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Hex Signs and Wyrmholes Part 2

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When we last left hyperspace we had discovered that 1) Stars have a number of 'membranes' determined by their size. This is a hyperspace map, perhaps from a children's book or a media production. Do NOT use it for navigation purposes. Though a real navigator would know that and if you aren't a real navigator-don't touch anything! Well then we have a number of problems integrating this into ahuhu! 2d6 systems. To wit: 2d6 systems have these lovely charts of ftl engines (skirting copyrights here) indexed against increasingly huge hulls. Cross index the drive with the hull and either it don't fit or you get a number of parsecs range the ship may jump. My set up pretty  imagines it like the Alderson Drive from Jerry Pournelle's future history. You get to a point (determined very carefully) hit the drive and bang (well hopefully you didn't hear a bang, that'd be very bad)! You're in  the next star system. There is no skipping star systems. Ess

Hex Signs and Wyrmholes Part 1

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In the beginning there was the hex grid and life was good. Hex grids are a staple of the war-games  which led to roleplaying games. They are all over the OSR and CT. In fact CT was recently criticized for mapping the galaxy as 1 parsec thick. In light of recent development, it turns out to be a little thicker! Is there another way? Join the mission to protect our vanishing third dimension! Some people explain this as the maps being a representation of jump space with some distortion necessary in projecting it onto 2d paper or screens. Okay, fair enough. No one likes 3d maps and using trig. No matter how good they are at it. (Disclaimer: yes some of you like it. Go play Universe, don't bother calling BS on this point). Diaspora is one (excellent) game that ignores the holy hex entirely. Worlds are in a cluster and the routes between them tagged for your use. It's similar to a node map, made popular by Winchell Chung on Atomic Rockets . The main point of these systems i