Home | Forum | Unread | Sign in | Sign in | Beta? | Wiki
The Phoenyx
your roleplaying community

games > celandra > main

Celandra is a game in which the players take the roles of societies, rather than playing individual characters. The players will invent a society with its culture and heritage, and will guide its development and interaction with the world. Emphasis will be be placed on developing a detailed history of Celandra, along with myths and legends.
Subscribe | Unread | Recent | Group options | Topic options | Post
LouisPasztor
Louis Pasztor

Tue

Nov 2
1999

02:54Z

[Spa] Starmap Setup

>Certainly.
>
>Figure  five star systems.  We can try to map them in actual 3-space,
>trying to keep star distributions "normal", and distances realistic.
>
>As an aside, if we do use 'realistic' coordinately, I favor the
>Traveller directions:
>coreward - towards the galactic core
>rimward - towards the galactic rim
>spinward - towards the direction of galactic spin
>antispinward - away from the direction of galactic spin
>
>I think Traveller had a lot of 2d maps, so I suggest "up" and "down"
>for the third dimension.  Fortunately, spiral galaxies are pretty
>flat, so it's easy to decide on arbitrary directions.
>
>Say we have our central system, A.
>B is 50 ly spinward of A, 10 ly coreward, and 5 ly up.
>C is 75 ly antispinward of A, 2 ly coreward, and 10 ly down
>
>and so forth.
>
>Mapping this will involve some pain.  There are a couple of PD 3-D
>star mapping programs out there; I'll see if I can find my notes
>on them.  It's pretty time-consuming to precisely specify every
>star, though, particularly the uninhabited ones.
>
>If we decide, though, that FTL only happens through a nexus, or
>wormhole, or hyperspace bypass, we _do_ limit technological
>creativity, but we can create a much simpler star map.
>
>Then, we could draw a map as follows:
>
>[Ascii art alert...]
>
>C-A-B-D
>     |
>     E
>
>We can see that "C" is sort of a dead end path, that "B" is a strategic
>nexus, and that "D" and E" are more likely to be the frontier.
>
>We can also assign arbitrary travel times to the distances between
>the stars (although higher tech ships will go faster) without
>having to precisely fit them into a real-world position.  ("Eddies
>in the space-time continuum" and all that.)
>

I don't like this idea. I want to be able to jump to one system directly to 
another system lets say 20-30 lighyears away without needing to go via other 
systems to get there. Makes easy to blockade key systems to get to another. 
Have you ever played Star Control? The first game? Then thats something you 
are suggesting, except in the game is 3d like map. Want a simple map, play 
Star Control 2, theres a simple map i would like, but a lot more better to 
fit our game. Its the players who would really create a lot of worlds and 
solar systems too, its we be hard to update such a map your suggesting all 
of the time. Also, what if a player wanted to create a space born society? 
Liek a Amoeda race? or a Sentient Gaseous like race in that St:TNG episode 
where Q turned human? (for more details on that race, they do have some new 
TNG books with the Enterprise-E encountering this race again.) -LordLMP

______________________________________________________
Get Your Private, Free Email at http://www.hotmail.com
----------------------------------------------------------------
To unsubscribe, send mail to celandra-off@phoenyx.net.

LouisPasztor
Louis Pasztor

Wed

Nov 3
1999

11:34Z

[Spa] Starmap Setup

>
>Bug or feature?  I'm trying to create some sense of societal borders -
>if you can just bypass recalictrant or warlike systems, you remove a lot
>of the danger and intriuge of the game.

Whats stopping societies from sending ships to patrol around and intercept 
enemy ships? Your suggested FLT would remove several options  and ideas to 
make various societies players might want to have.


>
>This way, people can "close their borders", you have defined trade routes,
>and a real sense of terrain.

They can still have it anyway without what you suggested. Societies would 
depend on solar system also, o they woul need to conquer strategic systems 
and etc....


>
>
>Would it be easier or harder to update a full 3-d map with travel times,
>distances, and borders?

Sure since it would be the players and societies job to define systems and 
worlds! Of course, with GM or GMs supervision so they don;t go out of hand 
with it.



>Nothing stopping them from doing any of that.  How exactly will a sentient
>gaseous race handle FTL?  Most of these races sound STL.  They would all
>exist, but would either be beholden on being schlepped around by other
>races, or would just stay in one place and hold court on those races that
>came to him.

