Daily Commutes in Space
And Mapping the Blogosphere
This Week’s post takes a tour of the ship.
Getting around a ship can sometimes be worse than getting around the galaxy. Any point on a ship is defined by its Deck and Compartment numbers.
Decks
Standard-sized ships have twelve decks which, beyond the reach of traditional gravity, are rarely lined up like neat storeys in a tower block.Like this but worse
Compartments
Each deck is broken down into twelve compartments, each a self-contained room, bay or complex.Need a random specific place on the ship? Roll 2d12 on the big list at the bottom of this post.
Transporters
Powered movers get you around the ship in the most convenient way, but breakdowns and re-routings are pretty common.Getting Around
Getting around on a single deck is straightforward enough, but if you need to get between locations on different decks roll d6. Roll even if you’ve already been there before:1: No obvious way to even get to that deck, you’ll need to go to a neighbouring deck and find a way from there.
2-3: Foot access only, so you’ll be passing through a room on each deck on the way.
4-5: You can get a transporter to a random compartment on that deck but then you’re on your own.
6: There’s a transporter that goes straight from here to there!Ship Variation
Not every ship follows this precise layout, so roll d6 if you want to know the state of a particular compartment.1: Nope, we’re coping without one of those.
2-3: It’s limited or in a bad state.
4-5: Yeah we’ve got one of them.
6: It’s state of the art, big, or otherwise impressive.Decks and Compartments
Command Deck
Bridge
Briefing Room
War Room
Captain’s Quarters
Comm Bay
Scanning Array
Study
Panic Room
Ballroom
Guest Quarters
Express Shuttle
Escape Pods
Wet Deck
Biolab
Hospital
Surgery
Well
Protein Vat
Pharmacy
Morgue
Arboretum
Algae Tanks
Air Cycle
Holistics
Filter
Cargo Deck
Main Hold
Bulk Hold
Small Hold
Vault
Hazmat
Loading
Freight
Pantry
Carriage
Inventory
Transporter Bay
Data Bank
Gun Deck
Port Guns
Starboard Guns
Turrets
Prow Gun
Point Defence
Magazine
Simulator
Generator
Targeting
Explosives
Flushing
Grease
Office Deck
Filing
Code Bureau
Payroll
Tally Office
Conference Hall
Private Offices
General Registry
Permit Office
Data Processing
Data Assessment
Break Room
Governance Suite
Security Deck
Arsenal
Armour Store
Brig
Court
Surveillance
Interrogation
Rapid Deployment
System Override
Boarding Bay
Access Control
Combat Ring
The Hole
Logistics Deck
Large Transporter Bay
Personal Transporter Bay
Pump Room
Recycling
Landfill
Sewage
Corridor Services
Commissary
Ventilation
Lander Bay
Docking
Evacuation Room
Information Deck
Presentation Room
Training Suite
Chart Gallery
Counselling
Logs
Research Lab
Queries
Viewing Port
Deep Filing
Deliberation Tank
Lecture Hall
Secure Archive
Drive Deck
Cooldown Vents
Jump Drive
Cruise Drive
Manoeuvre Drives
Exhaust Recycling
Monitoring
Emergency Shutdown
Manual Steering
Manual Thrust
Intake
Valve Control
Emergency Brake
Commons Deck
Mess Hall
Tall Quarters
Walking Yard
Gymnasium
Bulk Quarters
Cinema
Hygiene
Trophy Room
Vending Hall
Promenade
Memorial
Low Quarters
Reactor Deck
Wiring
Heat Control
Inner Core
Backup Generators
Power Grid
Gravity Generator
Main Clock
Frag Collider
Frag Condenser
Fuse Array
Main Output
Extinguisher
Work Deck
Repair Shop
Union Office
Cleaning
Fittings
Hull Maintenance
Manufacture
Refinery
Brewery
Bar
Galley
Job Assignment
Machine Lounge
Elsewhere
Elmcat has carried out an astonishingly deep mapping of the RPG blogosphere, with a galaxy-sized data set you can explore using the bespoke tool.
Pointless Monument presents a nice, simple system for shore leave in Mothership.
Dice Goblin revisits the idea of Flux Space in dungeon design.
No time for any more today, as I just got back from PAX Unplugged and am headed down to Dragonmeet this weekend. Say hi if you see me, and I’ll be taking part in a panel talking about equipment in RPGs at 1:30pm in the seminar room.
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Is the next Bastionland game going to be in Space!? I'm so ready for that.