Life and Resource Scores
In reply to #5205 Life & Resources by james vassilakos
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- #5216 Miscellaneous World Generation Stuff by james vassilakos
First off, I'd like to thank Jeff Zeitlin for some interesting suggestions for Government and Law Level TL mods; these bear trying out. [email removed] (james vassilakos) writes: > Two nights ago, Wildstar proposed adding a life stat to the UWP in order > to account for the extent of a planet's ecosystem (presumably to be > modified by colonization whether destructive or beneficial). However, > he suggested rolling under the stat on 2d6 to determine whether or not > native sentience has evolved. Mark Watson argued that this is probably > too liberal, and being conservative on this issue (my reasoning can be > read in yesterday's TML), I'm offering the following table for criticisms. Since all of the other UWP stats reflect the condition of the world as it is now, and changes are inferred; I'd assume that the changes due to colonization have already been applied (just like the effects of any terraforming have already been applied). Given this, and given that upon reflection even I think that rolling 2d6 for Life or less is probably too liberal, try the following: Life Score 0 = Sterile (although "organic" compounds may be present). 1 = Pre-Life (sophisticated "organic" compounds, precursors to life). 2+ Some Life Present (at least single-"cell" simple organisms). As the Life score increases, the number and size of the ecosystems increase, as does the number and complexity of the organisms which can be found there. Remember that this applies equally to native life-forms as well as "imported" forms (due to activity of the Ancients, colonization, or simply by accident). The minimums for native development of a given complexity can be figured out from the table below. Whether or not you apply DMs to the Life score based on the stellar zone the planet is in (inner, habitable, or outer) depends on your views on really outrageous biochemistries. If you believe that sentient life can evolve in ecospheres in gas giants or on ultra-cold (or ultra-hot) worlds, the zone DMs should be no more than -2 or -4. In this case, I'd suggest using a -3 for Inner and Outer Zone worlds, and a DM of 0 for worlds in the habitable zone. This is probably compatible with the Classic Traveller vision of the universe (which is heavily indebted to Larry Niven and Edward E ("Doc") Smith) with intelligent gas-giant dwellers and all sorts of exotic life-forms, and sentient life-forms are all over the place, although many of them (from the Jgd to the Cymbiots aren't really "life as we know it"). While the above pretty accurately describes the way I feel, I certainly understand if this isn't everybody's cup of tea. For a lot less life in general, and a lot less intelligent life, try the following DMs: - -1 if not a Main Sequence (size V) star - -1 if not a Spectral Class F or G star - -6 if in Inner Zone - -4 if in Outer Zone This should cause the most Life to cluster around the habitable zone of class F and G Main Sequence stars (in other words, stars like the Sun or a little brighter). Thus most life will be "life as we know it", and will be much less prevalent than in the first method. Now throw 2d6 and subtract the results from the Life Score: 0- No significant native organisms (all "boring" or imported). 1 = "Interesting" native single-cell organisms. 2 = "Interesting" native microscopic (multi-cell) organisms. 3 = "Interesting" native plants (macroscopic). 4 = "Interesting" native animals (non-sentient). 5 = Complex native ecosystem (multiple "Interesting" organisms). 6+ Native Sentient or near-Sentient life (always interesting). The second throw should probably be part of the "world building" procedure, and not part of the basic generation. Once the throw is made, the referee will then have to decide (as part of the detailed world description) what the "interesting" things about the planet are. From the above procedure, you can see that it is possible to generate a world with a lush and complete biosphere, all of which is the result of a large colonisation effort. This also makes the minimum Life score for a world to have native sophonts to be 8. This system causes one or two worlds to have native sentient (or "near-sentient", an out for referees who don't want this many minor races around) per subsector. Assuming the Life DMs balance out (and they may not, I didn't check) random generation will have about 5.4% for all worlds (or a little less than one in 18) with native sentient or near-sentient life. > [table omitted in the interest of brevity] I really wouldn't want to lock down that exactly what each level on the scale means. Comparing two ecosystems on Earth is rough enough; extending this to encompass, for example, silicon based methane-breathers will stretch it too