The Gamba Subsector

By Robert S. Dean ·

TML message #4680From bundle 392

As I mentioned before, the Gama Subsector was created while I was at the Viola
da  Gamba  Society of America's annual convention in 1990.  I  dusted  it  off
recently  when  the  discussion of TNE started to bore me, as  a  change  from
designing vehicles.  (Seriously--I'e got enough of them now that I don't  feel
a  real need to do any more any time real soon...)  The problems  involved  in
GMing any subsector seem to me to be about the same, whether the subsector  is
from a published source, or randomly rolled, and whether the rules are Classic
Traveller or MegaTraveller (or TNE?).

I'm very much interested in adventure ideas which the subsector and its worlds
suggest to you, and anyone who can create and upload a computer  transmittable
_map_  would receive my gratitude, as having a map in front of you might  make
this discussion easier.

Anyway, here are the worlds of:

THE GAMBA SUBSECTOR

Hex#  Name          UPP        Bases    Trade     GG?
- ------------------------------------------------------
0102  Violone       C778867-3  S                   Y
0103  Vielle        E322335-8           NI, P      Y
0105  Fantasia      A99A522-8           NI         Y
0106  Galliard      A100505-E  N        NI         Y
0109  Motet         C898735-3           AG         Y
0110  MADRIGAL      B7989DE-6  S        IND        Y
0205  Ricercar      X67759B-3           NI, AG     Y
0206  Pavane        C84379A-4  S        P          Y
0210  Canzona       C765673-3           NI, AG, R  Y
0301  Treble        D655242-4  S        NI         Y
0302  Tenor         E446411-6           NI         Y
0308  Haydn         D455273-8           NI         Y
0309  Bach          C525442-7  S        NI         Y
0402  Bass          D223302-9  S        NI, P      Y
0405  Lawes         EAC9200-8           NI         N
0407  Marais        B1225A6-B           NI, P      Y
0408  Forqueray     A353546-B  N        NI, P      Y
0501  Pardessus     A114523-E  S        NI         Y
0506  Byrd          E460256-8           NI         Y
0509  Abel          D779443-5           NI         Y
0605  Simpson       A74A369-D           NI         Y
0606  Gibbons       C474620-5           NI, AG     Y
0607  Lassus        A250687-D           NI, P      Y
0704  Morley        C452633-6           NI, P      Y
0705  Jenkins       E87A000-5           --         Y
0708  SUSATO        E584A67-5                      Y
0709  Adriano       A668125-C           NI         Y
0710  AGRICOLA      E56A976-9                      Y
0803  Weelkes       C112888-A  S        NA         Y
0805  Baldwyn       A625343-A  S        NI         Y
0806  Brade         C8B7410-7           NI         Y
0808  Attaignant    E236200-8           NI         Y

Interesting Facts:

The highest technology level is E (14) at Galliard and Pardessus.
The highest population level is A at Susato.
The only industrial world is Madrigal, at TL6.
The three high population worlds have TLs of 6, 5, and 9 respectively,
   and starport types of B, E, and E respectively.
There are two balkanized planets, Agricola and Canzona.
Only one system (Lawes) has no gas giant.

Early assumptions made:

The  subsector capital was placed at Lassus, with a TL of 13, a class A  star-
port, and a central location.

The  worlds are distibuted in the form of a "main" of sorts at the right  hand
side of the subsector, three clusters of worlds at the bottom, and an isolated
world, a cluster of two, and a cluster of three worlds at the top.

Placing IISS X-boat routes to connect class A starports, naval bases, and  the
capital,  I drew links between Galliard, Forqueray, Lassus, Baldwyn  and  then
off the map to the right.

The  assumption  of native populations was made to account for  the  two  high
population  worlds  with class E startports and relatively  low  tech  levels.
Susato was chosen as the home of a minor human race, since we know that  there
are 40-odd of them, and only a few have ever been described, and Agricola  was
chosen  as  the home of a race of aliens, since I didn't think that  the  100%
water surface was conducive to a large human population.

If you use the Classic Traveller description of class A starports as the  only
facilities  containing ship yards, and the shipyard capacities  from  Trillion
Credit  Squadron, you reach the conclusion that there are only four  potential
commercial shipbuilding sites in the subsector, at Galliard (TL14),  Pardessus
(TL14),  Forqueray (TL11) and Lassus (TL13).  The total "drydock" capacity  of
these four sites is 150 tons, 150 tons, 150 tons, and 1200 tons  respectively.
So, only Lassus can build anything bigger than a Scout ship.  It is my  inten-
tion to stick to Book 2 starship designs for this exercise, which makes things
a little easier overall, since Jump limits are based on hull size rather  than
tech level.

Assuming  a  reasonable ship life, and a need to perform maintenance  for  two
weeks  out  of  each year, we find that Lassus can support a  total  fleet  of
shipping,  military  and civilian, totalling around 19,000  tons.   Ships  are
either going to come from beyond the subsector, or be fairly scarce, or  both.
I don't know that this would work, so I have designated Weelkes as a potential
ship  source.   Weelkes would have a shipyard capacity of  120,000  tons,  and
would be rated as an industrial planet if its population was 9 instead of 8.

Adventure Potential:

Psionics  Institutes were rolled for, and none appeared.  This can  always  be
altered later if necessary.

With only one industrial planet, and that at TL6, high tech "goodies" are also
going to be expensive, hard to maintain, and hard to replace.  Just  something
to keep in mind...

With  most  of  the  planets  (24 out of 32) having  a  trade  code  of  "Non-
industrial",  merchant characters with ships are going to be hard  pressed  to
make a living in speculative trade, especially if we elect to use the Merchant
Prince trade system (i.e., the MegaTraveller trade system.)

Balkanized  worlds  prevent some of the best opportunities for  espionage  and
military  adventure, in my opinion, and there are only two in  the  subsector.
One  of  them is the world I already designated as the home of a  minor  alien
race,  making  it potentially difficult for players to  become  interested  in
their politics, depending on how alien they get to be...

There are no inhabited asteroid belt mainworlds, but that doesn't mean that  a
belt can't be added to a system if it would be interesting.

So, does anyone have any ideas yet?

I looked at this subsector for quite a while and was unsure of what I would do
with it.  A lot of the worlds look pretty useless, and I can't imagine at  the
moment why some of them were inhabited at all.  The generally low  populations
lead  me  to decide that the subsector is fairly "young" as these  things  go,
which gives me some notion of how to start thinking about the worlds.

In  the  next installment, I'll discuss the brief world  descriptions  that  I
wrote up for each of the 32 worlds, and then ask if these seem reasonable.


Rob Dean

[email removed]        or
[email removed]           or
R.DEAN14 on GEnie.