Post by boot on Apr 17, 2019 20:18:41 GMT -6
GameMastering The Star Wars Universe
With the new movies and some of the reading I've been doing with the D6 SW supplements, I've come up with a couple of guidelines for myself and any other GM who wants to use them.
Wild West
First off, the Outer Rim territories are a lot like the wild west (in the USA). And, I'm not talking exactly about reality, but old cowboy movies. Look at the various places in Solo, or when Princess Amadala came to Tatooine. Or when Kenobi first landed on Geonosis for his investigation. There's no law? No space patrol? Ships can just come and go as they please, most of the time, with those on the planet not the wiser?
Evidently so. Characters wear their weapons openly, like old cowboy movie gunslingers. Ships landing on planets are akin to men on horseback approaching a farm house from out yonder. Maybe they see you. Mabe they don't.
If you do something bad, then maybe the law will come after you, maybe they won't. Maybe the outlaws will get you, or maybe the civilians will come for you. Or, maybe, nothing at all will happen. It just depends. It's the Wild West.
As you get closer to the Core Worlds, it is more akin to going to the 1800's east coast in the cowboy movies. You can't wear your sidearm openly--there's laws against it--and the police will be all over you. Those on the planet will know about you as soon as you exit hyperspace. They'll know about your approach, and they'll guide you to a landing spot. The Core Worlds are "civilized" and "law abiding".
Fence Line
Still, travelling through the galaxy isn't this big, free open range. There are obstacles; physical, of course (see below), but also political. Read Chapter Four of the 1E Sourcebook. Read the whole chapter, as there are bits and pieces about space travel in the Star Wars galaxy, but pay special attention to the section titled Booking Passage on page 46. Watching the movies, you may think that you can just point a ship and go wherever you want in the SW galaxy. Well, that ain't entirely so, neighbor. Areas may be restricted. Transit approvals may be necessary. That Booking Passage section indicates that there are sections of space that is open to travel, and there are sections like Occupied France in WWII, where you need papers to go from one town to another.
This can be a cool part of your game.
Not Like Dustin' Crops
We know, from Han's famous line, that there are physical barriers to traveling through the galaxy, just like there are rivers and mountain ranges and deserts and other types of rough country that made it impossible or hard for cowboys to cross great distances. Michael Stackpole, in the first X-Wing novel, described how the interfacing with the Navicomp to create a hyperspace course works. It is obvious that he used the WEG SW D6 model to come up with his interpretation, and it is also obvious that he was describing what the characters are really doing when the Astrogation roll is made.
First, think of using Hyperspace Routes the same as the freeway system. Normal space is taking the normal roads and highways from town to town. Hyperspace is getting onto and off of an interstate.
Interstate freeways don't run in straight lines all the time. And, to get to many destination, one freeway is taken to another and another.
That's how Hyperspace Lanes work. They're all these routes that have been plotted out in Hyperspace. When there's no obstacles, the routes are straight lines, but the distances are so great that no single route (unless it is very short) that is straight as a board or "as the crow flies" as the cowboys would say. No, these routes must be scouted out, like the Pony Express mapping out routes between towns, and once known, are used by those that follow. The routes bend and curve around dangers.
So, when the destination entered into the Navicomp, that computer does the hard work crunching numbers and figuring out the best route, among the known routes (the routes known by THAT computer--which is why the Falcon is so bad-assed, as it has L3's brain uploaded to it), and after a time, it spits out the base plan. This is the route that requires the basic Astrogation number for the trip.
In Stackpole's book, it is described where the pilot is looking at navigational data and making changes--tweaking the route. Going tighter here, around this moon...giving that double star a wider berth, which increases the time...and so on.
This is reflected mechanically in the game with the PC Astrogator adjusting the difficulty number up, for a shorter trip, or down for a longer but safer trip.
In the novelization for A New Hope, Han consults the Galactic Atlas. This is probably what Han was looking at in TESB when he decided to go to Bespin.
I speculate that the Galactic Atlas is something that can be downloaded from starports and docking bays--a file that is constantly being updated. Not every ship will want to do this, but it is probably polite for a vessel to freely give up its last jump data (the most recent) to the starport's master Galactic Atlas in exchange for a copy of that master Galactic Atlas. Maybe there's a charge for this (probably included in the docking fee or the Consumables cost), and if a ship freely gives up its last course data, then it gets a discounted copy of the Master. In this way, spacegoing ships are always updating the master Atlas.
Then again, maybe the master Atlas cannot be obtained that easily. Maybe most ships don't even have the computing space for it. If this is so, then the master Atlas is where the data comes from when a ship files for or pays for a single new course--it's next destination.
Space is not empty. Especially space opera Star Wars space. Just watch the movie, Solo, especially the part where they go to Kessel. That's an area that is probably always avoided by most hyperspace routes. And, that also shows the second time we've seen living things in space (remember the Space Slugs and Mynocks in The Empire Strikes Back).
Maybe there are areas of space infested with...Darken Leeches! They swarm the ship and eat through the hull! I just made those up, but you get the idea.