Actually, the Gasuous beings in TNG have the ability to go into Light speed. 
Same with AMoadas, Crystal entities and etc...
-LordLMP




______________________________________________________
Get Your Private, Free Email at http://www.hotmail.com
----------------------------------------------------------------
To unsubscribe, send mail to celandra-off@phoenyx.net.

LouisPasztor
Louis Pasztor

Wed

Nov 3
1999

11:43Z

[Spa] Starmap Setup

>I like this for a few reasons you don't, but you have some good points and 
>I'll
>suggest a few workarounds.  I like the emphasis on defense and the fact 
>that the
>shortest distance isn't always the fastest.  Still, linear travel doesn't 
>have
>to be impossible.  How about some form of FTL/hyperspace in addition to 
>nexus
>jumps; it's far slower then nexus travel but better then STL and allows 
>more
>direct access.  It also preserves the vastness of space and gives a place 
>for
>non-terrestrial aliens to hang out.  Mapping could either be done in true 
>space
>with long nexus lines shaded the color of the controling society similar to 
>MOO2
>or two maps, one of nexus connections and the other of true space.

WHy don't we leave the nexus connections to more primitive Societies while 
more advance have the freedom to travel space like in MOO2? Or have solar 
systems to have multiple connections to various solar systems too so 
societies can take detours if one system is blockaded and 
captured/conquered?


>
>Any of these work?
>
>
>A suggested hierarchy of travel methods (arranged by speed)
>Nexus/jumpoint travel -- instantaneous
>Intersystem (between stars) FTL -- days to weeks / light year and fuel use,
>depending on technology
>Intrasystem (between planets) FTL -- a little faster then light
>         I'd rather not see this one

Can say Intrasystem FTL travel is dangerous like in startrek? I wouldn't go 
to warp near a star, look how many problems it caused with kirk doing that, 
back in time he goes.
-LordLMP




>
>Rylen
>
>----------------------------------------------------------------
>To unsubscribe, send mail to celandra-off@phoenyx.net.

______________________________________________________
Get Your Private, Free Email at http://www.hotmail.com
----------------------------------------------------------------
To unsubscribe, send mail to celandra-off@phoenyx.net.

SamGorton
Sam Gorton

Wed

Nov 3
1999

16:10Z

[Spa] Starmap Setup

> 
> >
> >Bug or feature?  I'm trying to create some sense of societal borders -
> >if you can just bypass recalictrant or warlike systems, you remove a lot
> >of the danger and intriuge of the game.
> 
> Whats stopping societies from sending ships to patrol around and intercept 
> enemy ships? Your suggested FLT would remove several options  and ideas to 
> make various societies players might want to have.

What's stopping them?  The bigness of space.

If FTL ships aren't detectable from distances, then I can fly through
(or over, and in intergalactic space) and you'll never see my ships.

"Patrol around" doesn't work well in real 3-space, IMHO.  The empty
space in between is just so vast.

And yes, my suggested FTL would remove several options - but it would
give everyone a common framework.  There's are reasons why most SF systems
have one "accepted" form of FTL.

For instance, if your ships are moving via FTL in "normal" space, and my
ships travel via jump points in B5 hyperspace, how are you going to
patrol for my ships?  I've set up a big advantage for my ships just
by how I've defined my FTL.

On the other hand, your ships can fight FTL in normal space, and mine
can't.  What's the combat bonus or penalty for that?  

Another for-instance - if everyone uses the same FTL, then common
tactics can be built around FTL, like "interdictor cruisers" in
Star Wars, or jump point detectors in B5.  If everyone can use the
different FTL, then FTL stops feeling like real "science" and more
like space opera.

There's also an argument that SF should (to be _science_ fiction) diverge
from real science in only a few, clearly marked places, and that those
places be handled as if they were new scientific laws.

If I have inertialess drives (a la Lensmen series), you have anti-matter
Warp drives, he has b5 hyperspace, and she uses Dune "folding" technology,
then it doesn't feel (to me) like we're really in the same shared
scientific world.


> >This way, people can "close their borders", you have defined trade routes,
> >and a real sense of terrain.
> 
> They can still have it anyway without what you suggested. Societies would 
> depend on solar system also, o they woul need to conquer strategic systems 
> and etc....

Not all societies would depend on solar systems, and also it would be
pretty trivial to just bypass fixed defenses.

Now, granted, there's an argument for a system where it _is_ trivial
to bypass fixed defenses, and so all defenses are mobile (except for,
say, planetary defense grids).  Mobility-dependent fighting is pretty 
standard.

