captainjack23
Cosmic Mongoose
I've again moved this thread, this time so that the stat iscussions don't interrupt it. And yes, this is the edited version, without the arguing about arguing.
Posted: Mon Jan 28, 2008 2:41 pm Post subject: types of campaigns and system/trade generation
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I moved this here out of the actual stats thread of EDG's, hopefully to expand the discussion without interrupting that thread.
Zowy wrote:
I don't like all the low TL worlds. My games tend to have a lot of TL 9-11 worlds and my trade ships tend to be built on TL 11-13 hulls. I never was a fan of seeding lots of low TL colonies. With fusion power and automation you shold be able to have a level 8-9 Tec base even on your colony, mineing, and outpost worlds.
Yeah, having more advanced tech is an issue, but - in game terms, generating campaigns and adventures) while it's very important for trade games, it's less so for Merc games, and a bad idea for scout and merchant explorer games.
As I see it, it really isn't to design a system that allows unsupervised generation of planets per se - but rather lots of reasonably acceptable worlds, some interesting oddities for adventure hooks, and some mistakes which are corrected by the GM.
So, the system above generates good worlds for an "age of exploration and exploitation"type campaign, and an okay one for a "where no man has gone before, at least recently" type campaign. And sort of hoses a traders campaign.
Given that, the thought is yes, perhaps shifting the results towards a more generic baseline would be helpful for genericization...if vanilla is how to make something generic, that is. Another way is to provide a baseline and explicit options, which, obviously is where I'm heading here.
My suggestion is that the game would benefit both from 'baselining' the generation system, and providing explicit tested options. I think some basic Mods that will shape the result towards the GM's campaign goal would be as helpful as mods which produce a reasonable realistic baseline...and before anyone yells, the goals are Arrownot mutually exclusive.
While they could be as simple as "+1 to population for an old continuous civilization" , I think using what we have here we could generate some more subtle ones.
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Captainjack23, KOD
Marquis d'Remulak, Sol 1833