With the new movies and some of the reading I've been doing with the D6 SW supplements, I've come up with a couple of guidelines for myself and any other GM who wants to use them.
Wild West
First off, the Outer Rim territories are a lot like the wild west (in the USA). And, I'm not talking exactly about reality, but old cowboy movies. Look at the various places in Solo, or when Princess Amadala came to Tatooine. Or when Kenobi first landed on Geonosis for his investigation. There's no law? No space patrol? Ships can just come and go as they please, most of the time, with those on the planet not the wiser?
Evidently so. Characters wear their weapons openly, like old cowboy movie gunslingers. Ships landing on planets are akin to men on horseback approaching a farm house from out yonder. Maybe they see you. Mabe they don't.
If you do something bad, then maybe the law will come after you, maybe they won't. Maybe the outlaws will get you, or maybe the civilians will come for you. Or, maybe, nothing at all will happen. It just depends. It's the Wild West.
As you get closer to the Core Worlds, it is more akin to going to the 1800's east coast in the cowboy movies. You can't wear your sidearm openly--there's laws against it--and the police will be all over you. Those on the planet will know about you as soon as you exit hyperspace. They'll know about your approach, and they'll guide you to a landing spot. The Core Worlds are "civilized" and "law abiding".
Fence Line
Still, travelling through the galaxy isn't this big, free open range. There are obstacles; physical, of course (see below), but also political. Read Chapter Four of the 1E Sourcebook. Read the whole chapter, as there are bits and pieces about space travel in the Star Wars galaxy, but pay special attention to the section titled Booking Passage on page 46. Watching the movies, you may think that you can just point a ship and go wherever you want in the SW galaxy. Well, that ain't entirely so, neighbor. Areas may be restricted. Transit approvals may be necessary. That Booking Passage section indicates that there are sections of space that is open to travel, and there are sections like Occupied France in WWII, where you need papers to go from one town to another.
This can be a cool part of your game.
Not Like Dustin' Crops
We know, from Han's famous line, that there are physical barriers to traveling through the galaxy, just like there are rivers and mountain ranges and deserts and other types of rough country that made it impossible or hard for cowboys to cross great distances. Michael Stackpole, in the first X-Wing novel, described how the interfacing with the Navicomp to create a hyperspace course works. It is obvious that he used the WEG SW D6 model to come up with his interpretation, and it is also obvious that he was describing what the characters are really doing when the Astrogation roll is made.
First, think of using Hyperspace Routes the same as the freeway system. Normal space is taking the normal roads and highways from town to town. Hyperspace is getting onto and off of an interstate.
Interstate freeways don't run in straight lines all the time. And, to get to many destination, one freeway is taken to another and another.
That's how Hyperspace Lanes work. They're all these routes that have been plotted out in Hyperspace. When there's no obstacles, the routes are straight lines, but the distances are so great that no single route (unless it is very short) that is straight as a board or "as the crow flies" as the cowboys would say. No, these routes must be scouted out, like the Pony Express mapping out routes between towns, and once known, are used by those that follow. The routes bend and curve around dangers.
So, when the destination entered into the Navicomp, that computer does the hard work crunching numbers and figuring out the best route, among the known routes (the routes known by THAT computer--which is why the Falcon is so bad-assed, as it has L3's brain uploaded to it), and after a time, it spits out the base plan. This is the route that requires the basic Astrogation number for the trip.
In Stackpole's book, it is described where the pilot is looking at navigational data and making changes--tweaking the route. Going tighter here, around this moon...giving that double star a wider berth, which increases the time...and so on.
This is reflected mechanically in the game with the PC Astrogator adjusting the difficulty number up, for a shorter trip, or down for a longer but safer trip.
In the novelization for A New Hope, Han consults the Galactic Atlas. This is probably what Han was looking at in TESB when he decided to go to Bespin.
I speculate that the Galactic Atlas is something that can be downloaded from starports and docking bays--a file that is constantly being updated. Not every ship will want to do this, but it is probably polite for a vessel to freely give up its last jump data (the most recent) to the starport's master Galactic Atlas in exchange for a copy of that master Galactic Atlas. Maybe there's a charge for this (probably included in the docking fee or the Consumables cost), and if a ship freely gives up its last course data, then it gets a discounted copy of the Master. In this way, spacegoing ships are always updating the master Atlas.
Then again, maybe the master Atlas cannot be obtained that easily. Maybe most ships don't even have the computing space for it. If this is so, then the master Atlas is where the data comes from when a ship files for or pays for a single new course--it's next destination.
Space is not empty. Especially space opera Star Wars space. Just watch the movie, Solo, especially the part where they go to Kessel. That's an area that is probably always avoided by most hyperspace routes. And, that also shows the second time we've seen living things in space (remember the Space Slugs and Mynocks in The Empire Strikes Back).
Maybe there are areas of space infested with...Darken Leeches! They swarm the ship and eat through the hull! I just made those up, but you get the idea.