But (again IMO) everyone needs to be on the same page.  I could also
handle limiting FTL to one type that involved going through normal
space at an accelerated pace, was detectable at long range, and
we had to create 3-D starmaps.  

> >
> >
> >Would it be easier or harder to update a full 3-d map with travel times,
> >distances, and borders?
> 
> Sure since it would be the players and societies job to define systems and 
> worlds! Of course, with GM or GMs supervision so they don;t go out of hand 
> with it.

I think you'll find that in Quayore all the maps were created by the GM's.

I think a 3-D map is a much harder problem than you think it is.  (I tried
to create one when I was thinking of running a B5 tabletop game.  Ow.
Even based off of real star maps, it was a pain to try to sketch out areas
and trade routes.)

> >Nothing stopping them from doing any of that.  How exactly will a sentient
> >gaseous race handle FTL?  Most of these races sound STL.  They would all
> >exist, but would either be beholden on being schlepped around by other
> >races, or would just stay in one place and hold court on those races that
> >came to him.
> 
> Actually, the Gasuous beings in TNG have the ability to go into Light speed. 
> Same with AMoadas, Crystal entities and etc...

Yeah, but I prefer my SF a bit less squishy than trek.  Make that a _lot_
less squishy than Trek.  How much sense does it make for a sentient cloud
race that evolved where? to just be able to go FTL by an undefined
process?

If they're old and NPC, it's okay for the process to be mysterious,
but if they're a PC race, I think it would need to be sketched out...

----------------------------------------------------------------
To unsubscribe, send mail to celandra-off@phoenyx.net.

SamGorton
Sam Gorton

Wed

Nov 3
1999

16:14Z

[Spa] Starmap Setup

> 
> WHy don't we leave the nexus connections to more primitive Societies while 
> more advance have the freedom to travel space like in MOO2? Or have solar 
> systems to have multiple connections to various solar systems too so 
> societies can take detours if one system is blockaded and 
> captured/conquered?

Multiple connections works pretty well, and you can also give each
system a (say) 5% chance a year of having a temporary wormhole/nexus
open up to another system.

If you want blockades to be harder, just make nexi more common and
a bit more random.
  
> >
> >Any of these work?
> >
> >
> >A suggested hierarchy of travel methods (arranged by speed)
> >Nexus/jumpoint travel -- instantaneous
> >Intersystem (between stars) FTL -- days to weeks / light year and fuel use,
> >depending on technology
> >Intrasystem (between planets) FTL -- a little faster then light
> >         I'd rather not see this one
> 
> Can say Intrasystem FTL travel is dangerous like in startrek? I wouldn't go 
> to warp near a star, look how many problems it caused with kirk doing that, 
> back in time he goes.

I think "No PC time travel" is a good rule for any SF IH game. ;)

I'm with "no intrasystem FTL".

----------------------------------------------------------------
To unsubscribe, send mail to celandra-off@phoenyx.net.

RylenDreskin
Rylen Dreskin

Wed

Nov 3
1999

21:02Z

[Spa] Starmap Setup

Louis Pasztor wrote:

> >I like this for a few reasons you don't, but you have some good points and
> >I'll
> >suggest a few workarounds.  I like the emphasis on defense and the fact
> >that the
> >shortest distance isn't always the fastest.  Still, linear travel doesn't
> >have
> >to be impossible.  How about some form of FTL/hyperspace in addition to
> >nexus
> >jumps; it's far slower then nexus travel but better then STL and allows
> >more
> >direct access.  It also preserves the vastness of space and gives a place
> >for
> >non-terrestrial aliens to hang out.  Mapping could either be done in true
> >space
> >with long nexus lines shaded the color of the controling society similar to
> >MOO2
> >or two maps, one of nexus connections and the other of true space.
>
> WHy don't we leave the nexus connections to more primitive Societies while
> more advance have the freedom to travel space like in MOO2? Or have solar
> systems to have multiple connections to various solar systems too so
> societies can take detours if one system is blockaded and
> captured/conquered?
>

I see it as speed versus flexibility.  Primitive has little to do with it.  Some
routes are handled better one way and others another.  Militaries will either
have supercarriers dedicated to each form of travel or mount numerous kinds of
engines.  And yes, some systems should have multiple nexi while other only one
or none.

