RE: UWPs revisited

By Bruce Pihlamae ·

TML message #5186From bundle 442Read the whole thread (4 messages)

Replies:
> Again, it is pesky and annoying, and the unmodified system generates
> too many of these pesky and annoying planets to modify by hand. A better
> system is called for (IMHO). Either that, or we can chuck this so-called
> hard-science/reality-based approach and start playing Star Trek.
>
> Or maybe I should just look for another hole to bury myself in. :-)

No, I like what you've done so far.

I'm not greatly involved in system/planet design but I may give you something
to help so...

Perhaps the problem lies in the fact that we've only got one set of generation
rules that are trying to generate everything based on either too many
random variables or restricting ourselves to too few variations.

I can see that you've got 4 things to contend with

    1.  What are the physical characteristics of the planet (iceball whatever).

    2.  What life/society has evolved on this planet without intervention
        by outside star fareing societies?

    3.  What space faring culture has interfaced with this planet/society
        and why?

    4.  How long have 1 and 2 been interacting and has the type of interaction
        changed regularly and how often?


Generate the planet as realisticly as you like.

Try generating items 2 and 3 separately and then merge them together to give
the final society entity.  Initial settings in one will effect settings in
the other and vice versa.

If you factor in item 4 as a number of times to iterate through the
relationship routine (and the type of relationship can change) then I think
you can build reasonable worlds AND all of those weird no atmosphere high
population worlds AND JUSTIFY THEM in the actual design process.

Have a think about it, it's a lot of work but you read like you want
something this detailed.

It's sort of like a character generator for worlds

    - roll the stats            (generate the world),
    - determine initial hobbies (generate local society),
    - determine professions     (generate external influences), and
    - generate skills           (iterate to determine changes).


Bruce...            [email removed]