I intend to swap out the galley and cargo area (which is really just luggage storage) with the two forward passenger staterooms. I was trying a different design approach and some things just spiraled out of control. Don't worry about sounding negative, this is not a design I'm terribly proud of. I've got to keep telling myself "It's only a game. "Really? The grease covered engineer has to pass through the banquet room to get to his bunk?! Good thinking! Fourteen toilets on the main deck, but NONE in engineering?! I like a ship with quirks as much as the next adventurer, but they shouldn't be designed in! I could have easily made this entire blog post a rant about the stupid design decisions I made while working on this ship. Not that it matters when you've fudged this badly. At least I redesigned the fuel tanks to provide additional fuel for the increased tonnage. Purists should know that this design tops out at just over 240 dtons (yikes!). "In for a credit, in for a mega-credit" as the old saying goes, so I pushed through the design regardless of actual displacement. Enjoy!ĭesigner's Note: Unfortunately, I decided to take a new design approach with this ship and was in way too deep before I realized I had gone over my intended tonnage. Scale is 1" = 5'-0" so it can be used with 25mm miniatures. The deckplan was created to be printed out on 30"x42". More images to follow.įor a higher resolution PDF, click this link: (Traveller Starship Deck Plan Destiny Class).
Time to push this ship into jumpspace and let the nobles aboard get about their business of stabbing each other in the back. I took a page from real world luxury yachts (and Traveller's Safari Ship) and added a rear deck for entertaining or to launch recreational craft from, in this case a couple of grav-bikes. I wanted to make something fast and luxurious, so I went with 4-G acceleration and tried to push the luxury as much as I could: a couple of very large executive staterooms, high ceilings, lots of large view ports, some interior landscaping, and a large, reconfigurable passenger lounge that can act as a dining area, game room, dance floor, or whatever. So here is my first attempt at a Traveller yacht. I've had firefights on the Azhanti High Lightning, explored several suspiciously derelict lab ships, and even blew up an X-boat once. I'm pretty much a scout and merchant guy and my old gaming friends leaned heavily toward mercenary adventures. I don’t think we did another one until Nomads of the World Ocean? We did do part of another double, Night of Conquest/Divine Intervention.So in all the years I've been playing Traveller and more likely, playing with Traveller, I've never adventured in a yacht. Things like my Murder on Arcturus Station.” FASA was more able to accept the brother’s prodigious writing.īut opportunities did open up at GDW (JAK): “The first one we did for GDW was the double adventure, Chamax Plague/Horde. Y’know, slam-bang, action adventure stuff. Things like Uraqyad’n of the Seven Pillars and the Sky Raiders trilogy. The Keiths’ understanding of Traveller made them “Go-betweens” with FASA and GDW.ĭifferences between FASA and GDW (JAK): “I think FASA was always open to more free-wheeling, action-oriented adventures.
William noted that some game writers would take on an assignment, and return an article that doesn’t really fit with the theme of a given game. FASA was voracious for new material for their product line.” And he needed someone who could string words together for descriptions of ship interiors and adventures to go with them. He just had very simple line drawings on the covers of his products.
The Keith Brothers became known at Game Designers Workshop (GDW) for their productivity, creative work, ability to meet deadlines, and accepting assignments on short notice.Īround 1980-81, Marc Miller introduced them to Jordan Wiseman of FASA, which was developing their own licensed Traveller material.