“The Klingons are a proud warrior race, and have no need of fripperies such as fridge magnets.” – Bill Bailey
Having done the map, the next stage in my budding Dark Nebula campaign is to peruse the boardgame and see what I can infer from it. For this purpose I’m considering Savage Worlds, Stars Without Number, 5150 and Traveller as candidates for the rules – I expect to use all of them in this setting at some point, so I’m looking for common denominators.
Let’s start with Traveller, because the designers were writing Classic Traveller at the same time they were writing Dark Nebula and used some of the same concepts, so it should be easiest.
There are only a handful of J-3 routes, and a single J-4 route.
J-1 drives would be limited to a few specific clusters of worlds; in the Solomani Confederation there is one group of four worlds and one pair, in the Aslan Hierate there is a group of three, there’s a group of six worlds between Mizah and Daanarni, and there are a few isolated pairs out in the boonies.
However, there’s only one system you can’t reach with a Jump-2 drive at the start of the game, and that’s Taida Na, which initially can only be reached from Valka using a J-4 drive. So the majority of starships would have Jump-2 drives; you really don’t need anything more, and you have severely limited movement with less. The military might have a few J-3 ships, maybe even the odd J-4, but that’s debatable.
This is somewhere that Mongoose Traveller may have an edge; in the board game, any ship can traverse any jump route; so the Mongoose warp drive variant rule might be a better fit. (And while we’re at it, given the unusually high proportion of waterless worlds, maybe the Mongoose hard SF option for world generation.)
Kuzu and Maadin are both specified as homeworlds with “high populations”. That term has a specific meaning in Traveller, namely a population of 9 (billions) or A (tens of billions) – looking ahead to SWN, and because I normally assign the minimum value necessary to match other evidence, I’ll go with 9. Given their status in the game, they deserve class A starports as well.
As far as technology goes, J-4 drives and battle dress for jump troops, but lack of evidence for anything higher-tech than that, place the maximum TL in the region at D (13). There’s also no need for it anywhere other than Maadin and Kuzu, so that sets their TL.
The boardgame is silent on these, but familiarity with the default Traveller setting will tell you that Solomani humans and Aslan are present. In the past I’ve added droyne, ithklur, vilani and others, and may do so this time as well, but let’s see how far we can get with just the basic two for the moment.
STARS WITHOUR NUMBER
Spike-4 drives are needed to move 4 hexes in SWN, and require TL5, so we can assign a population of billions and TL 5 to the two homeworlds, which are also Regional Hegemons. Races will include humans and also hochog, renamed and described as if they were aslan – the Proud Warrior Race is such a classic SF trope that almost every game has it, and SWN is no exception.
SAVAGE WORLDS / 5150
The above topics don’t really matter in SW or 5150, and neither game needs much about them beyond a little narrative. The only problem with 5150 is that it’s not immediately obvious how to do aslan, but to start with I’ll just give them +1 Rep for being the Proud Warrior Race.
As regards Savage Worlds, I rule out High-Space at this point because it’s grounded in transhumanism, and CT/Dark Nebula aren’t, so the Sci Fi Companion is a better fit for this particular game. I make a note that natives of Maadin and Kuzu might have the High-Tech (Minor) Hindrance under the SW SFC, and that jumps are only possible along mapped routes. On the racial front, we have humans and rakashans; those are the only two races obviously needed, and the boardgame is about a war between the two, so it seems reasonable for the rakashan racial hostility to be directed at humans.
As usual, I’m feeling lazy, and rather than create new characters for the SW implementation of the Nebula, I’ll reactivate Arion and company, setting Gordon’s as yet undocumented civilisation in a planet-less system in the Dark Nebula itself. Daanarni becomes the aslan name for Antares, Halfway becomes the orbital station at Hasara, and I’m sure I can retcon in other stuff easily enough when I need it. The Arioniad’s riff of a loose alliance of worlds threatened by a human empire fits best with the Mizah cluster facing off against the Solomani Confederation; good luck, guys.