>
> >
> >Any of these work?
> >
> >
> >A suggested hierarchy of travel methods (arranged by speed)
> >Nexus/jumpoint travel -- instantaneous
> >Intersystem (between stars) FTL -- days to weeks / light year and fuel use,
> >depending on technology
> >Intrasystem (between planets) FTL -- a little faster then light
> >         I'd rather not see this one
>
> Can say Intrasystem FTL travel is dangerous like in startrek? I wouldn't go
> to warp near a star, look how many problems it caused with kirk doing that,
> back in time he goes.

That's a GM / technology call.  My view is "space is big.  stars are far apart.
even with shortcuts it should take a long time to get there."  If the list wants
fast intrastellar travel, I'll accept that, though.

Rylen

----------------------------------------------------------------
To unsubscribe, send mail to celandra-off@phoenyx.net.

RylenDreskin
Rylen Dreskin

Wed

Nov 3
1999

23:34Z

[Spa] Starmap Setup

"(Sam Gorton)" wrote:

> >
> > >
> > >Bug or feature?  I'm trying to create some sense of societal borders -
> > >if you can just bypass recalictrant or warlike systems, you remove a lot
> > >of the danger and intriuge of the game.
> >
> > Whats stopping societies from sending ships to patrol around and intercept
> > enemy ships? Your suggested FLT would remove several options  and ideas to
> > make various societies players might want to have.
>
> What's stopping them?  The bigness of space.
>
> If FTL ships aren't detectable from distances, then I can fly through
> (or over, and in intergalactic space) and you'll never see my ships.
>
> "Patrol around" doesn't work well in real 3-space, IMHO.  The empty
> space in between is just so vast.
>
> And yes, my suggested FTL would remove several options - but it would
> give everyone a common framework.  There's are reasons why most SF systems
> have one "accepted" form of FTL.
>
> For instance, if your ships are moving via FTL in "normal" space, and my
> ships travel via jump points in B5 hyperspace, how are you going to
> patrol for my ships?  I've set up a big advantage for my ships just
> by how I've defined my FTL.
>
> On the other hand, your ships can fight FTL in normal space, and mine
> can't.  What's the combat bonus or penalty for that?
>
> Another for-instance - if everyone uses the same FTL, then common
> tactics can be built around FTL, like "interdictor cruisers" in
> Star Wars, or jump point detectors in B5.  If everyone can use the
> different FTL, then FTL stops feeling like real "science" and more
> like space opera.
>

I strongly support a shared understanding of what can be done.  But that needn't
limit us to a single way of doing things.  Here I think we're settling on a few
specific ways of moving between systems.  After that, new ways will be added only
if a player or new society presents a truly compelling rationale.

>
> There's also an argument that SF should (to be _science_ fiction) diverge
> from real science in only a few, clearly marked places, and that those
> places be handled as if they were new scientific laws.
>
> If I have inertialess drives (a la Lensmen series), you have anti-matter
> Warp drives, he has b5 hyperspace, and she uses Dune "folding" technology,
> then it doesn't feel (to me) like we're really in the same shared
> scientific world.

There should be a few wierd-out moments; this is a game about alien civilizations
meeting.  There's enough culture shock simply from east-west or north-south here
at home.  Still these should come more from the culture then from actual physical
laws.

An example using technology.  Assume two species.  One starts in a nexus rich
area, detects and investigates them and never really investigates FTL as a way to
bridge distance.  The other starts in a nexus poor area with another system within
arms reach.  They build up two way traffic, find some workable FTL methods, and
further develop them as they branch out.  Their spread would depend much more
closely resemble a sphere then the former groups series of zig-zag dot
connecting.  Traffic for the latter group, except in the closest stretches, would
probaly be lighter then for the nexus group.

Suggestion::  The original human world is nexus poor but one of the original major
colonies is not.  This would prompt human groups intrested in both technologies
and give us some different looking societies.

> Yeah, but I prefer my SF a bit less squishy than trek.  Make that a _lot_
> less squishy than Trek.  How much sense does it make for a sentient cloud
> race that evolved where? to just be able to go FTL by an undefined
> process?
>

Routine FTL is part of the Trek world.  Let's wait and see if it's part of ours.
Doncha love the Federation.  "Victory through superior technobabble."

Rylen

----------------------------------------------------------------
To unsubscribe, send mail to celandra-off@phoenyx.net.

LouisPasztor
Louis Pasztor

Thu

Nov 4
1999

04:18Z

[Spa] Starmap Setup

>What's stopping them?  The bigness of space.
>
>If FTL ships aren't detectable from distances, then I can fly through
>(or over, and in intergalactic space) and you'll never see my ships.

Thats why you get sensors/scanners.


