Mako11 | 08 Aug 2015 1:46 a.m. PST |
So, am thinking of perhaps a few more options for Misjumps in Traveller, especially when a pilot/navigator has to rush the job while being pursued. Instead of the normal misjump a parsec away, in a random direction, or the really bad misjump of several parsecs away, I'm interested in other options. Current ideas are: 1. failure to jump, due to navigational system preventing that, or the FTL failing to spool up quickly enough; 2. as for 1, but the FTL engine is now damaged too, and must be repaired before attempting to jump again; 3. a micro-jump occurs, resulting in a less than light year, or less than 1 parsec jump; 4. other options? Seeking primarily ideas where the vessel, if being pursued by enemies, just might be caught, if the vessel fails to jump, but would like to consider other options as well, along those lines. Thoughts? |
Rabbit 3 | 08 Aug 2015 2:09 a.m. PST |
I think that all these were actually sort of cannon anyway as was the multi-sector random direction jump. It always was a "go with what works for the plot" situation. Also cannon was. The ship makes jump but there is something WRONG with the "space" outside of the ship and/or the Jump Drive appears to be malfunctioning in a peculiar way, effecting other systems. The ship takes much less/more time to transit Jumpspace than the normal approx one week. The ship exits Jumpspace and blows a fuse (the zochi crystals usually, or the lanthanum web if you want to be particularly nasty!) making it inoperable! |
skippy0001 | 08 Aug 2015 3:56 a.m. PST |
Jump sickness. Lanthinum Grid Fried. Paint job ruined also. Irwin Allen Sparky-Bit console blowouts. Just the Jump Drive jumps…..somebody forgot something… Everyone disappears except the Low Berthers. Drive Slagged plus unintended Maneuver Drive Acceleration It can't STOP jumping! Each jump is closer to a Sun… Jump Space Collision with…WHAT!!!! Jump Space Phased Gremlin infestation. Short-time or Long-tme Jump Crashes on Westeros/RingWorld/Planet of the Apes/Roswell Nothing happens-no Jump, you just blew all that fuel, though. Just think of your car… |
Coyotepunc and Hatshepsuut | 08 Aug 2015 6:18 a.m. PST |
Misjump normally yields secret die roll, which invariably winds up sending Our Heroes to someplace in the Vargr Extants (or the Two Thousand Worlds if I am feeling nasty.) The next several years of campaign time involves just trying to get home.. |
TNE2300 | 08 Aug 2015 7:34 a.m. PST |
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TheGaffer | 08 Aug 2015 11:54 a.m. PST |
Take a look at full thrust at ground zero games. There's a chance the FTL jump causes a wave that has a chance of destroying your ship, the other ship, or both. |
Moe Ronn | 08 Aug 2015 6:50 p.m. PST |
When the ship reappears in realspace, the ship (and crew et.al.) are the wrong size. |
TNE2300 | 08 Aug 2015 8:52 p.m. PST |
the ship (and crew et.al.) are the wrong size I remember reading a short story a great many years ago a ship suffered that universes version of a misjump and ended up inside an atom while there several crew members performed an eva |
TNE2300 | 08 Aug 2015 8:54 p.m. PST |
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MongooseMatt | 10 Aug 2015 6:09 a.m. PST |
I once had the players misjump in a game, and had them pop up, engines fried, on a crash course with a desert planet. When they clambered out the wreckage, they gradually twigged they were on Athas (AD&D Dark Sun setting). Ran through the Freedom campaign using Traveller rules :) |
boy wundyr x | 10 Aug 2015 8:01 a.m. PST |
I think some JTAS articles or scenarios might have had strange mis-jumps, or at least the consequence of strange mis-jumps, as part of the plot. E.g. ships arriving after hundreds or thousands of real-time years (but not ship-time) in jump space, or ships being found in empty space after jumping there, or weird alien ships jumping into Imperial space from far away. |
JimSelzer | 10 Aug 2015 12:15 p.m. PST |
had a mis-jumped scout ship end up on Gamma World back in the day |
Mako11 | 12 Aug 2015 5:39 p.m. PST |
Thanks for all of the ideas and links. There are some I hadn't considered. |