This year’s sci-fi campaign is gaining momentum now, after a certain amount of dithering over what rules and setting to use. Some of my previous groups have had firm ideas on what should be used, but the current players are very laid back about that, so I can use whatever I want.
Much as I love Classic Traveller, it has holes. Character generation is too random, there’s no levelling up to speak of, and the range and armour DMs for combat are too clunky. I could house-rule my way out of that, or we could learn a new game (say, Mongoose Traveller or Stars Without Number), but you know what, we’re already familiar with a game that will do the job, and that’s Savage Worlds. So there’s the core rules set.
There are things SW does not do well, mostly around setting generation; but that’s fine, because I have a setting in mind already.
The Official Traveller Universe is too big and too detailed not to use, but by the same token I want to tweak the setting too; that and my affection for the Dark Nebula map have taken me away from the well-trodden paths, towards that region of space.
I’ve used the Nebula as a setting before, in the playtest campaign for my work on GURPS Traveller Alien Races 2 and 3, and I expect to have a couple of the same players. To avoid awkward questions and allow me to apply lessons learned in the intervening 15 years, I turn the clock back from 1105 or so Imperial to 3400 AD and the very start of the Aslan Border Wars. That’s during the Long Night, 650 years after the fall of the Rule of Man, so there’s a major difference – this game will have the feel of re-emerging into space after centuries of rebuilding, much like Stars Without Number or Traveller: The New Era, either or both of which may be mined for resources.
It also means the Solomani Confederation doesn’t necessarily have to be the Stalinist Nazi hybrid of the Official Traveller Universe; that’s 2,000 years in the future from the PCs’ viewpoint.
I promise I will eventually stop redrawing the map of the Nebula; but not today. I hope this will be the final version, although I admit it never has been before…
This version has the rescaling and rotation I normally apply, but I worked out how to do double star systems in Hexographer so added those back in. Doing that revealed that I could have a more authentic jump route network by moving a couple of worlds as well; since one of the conceits of the tweaked setting is that one can only move along jump routes, this has no effect.
Worlds are colour-coded; red dots are homeworlds, blue ones are primary systems, orange are secondary, grey are tertiary. (Using dots for everything makes it easier to do the map key in MS Word for player handouts.)
Jump routes are in green; solid lines for charted ones, dotted lines for uncharted. Hyperspace jumps are only possible along charted routes; my rationalisation for this is that the map is a 2D representation of 3D space, so worlds that appear next to each other may be too far apart vertically to allow a jump; there is an explanation for the uncharted routes, which I’ll come back to later when I do some world writeups.
That means I can suppress the hex grid for clarity, since the players will never use the hexes. Then, the map looks like this:
The map uses the original 1980 terms for the interstellar states, Solomani Confederation and Aslanic Hierate; this is so that any Traveller-savvy players who join the campaign will immediately realise this is an alternate Traveller universe, not the official one.
The period of tension and intrigue leading up to the First Aslan Border War is a great time for roleplaying adventures, the straight-up combat after war breaks out not so much, at least not for the players I have in mind. This is a good thing, because otherwise I would feel compelled to work out the war in detail – which naval squadron is in which system on what date, how long the Battle of Valka lasts and who is involved, that kind of thing – and the campaign would collapse under the weight of my notes.
So instead of using the Pacific War of 1941-45 as a real-world analogue, the campaign is going to be more like the 1930s, which will suit the pulpy feel of Savage Worlds very well.
THE PCS AND THE BASE WORLD
The PCs will be those from Back in Black; converting them to SW is a cinch because they are actually SW archetypes converted to CT.
None of them have a ship, or ship-related skills, so for the moment all I need to worry about is their base world; this is going to be Mizah, and I’ll look at that in the next post.