sideranautae
Mongoose
Has anyone design their own system? The ones presented in the rules have cause/effects factors bass ackwards in many ways. Even the "alternative" aren't really logical.
Matt Wilson said:Oh yes. Yes indeed. I found a python app on COTI for generating worlds and subsectors, and I constantly tinker with it to try different results.
Anything in particular that you can't wait to change? I don't want to totally brain dump my various mods on you.
Matt Wilson said:For starports, I use a mod suggested by Constantine Thomas (I think I edited his version a tiny bit):
pop 1-3:
1-4: D
5-6: E
pop 4-5:
1-2: B
3-5: C
6: D
Pop 6+
1-2: A
3-5: B
6: C
For a class A starport I require a min TL of A. For class B a min TL of 9.
Matt Wilson said:I don't like the way the rules currently make it really hard for a garden world to have a high TL, as if it would just be full of rustic folk on their farms. In my setting it's assumed that a lower pop garden world is an undeveloped colony, and a high pop garden world is developed and would have higher tech. So my TL roll is modified by pop size and starport only. Inhospitable worlds have min TL requirements, so I just round them up to that minimum (listed on p. 179 CRB) if necessary.
I also limit pop size on worlds that don't have atm 4-9, so that if there's a garden world next to a rockball, you know which one will have the bigger settlement -- unless there's an unusual circumstance.
I dunno if any of that will be of use to you. I'm tailoring things to fit the assumptions of the setting I want to create, not really as a universal model.
What's the min TL to have a Star port?
Jeraa said:What's the min TL to have a Star port?
TL 0.
phavoc said:No rule set is going to work because there are always exceptions.
But, as an FYI, a place like Patrick AFB can't handle random arriving space craft. We really don't have any space ports on Earth. Well, no more than Orville & Wilbur's strip and work shack area was an Airport...
Jeraa said:But, as an FYI, a place like Patrick AFB can't handle random arriving space craft. We really don't have any space ports on Earth. Well, no more than Orville & Wilbur's strip and work shack area was an Airport...
While that is correct,
phavoc said:There's a couple of inter-related issues here.
First is world creation. Making sure the stats of the world make sense. A TL-3 planet in the midst of a subsector full of TL-12 planets would have to be explained away.
phavoc said:Second is the starport / TL classification mix. The rule for starports has that they have always been independent of the local planet.
phavoc said:Third I have always seen the game mechanics as more or less modeled around transportation and warfare models of the early 21st century (communication wise would be set before the advent of radio and telegraph). With the shipping lanes you have what are essentially the coaling stations of the far-future, except they are called starports.
phavoc said:The last question is going to be about shipyards. At what point does it make sense to have one? Should they only be located on planets that are technologically capable of building the appropriate infrastructure and industry to support them? If we were to look at shipyards here on our planet you'd find them located where cheap labor is available. At least for civilian ones. Many commercial ships (tankers, container ships) are built in Asia.
phavoc said:But all this is real-world issues that are trying to be shoe-horned into a game. So what level of realism do you want to imbue your universe with in order to make the gaming experience more enjoyable?
sideranautae said:One of the really strange areas of Trav system is how it treats pre-TL 6 planets when determining Gov type. Any organic human civilization at say TL 2-4 (will have many millions of people by then). Isn't going to be anything but balkanized (maybe 1 out of 1,000 will be something else).
Matt Wilson said:sideranautae said:One of the really strange areas of Trav system is how it treats pre-TL 6 planets when determining Gov type. Any organic human civilization at say TL 2-4 (will have many millions of people by then). Isn't going to be anything but balkanized (maybe 1 out of 1,000 will be something else).
Not to mention that by the rules you can't have a religious dictatorship without at least 10 million people.
I think I can see why you say this.Matt Wilson said:I don't like the way the rules currently make it really hard for a garden world to have a high TL
CosmicGamer said:A garden world has
Size 5+
Atmo 4-9
Hydro 4-8
None of that provides a positive or negative DM to the tech level roll.