Jump route maps (was Re: Since Dave N is feeling talkative)

Part of thread: Jump route maps (was Re: Since Dave N is feeling talkative) · 1 reply Re: Jump route maps (was Re: Since Dave N is feeling talkative) — dcnilsen13
>
> > Now, I was wondering where Jim got the the J2 map idea from...... I have
> > spent a fair amount of time recently pondering the old Jump Route table
> > from the '77 edition from the point of view of what if Belters were the
> > movers and shakers of human expansion....
>
> I've talked about it before, because that is how I "discovered" where the
> Vampire shipyard had to be. But I don't think it's a revolutionary idea.
> The idea of the J1 mains is from CT, but the problem is that very few
> ships are limited to J1, so the next one you do is J2, and quickly realize
> that J3 is too hard, and don't bother. But J2 really does give you a nice
> feel for overall traffic patterns, which worlds would get the most
> stop-overs, etc. My J2 map was done in light-green magic marker, if you
> want to use the official color...
>
>
I've been making use of the Traveller Map site. I'll scale the map so I
have either just star presence or the high pop names, then screen cap the
resulting map. Then I scan my way across the map using a paint program's
fill tool to block out empty hexes that are not between two adjacent
worlds. In effect, I'm highlighting the voids that you can't use a J2 drive
to cross in one go instead of connecting the dots. Since local traffic is
typically J2 or less, this shows you the obstacles, the isolated worlds,
and the paths that all but the long-range haulers are gong to live on or
have to go around.

I did one for the area around District 268 in the Marches for our last
campaign, and just did another for our new campaign in Delphi. I also did
one for the default star pattern in part of Foreven, out of curiosity.