Re: TML nightly: Msgs 5182-5185 V51#16
Replies:
- #5197 mainworld generation (more replies) by james vassilakos
u>To refresh the reader, Sonthert is a world of 30 million inhabitants. u>They subsist with almost no atmosphere to speak of in a technological u>state equivalent to the pre-indistrial era on Earth, circa 1800. u>The questions are "why" and "how". u>Sonhert/Lanth 1918 X6266AB-3 Ni R 314 Im [email removed] (Chuck McKnight) writes: >Let me offer an alternative for Sonthert. Like many other worlds >during the Long Night, Sonthert was cut off from the Imperium >mainstream. As an underground colony, isolated from the rest of the >subsector it's inhabitants lost much of their knowledge regarding their >technology. The atmosphere generators continued to provide the >underground habitations with adequate oxygen, and the colonists also >found several variety of fungi that produced small amounts of gases >that were breathable and began using them to supplement the atmosphere >generators. As time progressed, the society grew more structured along >the lines of 19th century England (Earth). Although the starport at >Sonthert has been reestablished, the general populace retain the >societal views developed during the long night. Why colonize a planet >with a difficult environment? Why look for gold or oil in Alaska? ><grin> Seriously, there might have been something of value there when >the colony was set up or it might have been a strategic point to >occupy. JV>Okay. You're making one basic argument here: that Sonthert's JV>situation can be explained... that with some imagination, it can be JV>rationalized, and that in the process, we can come up with an JV>interesting and distinctive history and culture for the planet and JV>its inhabitants. That's fine. I agree with you. JV>However, in the process of making this argument, you've completely JV>ignored mine. My argument was this: the system for UWP generation is JV>broken because it gives us unwelcome results with such alarming JV>consistency that it confounds the imagination to have to keep coming JV>up with new explanations and rationalizations on why such and such a JV>planet shouldn't exist but does. I think that having this sort of JV>world appear every once in a while is okay. But making it a standard JV>outcome of the system is only indicative of a broken system. JV>Take a second and think about it. True, we have lot of people working JV>the oil and minerals up in Alaska, but the system doesn't say JV>anything about oil and minerals. The unmodified/broken system says, JV>if you take a dinky, icy world (which happens to be the mainworld of JV>a star system), and you compare it against any other main world (even JV>the terra-prime worlds out there), the chances of the ice ball having JV>a higher population are 50%. In real life, if you take 1000 square JV>miles of alaska (or antartica, or sibera, or the sahara desert... any JV>place which is "inhospitable") and you compare it against 1000 square JV>miles of any place which is hospitable, ask yourself, what are the JV>odds that the yuchy-foo place is going to have a higher population JV>than the garden paradise? My guess is that the odds are well below JV>50%. Of course, that doesn't preclude it from ever happening. The JV>scenario you describe is still possible. All I'm trying to do is make JV>the system more reflective of what we'd expect on average. Actually, I haven't ignored your argument about the UWP system being broken. I approach the UWP generation system (hell, I approach most random generation systems) as guidelines that I'm free to modify if it suits me. I don't view the UWP as a sacred cow that must not be fiddled with, but more of a starting point. If I get a result that doesn't match what I'm looking for, I change it. I will also mention that I don't mass generate sectors, preferring to hand generate each system so I can be sure that I don't get anomalies. But that's my personal preference and I won't undertake to speak for anyone else. I'm not denigrating your UWP mods, they're nift, they make sense, etc. That's your style of GMing and I support your efforts. :-) >I lean far more toward space opera than hard sci-fi when I'm running >FRP/SFRPs. I look upon the current system as the engine that makes me >use my imagination, to try to reason why an otherwise inhospitable >world would be colonized. However, that's my viewpoint and nobody >else's. <grin> JV>No, I'm sure that a lot of other people share your view, but if you JV>prefer feeling like an extremist, why don't you just scratch the die JV>modifiers altogether? Why make any attempt to get the UWP to conform JV>with our expectations unless the attempt is a good and reasonable JV>one? I think our difference here may simply be one of degree. You are JV>happy enough with the unmodified system that the work needed to JV>change it and make it better acts as a sort of inertia (which is JV>probably the same reason I'm still playing AD&D, albeit largely JV>modified). And please don't take this as a flame. It's not meant as JV>such. And I do agree with you, that the softer the science in your JV>game, the less desirable a reality-based system for UWP generation JV>becomes. Personally, I suspect that if it isn't published in a GDW/TSG publication most people don't use it at all. :-) Like I think I mentioned, the generation system is merely a beginning if I'm stuck for an idea. Personally, I think a game's 'reality' is the one imposed and painted by the referee, but I'm into escapism in my gaming. :-) >Nah, I'd say the little ice ball was the spiritual center of a culture >and all the populace lives ship board packed around the little ice ball >either in space stations or some other technological marvel that masks >the true nature of the ice ball (it's actually a size A world with one >hell of a spacial distortion <grin>). :-) Of course, if it's pesky >and annoying to you, you always have the option of changing the UWP. >After all, when was the last time the IISS came through here? JV>Again, it is pesky and annoying, and the unmodified system generates JV>too many of these pesky and annoying planets to modify by hand. A JV>better system is called for (IMHO). Either that, or we can chuck this JV>so-called hard-science/reality-based approach and start playing Star JV>Trek. Difference of approach, I think. If I've got to flesh out a world that my players will be playing on, I'll customize it to suit myself generation system or no. However, you're entitled to your opinion and I agree that there are things that need changing if you're mass generating sectors to make results more uniform. Of course, I've never approached Traveller as a hard science/reality based game. ;-) JV>Or maybe I should just look for another hole to bury myself in. :-) Nah, ya gotta suffer with the rest of us. Chuck McKnight """"" Etcetera, Etcetera FidoNet/Internet Gateway Site FidoNet : [email removed]; Internet : etcetc.fidonet.org