far. Not every world is going to have a carbon and water based metabolism that arose from the oceans. I really don't agree with this, particularly from C (Tool Use) on up; these distinctions should really be made as part of the details for the native sentient or semi-sentient race. The exact stage of development should probably be determined by the referee during the "world building" stage of generating planetary details. I should also point out that while the use of tools and fire is pretty much a clincher for sentient or semi-sentient creatures, by the time they are practicing agriculture the society is pretty much at TL-0. Using the tables above as a guide, the followings are minimums for native life forms: 0 = Sterile 1 = Pre-Life 2 = Life (maybe even pre-cellular life) 3 = Single-Celled organisms 4 = Multi-cellular organisms 5 = "Plant" life 6 = Animal life 7 = Complex ecosystems 8 = MINIMUM for native sentient organisms. But please note that it is possible for a world to have a Life score of 12, but not have any "interesting" native life. One possibility is a world that has been colonized, and the colonist's imported plants and animals have out-competed the native ecosystem, which as become nearly extinct. This is a definite possibility, particularly on worlds that have been civilized for thousands of years. Another possibility is a world that is covered with oceans, which are literally filled with an amazing diversity of single-celled organisms. Literally every square centimeter of the worlds' surface has something living on it. Although such a world might have a relatively high Life rating, it may only rate as having "interesting" single-celled organisms. > For the more liberal-minded, > you may want to give C+ various higher degrees of technology than > what has been listed. I would think that it is better to have the Life score as independent of the natives' TL as possible. The Life score can be used to determine whether or not there *are* natives, but their TL is more properly the province of the worlds' TL score. If the world has both a native population and human colonists, the UWP TL score will indicate the population that interstellar travellers will interact with the most. When "building" such a world, the native race and its technology can be detailed. > Re: Resources Stat Here are some suggestions for the Resources score, too. Roll 2d6 and subtract this total from the resources stat: 0- Nothing worth commercial exploitation (at this time). 1-3 Better sources exist elsewhere; local commercial exploitation only 4-7 Major Source; important subsector-wide producer 8+ Principal Source; important sector-wide producer The referee will then have to decide what commodity (or commodities) the world's resources represent. While this is relatively quick and dirty, there are some potential problems. These problems are the same as the ones inherent in the scheme proposed by Jim: it is quite possible to roll up two worlds, both major producers or better, and both with the same resource, all in the same subsector. Either Jim's method, or the method above (I don't think it's very important either way; the two are nearly equivalent) are probably suitable for most referees. On re-consideration, Jim's system is simpler, and therefore probably the better of the two. A better method would be to select a resource type (perhaps using Table 10a, or from some other source), and roll 1d6. This is the "amount" of this resource, but not more than the resource score of the world. Continue until the entire resource score is accounted for. An example is in order: 2d6 Roll 10 for the Resource score of the world. 1st Resource: #61, Livestock. Amount: 5 2nd Resource: #42, Plants (wood). Amount: 4 3rd Resource: #63, Livestock. Amount: 1 (a 3 was rolled). So, our hypothetical world produces Livestock at Level 6 (the two livestock resources add, at the referees' discretion), and Plants (wood) at Level 4. Comparing all of the scores and types within the subsector and within the sector will reveal the primary producers of each type. > I admit, this is all very cut & dry, but it's easier to complicate > a simple system than to simplify a complex one. Agreed. While I don't like your Life system, the resource system you present is very simple and has the desired effect. One suggestion, though: prehaps we should come up with a resource type table which is more appropriate than good 'ol Table 10a/b. A better variety of resources, and with the table organised so that we can use a DM based on Life, Size and/or other planetary stats would be good. One possibility would be to use a 1d6+1d6 table (like tables 10a) and apply DMs to the first die based on the Life Score (Life 0=-2, 1-3=-1, 4-6=0, 7-9=+1, 10+=+2) and the second die based on the world size (Size Asteroid/VerySmall/Small=-1, Large=+1). What do y'all think? 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