Reynard
Emperor Mongoose
A friend and I were having casual discussions one slow day at the local game store. We were both messing around with Traveller and 2300AD. My friend then started enthusiastically talked about the colony design rules in Tools for Frontier Living for 2300AD and his description piqued my interest. I have the 2300 Core Book and TfFL but don't play around with it as much as Traveller so I dug out my copy and was intrigued.
Unlike 2300AD, Traveller doesn't deal with colonization that much. Book 3: Scouts describes exploration, survey and contact but no colonization. Unless I missed something, there's no source for it. Traveller is more attuned to a mature (if random) galaxy with most or all worlds already inhabited. To that end, there was a recent topic on another thread that lead to the region of 3I Charted Space Spinward of the Imperium filled with uncolonized (not necessarily uninhabited) worlds. As I took one region (Fulani) to try the concept of colonization from a home world or more I now was trying to determine how the process would run such as what parameters would scouts and the planners back home be looking for the best world to colonize in what order. Traveller doesn't have the answer beyond gas giant presence for fueling, planetoid belts for ore mining and the first three digits of worlds for a suitable colony location and that is highly simplistic. It seems the races in charted space will colonize anything. But what if you had to be more selective?
Back to Tools for Frontier Living. It IS a colony book. The first part of colony design is Base Characteristics for a planet, "factors that determine the attractiveness and ease of settlement". That's a perfect start and it uses Traveller World generation intact. In general, it creates a world's possible biological makeup, natural resources, tectonics, tides and habitability factors, all the whys to be there or pass over. It also leads to describing the function of a colony.
Unfortunately the actual colony design is heavily dependent on 2300AD National Tier system which Traveller has no real equivalent. The colony design lets you grow a colony like a character in ten year increments. This would be great to have a campaign with some colonies in the starting history. I'm going to study more about how it could be matched to Traveller. Traveller really needs it's own Colony Design book.
Unlike 2300AD, Traveller doesn't deal with colonization that much. Book 3: Scouts describes exploration, survey and contact but no colonization. Unless I missed something, there's no source for it. Traveller is more attuned to a mature (if random) galaxy with most or all worlds already inhabited. To that end, there was a recent topic on another thread that lead to the region of 3I Charted Space Spinward of the Imperium filled with uncolonized (not necessarily uninhabited) worlds. As I took one region (Fulani) to try the concept of colonization from a home world or more I now was trying to determine how the process would run such as what parameters would scouts and the planners back home be looking for the best world to colonize in what order. Traveller doesn't have the answer beyond gas giant presence for fueling, planetoid belts for ore mining and the first three digits of worlds for a suitable colony location and that is highly simplistic. It seems the races in charted space will colonize anything. But what if you had to be more selective?
Back to Tools for Frontier Living. It IS a colony book. The first part of colony design is Base Characteristics for a planet, "factors that determine the attractiveness and ease of settlement". That's a perfect start and it uses Traveller World generation intact. In general, it creates a world's possible biological makeup, natural resources, tectonics, tides and habitability factors, all the whys to be there or pass over. It also leads to describing the function of a colony.
Unfortunately the actual colony design is heavily dependent on 2300AD National Tier system which Traveller has no real equivalent. The colony design lets you grow a colony like a character in ten year increments. This would be great to have a campaign with some colonies in the starting history. I'm going to study more about how it could be matched to Traveller. Traveller really needs it's own Colony Design book.