More Promethean Skies
Caleuche
(19 Jan 2018 01:04 UTC)
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Re: [TML] More Promethean Skies Tim (19 Jan 2018 03:19 UTC)
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Re: [TML] More Promethean Skies
Caleuche
(19 Jan 2018 03:23 UTC)
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Re: [TML] More Promethean Skies
Phil Pugliese
(19 Jan 2018 05:40 UTC)
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Re: [TML] More Promethean Skies
Caleuche
(19 Jan 2018 05:58 UTC)
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Re: [TML] More Promethean Skies
Phil Pugliese
(19 Jan 2018 05:26 UTC)
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Re: [TML] More Promethean Skies
Timothy Collinson
(25 Jan 2018 09:06 UTC)
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Re: [TML] More Promethean Skies
Caleuche
(26 Jan 2018 22:05 UTC)
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Re: [TML] More Promethean Skies
Timothy Collinson
(27 Jan 2018 12:00 UTC)
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Re: [TML] More Promethean Skies
Caleuche
(27 Jan 2018 18:31 UTC)
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Re: [TML] More Promethean Skies
Timothy Collinson
(27 Jan 2018 19:29 UTC)
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Re: [TML] More Promethean Skies
Caleuche
(29 Jan 2018 08:49 UTC)
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Re: [TML] More Promethean Skies
Jerry Barrington
(29 Jan 2018 14:28 UTC)
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Re: [TML] More Promethean Skies
Phil Pugliese
(29 Jan 2018 20:02 UTC)
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Re: [TML] More Promethean Skies
Timothy Collinson
(29 Jan 2018 20:34 UTC)
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Re: [TML] More Promethean Skies
Jerry Barrington
(30 Jan 2018 14:17 UTC)
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Re: [TML] More Promethean Skies
Phil Pugliese
(30 Jan 2018 16:23 UTC)
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Re: [TML] More Promethean Skies
Caleuche
(30 Jan 2018 22:44 UTC)
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Re: [TML] More Promethean Skies
Timothy Collinson
(29 Jan 2018 16:25 UTC)
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Re: [TML] More Promethean Skies
Caleuche
(29 Jan 2018 18:32 UTC)
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Re: [TML] More Promethean Skies
Timothy Collinson
(29 Jan 2018 21:23 UTC)
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On Thu, Jan 18, 2018 at 08:04:31PM -0500, Caleuche wrote: > So that was probably a long winded way of asking all of you how you > handle astronomy in Traveller. Ignore it? Occasionally mention > planets and stars but otherwise ignore it? IMTU, the published maps were very much jumpspace-specific, and accessibility by jumpspace did not have a simple relation to 3D proximity. Stars separated by jump-1 would always be at least one parsec apart in normal space, but could be hundreds of parsecs. Stellar physics and orbital mechanics sometimes did play a role in our games, and I liked to at least mention something about them in most sessions for flavour. Occasionally they even formed parts of central plot points, but the players generally weren't interested in much detail. - Tim