

(Jumps are probably not that precise, as if they were, you wouldn’t need ships a big flatbed truck would be just as good, and a lot cheaper.) Smugglers and blockade runners can jump right past you, and if the GM allows precision jumps, the ships can go from inside one warehouse to inside another. The Navy can’t protect you from pirates unless it’s right alongside every ship, every jump. (I disagree with Niven and Pournelle here an empire can still protect you, but it does so by deterrence.) To my mind, this means interstellar navies behave more like modern ballistic missile submarines than “conventional” star fleets the Federation Navy can’t mount a spirited defence at Outpost Five to stop the Imperial Navy’s fleet breaking through to nuke Earth, but they can certainly nuke the Empire’s homeworld right back. campaigns are less likely to be sandbox games, because the players’ decisions on where to go next are less important without chains of systems forming routes, going to planet A doesn’t commit you to visiting B before you get to C. The PCs may have star charts, but neither the players nor the GM need them. The campaign doesn’t need a map, because you can jump from any star system to any other star system directly.The Rules As Written have some interesting implications for a setting. I’d also point to Cordwainer Smith’s space3, the later Foundation novels, and (to an extent) the Stargate franchise effectively, hyperspace is a point rather than a plane or volume, and hyperspace travel is a condition rather than movement as such. The consensus on the SW forum is that this is more like Star Wars than anything. You roll for supply and demand of various trade goods after deciding on the starship’s next destination.Fuel is usually bought from spaceports.At first I assumed you emerged first, then chose whether to spend the extra energy, but the rules are unclear on whether you emerge first – although it seems pretty clear that you roll before deciding whether to speed up. A jump takes no time but you arrive 2d6 days from the destination, less if you roll well or spend extra fuel to arrive early, the same day if you like.Jumps are split into three classes: Same star system (easy, doesn’t use much fuel) same galaxy (average) different galaxy (hard, lots of fuel).You need a computer and a Knowledge (Astrogation) roll to make a jump – these are to plot a course that avoids planets and other obstacles.While driving, I’ve been thinking about hyperspace as presented in the Savage Worlds Sci Fi Companion, and playing my usual game: What would the setting be like if it were a 100% faithful reflection of the rules? I was going to reboot the Arioniad and move the Dark Nebula campaign forward in this post, but I got distracted by work, family stuff and travel. Upward mobility in society would consist of getting your own ship and turning pirate.” – Larry Niven and Jerry Pournelle, Building the Mote in God’s Eye

Instead there might be populations of planet-bound serfs ruled at random by successive hordes of space pirates. There’d be no Empire because belonging to an Empire wouldn’t protect you. “If the Drive allowed ships to sneak up on planets, materializing without warning out of hyperspace, there could be no Empire even with the Field.
