mainworld generation (more replies)
In reply to #5193 Re: TML nightly: Msgs 5182-5185 V51#16 by Chuck McKnight
[email removed] (Leonard Erickson) writes: > There's something known as the "Roche Limit". Anything closer > than that that will be subject to tidal forces stronger than > its own gravity. Which means that satellites *cannot* form > inside the Roche Limit of the parent body. And if a body is > somehow moved to an orbit inside the Roche limit, it has to > have enough structural strength to resist the tidal force. Sigh... another humanities major (me) bites the dust. As I said last night, I'm flip-flopping on my reply to Arthur Green. While there may not be rail-road tracks in space, the orbit #'s introduced in Book 6 now make more sense to me. Thanks. [email removed] (Chuck McKnight) writes: >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. :-) Yeah, well... I will admit to mass-generating sectors, but I should also add that I agree with you about it being really necessary not only to tweak the data but also to expand (greatly) on that data (and I think most people would agree with this). One of the things I always hated about the sector books was that they didn't go into detail on the worlds they overviewed (this, of course, is the GM's job). Still, I always preferred books like the Pilot's Guide to the Drexilthar Subsector, which attached a few paragraphs to each mainworld. So although I do rely on computer generated UWPs, I also take them as just the starting point. And I think this is the intention of the rules. One of the things I hope to do after this discussion is concluded (if it is ever concluded) is to go over the sector data for my Traveller campaign (tweaking and re-generating as seems appropriate) and then write down the world descriptions, put them together with a subsector viewer, and finally make the whole package available over the net. Writing up the world descriptions will probably be the longest phase, but when it's done, I think it'll be worth it (especially for all the "Harrison" readers who want to investigate the story's backdrop for themselves). >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. :-) Yeah, well, I think we can all testify to that. I, personally, can only handle so much reality intruding upon my fantasy :-) But seriously, when I refer to "reality" in a gaming or even a writing context, what I'm really referring to is "suspension of disbelief." In other words, if the game is pretending to conform to something approaching the reasonable or "reality-analogous" (i.e., starports being analogous to airports or shipping ports, worlds being analogous to countries, etc), then it should be careful not to diverge in a way which would cause people to "disbelieve" or otherwise "fall out of character." As an example, I don't know of any "world-class" shipyards which are run by a handful of people (as could occur under traveller rules). >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. ;-) Yeah... that's part of the beauty of all these RPGs. You can really define your own approach. While I think many people would call Traveller a hard-SF RPG (certainly harder-SF than many of its competitors), the individual GM can shift the flavor of the campaign to whatever she or he wants. As an example, I've been told by one TMLer that the "Harrison Chapters" depict a "dark empire" while Traveller depicts a benevolent one. I agree with him. My campaign (indeed, my entire setting) had been customized to fit my peculiar prejudices, and I imagine this sort of thing is fairly commonplace (at least, I hope it is). My fear (with respect to the modified system I introduced) is that by making all those changes in the UWP generation system, I may be catering too much to my own preconceptions and that I may end up with very "uniform" looking world descriptions. After all, you need a little variety to make things interesting. What I want to do is make things more "realistic" without chopping out the "interesting." _ /| Jim Vassilakos \`o_O' [email removed] ( ) [email removed] U [email removed] Aachk! [phone removed]