rust said:
If I get it right (no guarantee for that ...):
You have rolled 1 for the jump shadow, so 1 of the system's orbits is
within the jump shadow.
Then you have rolled 3 for the other significant orbits, which gives the
system a total of 4 significant orbits.
With a 3 and a 6 you have determined the system's zones: the 3 orbits
(not necessarily significant ones) 1, 2 and 3 are in the inner zone, orbit
6 is the first orbit of the outer zone - and therefore the orbits 4 and 5
are in the habitable zone.
There is a minor problem with your dice results, because your system
has a total of at least 6 orbits according to the calculation of the zones,
but only 4 significant orbits to fill with something noteworthy.
I think it is up to you how to treat this, either creating something for
the two "surplus" orbits, or leaving them as empty orbits.
The way you place your mainworld is completely up to you, the book gi-
ves some options as examples, but I would just put it where I think it
fits best for my game.
"The bigger the jump shadow, the more massive the star" will usually be
true, but remember that this system only gives the number of orbits in-
side the jump shadow - it could be a small star with very tight orbits or
a big star with more space between orbits.
Yes, I think you have it right, and thanks for stepping up to explain, rust.
The stars Jump shadow covers the first orbit; the habitable zone starts with orbit 4; there are not necessarily any more than 4 significant orbits , total.
So, generally, the mainworld would be in orbit 4 -unless you want to put it elsewhere !
In particular, and this wasn't addressed to save space, and probably should have been, non "earthy"mainworlds, particularly with very thin and below atmos,
can be placed anywhere. My assumption was that the hab zone was generally a likely place for the closest match to an earth type in that system, even if it wasn't very close (such as mars) and for variety of reasons which would still be useful even with a less habitable planet planet: liklihood of easy access to liquid(ish) water, solar power vs solar radiation balance, outside of jump shadow, system resource access.
The only other issue is if the planet has a GG or not, which is determined as per the main rules.
The non-significant orbits would be ones I'd either just leave unfilled, or would put any required gas giant into -in this case, orbit 6; unless you wanted the oddity of a GG in the habitable zone, in which case it would be orbit 5 -and one could make the mainworld a moon of it, if you wanted.
Really, I wish I'd had one more editing pass at it -I think that I erred on the side of terse......ah well. It does what it does.
So, is that helpful Chief ? Feel free to ask more questions -I'm sure if you found some, others have too.