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guide:setting_travel [2018/03/18 00:40] eistheidguide:setting_travel [2018/04/16 16:31] (current) eistheid
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 This article provides examples of the various methods of travel in the setting while also providing guidelines to help GMs and Players determine how long a journey in the setting would take. This information is intended to give writers tools to help create a sense of scale in their writing to help impress upon the reader that distance has been traveled should the writer choose to include it rather than simply transposing characters between two points during a scene change. This article provides examples of the various methods of travel in the setting while also providing guidelines to help GMs and Players determine how long a journey in the setting would take. This information is intended to give writers tools to help create a sense of scale in their writing to help impress upon the reader that distance has been traveled should the writer choose to include it rather than simply transposing characters between two points during a scene change.
  
 +Examples of this could include using ground vehicles to navigate around a city, making use of infrastructure such as train or subway stations, or boarding a boat or airplane to travel between cities. The exact nature of the method of transit used will reflect the society that employs them. To this end, while technology may allow for speeds and in turn transit times which are much lower than those found in real life, limitations such as driver reaction time and even the physiological limitations such as g-force tolerance may lead to much lower speeds and in turn longer travel times than is strictly possible according to the technology available in the setting.
  
 +For example a primarily greaseheart composed society is unlikely to have ground vehicles that move at speeds in excess of 100km/h (60mph) in urban areas. This is due to the preference for an individual to manually drive. As a result of this preference and the limitations of greaseheart reaction time and information processing the majority of their citizens are unable to reliably navigate tight densely populated city streets without killing themselves or others leading to a functional limit on effective vehicle transit speeds.
  
----+Beyond the limitations of vehicles due to societal requirements simply for operation, is the needs of the society as a whole. Almost all societies in the setting will have some form of ground based transit whether they are nomads or dwell in massive mega-cities. Following this would come any infrastructure such as rail, shipping, and aircraft networks which link cities facilitating planetary (or lunar) trade between the various cities, islands, and continents on a celestial body. Due to the majority of celestial bodies being largely self sufficient in terms of resources, space transport is much less common even in societies with multiple colonies spread out between various celestial bodies and space stations. The demand for transit of goods and people is typically minimal between planets with the exception of luxury goods, contrasting with space colonies which are much more likely to require periodic shipments of resources, assuming they are not sourced from nearby asteroids. 
  
-In the setting a large part of the day to day considerations of the people who live within it will be dedicated to the movement of peopleand goods. In an effort to make things feel alive an interconnectedI will be working to eschew the 'FTL Minivan' variety of transportation that is present in some sci-fi settings and instead will encourage GMs and players to utilize pre-existing and interdependent logistics to travel from place to place. +This means that even in the setting, where faster than light travel between star systems is prolificspace travel is still something of a novelty. Individuals who arrive from off-world would have a prestigedistinction, and potentially stigma to the masses who, many of which, have never left the town or city in which they have lived their lifeThis difference between the individual and common folk only intensifies when an individual is capable of owning a personal spacecraft rather than relying on either government or corporate owned transit giving even modest space faring individuals reputation.
- +
-For example: If one were to want to travel to another city, instead of hopping in personal shuttle craft and flying there, one might have to use personal ground vehicles such as motorcycle or carand drive to their destination. Alternatively, mass transport such as buses, or trains might be used, and if expediency is required a quick trip to the airport (or maglev station) might be in order at a slightly higher expense. +
- +
-Even if this traveling section is glossed over in favor of the action of the scene even mentioning it in a couple of sentences would give a better sense that the players have actually had to travel somewhere, negotiating the relatively mundane tasks that most people face. +
- +
-To this end, I would encourage that shuttle craft be used primarily for spaceport to space ship, or vice-versa use and that travel ground-side be handled by bus, rental car, boat, train, plane, foot, bike, etc. Giving a meaning to including planetary infrastructure in the setting. +
- +
-Beyond this, I would propose that we as a setting make the existence of personal, civilian FTL capable starships a noteworthy occurrence. Basically, if a personal civilian ship drops out of FTL in your system of its own power, it should be noticed by locals, and not just one of the myriad. Instead, I would propose that systems like FTL ferries (large ships dedicated to transporting smaller ships), and stationary FTL structures like wormhole gates (limiting fast transport to certain points in space) be used instead of personal FTL to once again make travel more meaningful in the setting by demonstrating that even our heroes usually have to commute, and perhaps even place value on the relative anonymity of mass transit to get to places since showing up in crowd of others is less eye-catching than a lone ship. +
- +
-That's all that comes to mind for now. Maybe more later. +
- +
-Below will go text giving ideas as to how people get about with allusions to cultures and specific vehicle articles to be filled out as time permits.+
  
 ===== Ground ===== ===== Ground =====
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 ^ Short Range FTL ^ 2.5ly ^ 5ly ^ 7.5ly ^ 10ly ^ ^ Short Range FTL ^ 2.5ly ^ 5ly ^ 7.5ly ^ 10ly ^
-| 100c | 9d3h 18d6h 27d9h 36d12h +| 100c | 9d 3h 18d 6h 27d 9h 36d 12h 
-| 250c | 3d15h36m 7d7h12m 10d22h48m 14d14h24m +| 250c | 3d 15h 36m 7d 7h 12m 10d 22h 48m 14d 14h 24m 
-| 500c | 1d19h48m 3d15h36m 5d11h31m 7d12h +| 500c | 1d 19h 48m 3d 15h 36m 5d 11h 31m 7d 12h 
-| 1000c | 21h54m 1d19h48m 2d17h42m 3d15h36m +| 1000c | 21h 54m 1d 19h 48m 2d 17h 42m 3d 15h 36m 
-| 1500c | 14h36m 1d5h12m 1d19h48m 2d10h25m |+| 1500c | 14h 36m 1d 5h 12m 1d 19h 48m 2d 10h 25m |
  
 ^ Long Range FTL ^ 25ly ^ 50ly ^ 250ly ^ ^ Long Range FTL ^ 25ly ^ 50ly ^ 250ly ^
-| 250c | 36d12h | 73d | 365d |  | +| 250c | 36d 12h | 73d | 365d |  | 
-| 500c | 18d6h 36d12h 182d12h |  | +| 500c | 18d 6h 36d 12h 182d 12h |  | 
-| 1000c | 9d3h 18d6h 91d6h |  | +| 1000c | 9d 3h 18d 6h 91d 6h |  | 
-| 1500c | 6d2h 12d4h 60d20h |  | +| 1500c | 6d 2h 12d 4h 60d 20h |  | 
-| 2000c | 4d13h30m 9d3h 45d15h |  | +| 2000c | 4d 13h 30m 9d 3h 45d 15h |  | 
-| 2500c | 3d15h36m 7d7h12m 36d12h |  |+| 2500c | 3d 15h 36m 7d 7h 12m 36d 12h |  |
  • guide/setting_travel.1521348054.txt.gz
  • Last modified: 2018/03/18 00:40
  • by eistheid