>
>"Patrol around" doesn't work well in real 3-space, IMHO.  The empty
>space in between is just so vast.

So is hyperspace.


>
>And yes, my suggested FTL would remove several options - but it would
>give everyone a common framework.  There's are reasons why most SF systems
>have one "accepted" form of FTL.

Fine, but your idea of FTL should be a bit more flexible then you suggested. 
Systems should have multiple connections to several nearby systems from 10 
to 50 lightyears. Also, in Babylon 5, they are not dictated by  single 
connections to other systems. They can straight from Earth to babylon 5 via 
Jumpgates. Jumpgates only makes a entrance way to hyperspace for  ships who 
don't have their own JumpDrives.


>
>For instance, if your ships are moving via FTL in "normal" space, and my
>ships travel via jump points in B5 hyperspace, how are you going to
>patrol for my ships?  I've set up a big advantage for my ships just
>by how I've defined my FTL.
>
>On the other hand, your ships can fight FTL in normal space, and mine
>can't.  What's the combat bonus or penalty for that?
>
>Another for-instance - if everyone uses the same FTL, then common
>tactics can be built around FTL, like "interdictor cruisers" in
>Star Wars, or jump point detectors in B5.  If everyone can use the
>different FTL, then FTL stops feeling like real "science" and more
>like space opera.
>
>There's also an argument that SF should (to be _science_ fiction) diverge
>from real science in only a few, clearly marked places, and that those
>places be handled as if they were new scientific laws.
>
>If I have inertialess drives (a la Lensmen series), you have anti-matter
>Warp drives, he has b5 hyperspace, and she uses Dune "folding" technology,
>then it doesn't feel (to me) like we're really in the same shared
>scientific world.
>
>
> > >This way, people can "close their borders", you have defined trade 
>routes,
> > >and a real sense of terrain.
> >
> > They can still have it anyway without what you suggested. Societies 
>would
> > depend on solar system also, o they woul need to conquer strategic 
>systems
> > and etc....
>
>Not all societies would depend on solar systems, and also it would be
>pretty trivial to just bypass fixed defenses.
>
>Now, granted, there's an argument for a system where it _is_ trivial
>to bypass fixed defenses, and so all defenses are mobile (except for,
>say, planetary defense grids).  Mobility-dependent fighting is pretty
>standard.
>
>But (again IMO) everyone needs to be on the same page.  I could also
>handle limiting FTL to one type that involved going through normal
>space at an accelerated pace, was detectable at long range, and
>we had to create 3-D starmaps.

Says who? Can still have a 2d map with normal space FTL.



>
>I think you'll find that in Quayore all the maps were created by the GM's.


>
>I think a 3-D map is a much harder problem than you think it is.  (I tried
>to create one when I was thinking of running a B5 tabletop game.  Ow.
>Even based off of real star maps, it was a pain to try to sketch out areas
>and trade routes.)
>

>
>Yeah, but I prefer my SF a bit less squishy than trek.  Make that a _lot_
>less squishy than Trek.  How much sense does it make for a sentient cloud
>race that evolved where? to just be able to go FTL by an undefined
>process?
>
>If they're old and NPC, it's okay for the process to be mysterious,
>but if they're a PC race, I think it would need to be sketched out...
>

Anyway, finnish arguing with you about the matter of FTL and starmap, you 
already made your point. -LordLMP

______________________________________________________
Get Your Private, Free Email at http://www.hotmail.com
----------------------------------------------------------------
To unsubscribe, send mail to celandra-off@phoenyx.net.

LouisPasztor
Louis Pasztor

Thu

Nov 4
1999

04:41Z

[Spa] Starmap Setup

>I see it as speed versus flexibility.  Primitive has little to do with it.  
>Some
>routes are handled better one way and others another.  Militaries will 
>either
>have supercarriers dedicated to each form of travel or mount numerous kinds 
>of
>engines.  And yes, some systems should have multiple nexi while other only 
>one
>or none.

Yeah true, can say Civilians depend on Jumpgates while some advance 
militaries have ships who have their own Jumpdrives.



>
>
>That's a GM / technology call.  My view is "space is big.  stars are far 
>apart.
>even with shortcuts it should take a long time to get there."  If the list 
>wants
>fast intrastellar travel, I'll accept that, though.
>

Yes, the GM's call. -LordLMP

______________________________________________________
Get Your Private, Free Email at http://www.hotmail.com
----------------------------------------------------------------
To unsubscribe, send mail to celandra-off@phoenyx.net.

Subject (required)