Friday, January 26, 2024

Classic Traveller: The Empty-Hex Jump Dilemma

 

During research for my Box-Centric Classic Traveller blog post, the question arose: can Box-Centric Classic Traveller jump into, and from, empty map hexes? That means jumping into deep space, where no major gravity well exists, and jumping from it to another major gravity well.

This subject was, if I recall correctly, hotly debated in the past, together with Jump Torpedoes and the nature of Traveller Maneuver Drives. I vaguely recall reading about it in Traveller Mailing List (TML) archives from the mid-1990s, which I read in the early 2000s - a few years after the action.

The Book 2 rules as written do not explicitly forbid or allow empty hex jumps, and thus a purist Proto-Traveller approach will permit them. Such jumps, alongside dismountable "drop tanks" (see JTAS #3) for carrying fuel externally, potentially for empty-hex jumps by ships otherwise limited to a single jump.

Such jumps are later explicitly permitted, given additional fuel tankage, in A5: Trillion Credits Squadron, which (on p.13), states that:

"The typical use for collapsible tanks is to allow a short-jump ship to cross a gap in two or more jumps. For example, to cross between two worlds located four parsecs apart, jump-4 drives are needed. With collapsible tanks, a ship with jump-2 could negotiate the distance in two sequential jumps, the first to deep space half way across, where the collapsible tanks provide the fuel for the second jump."

But even with these options, and despite JTAS #3 stating that Drop Tanks can serve for commercial purposes, I suspect that most commercial traffic will avoid empty-hex jumps for safety reasons. If anything fails while in deep space, there is no possibility of rescue, other than entering low berths (if available) and setting the Maneuver Drive to relativistic travel to the nearest star system - a matter of years. And that assumes a working Maneuver Drive.

Thus, I envision the two alternatives, namely no-empty-hex-jumps and empty-hex jumps, as follows:

1) Ships may jump into, and from, empty map hexagons, with the entailed risks. This leads to an age-of-sail "maritime" feel to the setting: you can either stick to the shore, for added safety (travel between actual stars), or brave the high seas to travel theoretically unrestricted (travel through deep, empty space). Or an Alien(s) feel, where you can travel anywhere but at a slow pace, with the risk of jumping into dangerous places (e.g., jumping into an "empty" hex containing a rogue planet or brown dwarf where nasty things lurk. There are no "hard" chokepoints, as a military fleet can go anywhere given sufficient fuel. Space is "flatter", though Mains still matter for commercial traffic due to the aforementioned safety concerns. It is also beneficial for lower-tech pocket empires, who are not restricted to "mains" with their bigger ships, even though their available drives only grant them Jump-1.

2) Ships may not jump into, or from, empty map hexagons. This means that you need a solar-scale gravity well on both sides of a jump. This gives space a "topography", leading to "arms" as in 2300AD. This also creates "hard" chokepoints, granting certain world a strategic importance far above and beyond local conditions. Finally, such a rule favors higher-tech empires, who can manufacture big Jump-2-capable ships, while confining lower-tech empires to Mains and Clusters.

My heart goes to the second option, as it creates a "topography" of space, lending extra "texture" to worldbuilding...

7 comments:

  1. Empty hex jumping being officially permitted was definitely the case by 1983's The Traveller Adventure as without it the routes used by Akerut's 5000 dTon J1 Hercules class freighters (with demountable fuel tanks fitted in their cargo holds) wouldn't be possible.

    It was also implied by the Traveller News Service entry in JTAS #2 (1979) about Tukera Lines working with General Shipyards to develop drop tanks for their larger freighters.

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  2. The "you need a solar scale gravity well" version is pure house-rule. Nothing in rules canon supports it and if anything the fact that you need to be away from such wells to have a safe jump indicates against it. There is plenty of topography in the canon supported first example where you can jump into deep space, especially when you consider that to do so invites the pain of needing collapsible or drop tanks which have costs added to the fact that you are spending an additional week in jump to just get to each such hex.
    Disallowing empty hex jumps gets rid of most of the reason why such tanks even exist.
    In addition, it puts a strain on the logic of how a society could even develop jump technology. Consider: no Terrans would have left Terra until they managed to develop J-2 skipping J-1 because Alpha Centauri, the nearest system is two parsecs away.
    The whole "no deep space jump" thing is just not supported by rule cannon, logic, in-game history or anything, and the gameplay benefits touted above of such a restriction are dubious at best.

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  3. I'm coming at this from a "setting first/rules second" approach.

    Just as the LBBs don't disallow empty hex jumps, there's nothing saying that those hexes are truly EMPTY. Page 1 of Book 3 merely says that you're checking to see "if a world is present (and it's attendant stellar system)".

    To me, that allows me a HUGE amount of leeway in saying to myself "my setting makes sense with systems that have no habitable worlds, so a system need not be 'empty', there can be gas giants", which also leads to my next logical leap of "a hex can have multiple star systems, of which only 1 world is identified as being worthy of notice."

    This means that my players can jump into "empty" hexes and there's a good chance one or more suitable gas giants (10+ for a system, per Book 2, which I extended to be for hexes as well) are present for refueling!

    Now this might not track to how you're interpreting the words of the LBBs, but just wanted to throw that out there. (and probably make a lot of the purists mad...)

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  4. J-drives require (or at least strongly encourage) a lack of gravity for best operations. There's no reason you couldn't jump in/out of "empty" hexes.
    Contrariwise, M-drives require some sort of gravity to "push" against, and this would barely work in empty hexes, if they worked at all.

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  5. This article delves into the problem of blank hexagonal jumps in classic travelers, sparking thoughts on safety and adventure in space travel. The author presents two opposing views on whether ships are allowed to jump in deep space and explores the impact of each choice on the game world and gaming experience. The article also mentions the historical debates on this issue and the evolution of game rules, demonstrating the author's attention to the depth and complexity of game settings.

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  6. Sorry to come to the party late but in addition to the already mentioned "Traveller Adventure" deep space jumps are specifically allowed (required even) in the Aslan alien module. It's in the quest section at the back.

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