Traveller: In the Run
Basic Game Info
- FTL jumps take about week (there is some random variability) in Jump-space, during which time the ship is separated completely from the outside universe. It takes the same amount of time, no matter how far you jump.
- Ships can jump different distances depending on the power and technology level of their engines./ Jump-1 (1 hex) is the easiest and most common, as is Jump 2. The very highest technology ships can reach Jump 6.
- There is no FTL communication. Information between solar systems must be transmitted by ships. However, there is a reasonable density of interstellar traffic, and it is common for ships to carry a “data dump” from one high tech system to the next. So you may find information can still outpace you by a little, depending on local circumstances.
- The most commonly accepted currency is the Imperium credit. In this particular area, some traders will also use the Pax-credit, which is issued by the Triune Pax. Of course, some primitive or isolated worlds may refuse to deal in either and will accept nothing but trade goods as a medium of exchange.
- Because of no instant interstellar information transmission, most star traders use cash. This can leave you vulnerable to theft, so tying up your assets in valuable (and bulkier) goods is an even better idea.
- A ship is a financial liability and money sink; it’s also a license to print credits.
- ‘Standard’, the language language of the Imperium is spoken by most educated folks and spacefarers throughout the Run. ‘Pax’, the language of the Triune Pax, runs a close second. Some primitive and alien worlds do not speak either.
- Most worlds also have their own native languages, and most of the PCs probably have a second ‘native’ tongue for their homeworld.
- Translation programs are relatively cheap, though they are still not quite as good as actually speaking the language. Because the end of a sentence may modify the beginning, you usually have to speak in brief phrases and wait for the translation to catch up.