a long time!
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02-19-2016, 12:49 PM | #3 |
Join Date: Aug 2008
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Re: [Game] Generate a Space Trader Setting
No transhuman aspects are present aside from ancient and highly stigmatized sapient robots, all of whom have long since stopped functioning. All that remains is the stigma and a faded memory of how mankind was semi-enslaved by their own creations and atrophy of their own ingenuity and initiative.
Is there a galactic empire?
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02-19-2016, 12:57 PM | #4 |
Join Date: Aug 2004
Location: traveller
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Re: [Game] Generate a Space Trader Setting
There is no galactic empire as such, since the FTL drive makes a mockery of political boundaries and subdivisions. There are, however, a number of widely accepted conventions with the force of customary law, which allow traders to function throughout civilization with some sense of security. Some groups of worlds also from trade compacts or postal unions to further protect and promote their agendas.
Q: What kind of goods are most frequently traded? |
02-19-2016, 01:03 PM | #5 |
Join Date: Aug 2008
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Re: [Game] Generate a Space Trader Setting
Heavy elements remain rare throughout the univers as compared to most volitiles, and are widely traded. Livestock and seedstocks are common goods, as well, since populating new worlds with sources of human-eatible foods is rather important.
How common are easily inhabited (habitability rating 7 or 8) worlds?
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02-19-2016, 02:41 PM | #6 |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: [Game] Generate a Space Trader Setting
Finding a shirtsleeve world is easy -- you've got an entire galaxy to choose from. Finding a world that is pleasant is hard: alien vegetation generally isn't edible, and atmospheres are really fond of being too dense, too thin, or having 'off' mixtures of gasses.
How 'full' is the galaxy? Are new worlds being settled all the time? is it pretty much mapped out? are worlds as full as earth common?
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02-19-2016, 04:06 PM | #7 |
Join Date: Jul 2009
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Re: [Game] Generate a Space Trader Setting
Fairly? Sort of like the areas in "flyover country" in the US, there are definitely settled areas; tons of them in fact. And as long as you stay on the established spaceways (well mapped jump points) you're guaranteed to be able to find civilization or at least have someone come across you. It is possible however to go off and find thinly inhabited worlds and systems, or even go a long time without meeting a soul if you go off the beaten track so to speak.
Are there sapient species beyond humans in the galaxy? |
02-19-2016, 07:51 PM | #8 |
Join Date: Jun 2006
Location: On the road again...
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Re: [Game] Generate a Space Trader Setting
A: There are about a dozen sapient non-human races out there of extrastellar origin. Of these, only three are of the humanoid frame.
Q: What phenotypes make up the other nine alien races?
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02-19-2016, 08:09 PM | #9 | |
Join Date: Aug 2005
Location: Portland, Oregon
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Re: [Game] Generate a Space Trader Setting
Quote:
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02-19-2016, 09:06 PM | #10 | |
Join Date: Dec 2006
Location: Meifumado
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Re: [Game] Generate a Space Trader Setting
Quote:
Communication hasn't been established with the "vacuum whales", so we can't be sure if they're sapient, but other indications point that way. These are gigantic creatures only seen in the depths of the interstellar medium. They're sometimes glimpsed when a ship stops for navigational corrections, and there are stories of stranded jumpships being surrounded by the whales who then ferry the ship through jumpspace to the nearest inhabited system. Other stories tell of what look like great battles occurring between armies of whales, but such tales are rare. Of course, how these biologicals travel through jumpspace, how they know which systems are inhabited, and what they feed on in the interstellar medium are still mysteries. If only we could communicate with them, we'd know what to try to sell them. I'll leave the other 8 alien types up for grabs. Question- Which company or planet makes the best jumpdrives and jumpships (from a free trader's point of view)?
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Tags |
game, setting, setting building, space opera, trader |
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