Klaus Kipling said:
I don't think they contain enough info to be useful, really. Nothing on biosphere, natural resources, wealth, or even what species is the dominant native.
They could do with having that info included in them, but they're still damn useful. For example:
Code:
Mongoosia 0117 D689884-4 S Ri 432 F8 V* [G3 V]
This one line of information tells you:
1) the name of the mainworld of the system (Mongoosia)
2) the hex location of the system in the sector (0117)
3) the Starport type (D - a few buildings and a cleared area of ground)
4) the size of the world (6 - 6000 miles diameter)
5) the atmosphere type (8 - dense, breathable)
6) the hydrographics percentage (9 - 90% covered with liquid water)
7) the population exponent (8 - hundreds of millions of people)
8) the government type (8 - Civil Service Bureaucracy)
9) the law level (4 - fairly liberal, assault weapons prohibited)
10) the tech level (4 - late 19th century Earth equivalent)
11) Bases (S - Scout Base present)
12) Trade Codes (Ri - the world is Rich, with lots of resources)
13) Population multiplier (4 - so the world's population is (4 x 100,000,000) people).
14) Number of asteroid belts in system (3 - three belts present)
15) Number of gas giants in system (2 - two gas giants present)
16) Star type and size (the planet orbits an F4 V star - a main sequence star that is hotter, brighter, and by implication a bit younger than Earth's sun. The star also has a G3 V companion star in a Far orbit, a few thousand AU distant)
From one line, you've pretty much got a full description of the planet and its system. You know it orbits a younger yellow/white star, there are gas giants to refuel from in the system, belts to hide in, a habitable environment on the planet and lots of water, and a four hundred million people living at a Victorian-ish industrial tech level.
It's a damn useful and very compact shorthand that crams in a lot of information onto one line. I've added more info myself like what orbital zone the planet is in, what orbit it's in, and whether or not its tidelocked. It's quite possible to add more codes like what natural resources it has, whether it has life on it, how advanced the life is and so on.
Another product like AoTI (even one with UWPs) is likely to kill the Traveller brand. If new players/refs end up paying money for a book full of pointless numbers in lists, then they're likely never to buy anything with Traveller on it ever again; and they'd be right.
Another product as ill-considered as AotI would suck bigtime - it gave just enough info to be highly restrictive and not enough to be helpful. But a book containing all the UWPs in the OTU that were actually generated properly and made sense would be damn useful. It'd be much better if AotI was re-done in a way that included every single UWP in the OTU setting, fully described.
What people seem to forget is that the OTU is a pre-defined universe. Traveller lets you make your own settings and your own worlds for it, but the OTU itself is already pre-generated. The Solomani Rim is the Solomani Rim, the Spinward Marches are the Spinward Marches, and there's no room for new mainworlds in there. You can't just mix and match pregen worlds with user-generated worlds in the OTU - if you do that, then you're not playing in the OTU anymore. You're playing something
close to it, but you're still diverging from canon.
Airless anarchic mining camp contains more info than D200300 B, and you don't have to look up the definitions on awkward tables.
But what exactly is the difference between having to remember what a code means and remembering what modifier you got from using a feat or a skill, or how many combat modifiers apply to your current attack roll? They both require you to memorise something, yet people seem to flip out specifically at the thought of a table.
Hell, what's the difference between reading a stat block and reading a UWP? If I'm new to D&D I don't know that STR 18 gives me a +4 modifier to damage beforehand. It's just a meaningless number to me until I read the rules.
The whole argument against UWPs is utterly specious. It basically claims that just because something isn't immediately familiar to a reader, it means they won't understand it - but the whole point is that you get a rulebook, you learn the rules, and then it makes sense to you. Or has everyone become so damn lazy nowadays that they can't even be bothered to do that?