(spliced off from the Mongoose vs T5 trainwreck)
I find it interesting that you consider the stargen to be so expendable. I detect a general bias here (not just from you) - I get a sense of "it's OK to have a detailed ship design or chargen system that makes sense, but it's not OK to have a detailed world/stargen system that makes sense. At most, a simple world/stargen system that makes sense would be nice, but that's still distinctly optional."
Why should that be the case? The thing that makes a space-based SF setting interesting is IMO the environment. Alien worlds, alien species, weird things that you'd never see in your planetbound real life, and a sense of wonder about the universe. Sure, SF stories may ultimately be the same old stories and plots we've set on earth but placed in exotic environments, but that "alienness" (along with technology and FTL) is arguably a big part of what makes the "interstellar scifi" genre what it is - just like the presence of Magic and Gods and monsters make Fantasy what it is as opposed to historical fiction. So why scrimp on the part that makes it unique?
Regina also doesn't work, on a variety of levels. For one thing, it has to be tidelocked to the gas giant it orbits - that means its 48-day long orbital period becomes its day length relative to its star. Which means it slowly roasts during its long day and freezes during its long night, and isn't habitable.
That's the most obvious thing that comes from thinking about it for half a second with a minimum of specialised knowledge - it orbits a gas giant at 55 radii, so it's tidelocked (like every satellite in the solar system), so it has a long day, so it's not habitable. And that's not getting into how it's much larger than the biggest moon a Jupiter-mass gas giant can form around it (it could orbit a brown dwarf instead but that raises other complications), or the horrendous levels of radiation it's bathing in being around a gas giant that's close to its star. The only way I could get Regina to work was to put it in its own orbit around its primary star, not as a gas giant satellite.
A similar mistake is the "size 1 rockball with breathable atmosphere and water" one - that a body half the size of Earth's moon could, in the habitable zone, retain a thick atmosphere of nitrogen and oxygen. So let's think about how it holds onto that atmosphere and water - it'd have to have high gravity in that warm environment (Titan can hold onto an atmosphere in the outer solar system only because it's so cold out there. Warm it up to habitable temperatures and it'll lose it all very rapidly). If our 800km radius (size 1) rockball has high gravity, then it must have high density - how high, you ask? Try in the region of 120,000 kg/m3, which gives it a surface gravity of 2.7g. I'll tell you right now that there is no natural planet-forming material even close to being that dense (you have to get into the realm of white dwarf matter or neutronium and other silliness, which certainly isn't going to be forming planets). And yet these habitable rockballs are all over the place in the Traveller universe (and no, terraforming won't work either, since the atmosphere would be lost to space about as fast as it can be generated). In fact, to hold onto water as well as N2/O2, you need to be at least size 5 (radius 4000 km), so that's the minimum size for an earth-like planet with a breathable atmosphere and water in the habitable zone.
Now I'm sure some people are just saying "who cares, I don't want realism in my games", but ask yourself whether you want your powerplants to output enough energy in the shipgen systems to run the ships, or skills to make sense for the characters you make. The worldbuilding errors I described above are commonplace in Traveller right now, and they fail the "makes sense" criterion of the design system playtests as much as those erroneous powerplants or missing skills do in the other design systems. The logic seems to be that because the average user won't know the difference either way then it's not worth correcting, but that still doesn't change the fact that it's an erroneous result. And it strikes me as misguided to apply a low standard of "makes sense" to one design system and a high standard to others. By fixing the worldgen errors you end up with a universe that actually makes sense while still being filled with exactly the same adventures you'd have had in the "broken" universe.
There's a lot of stuff like this that can be corrected in Traveller's worldgen systems, and it can be done without adding any more complexity to the design system than is already there in the shipgen and chargen systems. And if you can cope with those then you can cope with the worldgen too, so why not fix it?
I'd much rather have the handful of people who know about a subject contribute to correcting the design systems than a lot of people who know very little about it doing that. Let the experts figure out the "makes sense" part while everyone else can then test the system they come up with for usability and efficiency. It seems to me that there's nothing to lose and a lot to gain by doing so.
captainjack23 said:Yeah, I cant see much benefit in that. T5 is about massive detail. Honestly, I think less is better in this arena. Theres a star, it has a planet. the planet needs more detail than the star. The star needs a bit of detail for chrome, but much else seems to be a slipprey slope. EDG's table is about the most that would be useful for MGT, I think.
I find it interesting that you consider the stargen to be so expendable. I detect a general bias here (not just from you) - I get a sense of "it's OK to have a detailed ship design or chargen system that makes sense, but it's not OK to have a detailed world/stargen system that makes sense. At most, a simple world/stargen system that makes sense would be nice, but that's still distinctly optional."
Why should that be the case? The thing that makes a space-based SF setting interesting is IMO the environment. Alien worlds, alien species, weird things that you'd never see in your planetbound real life, and a sense of wonder about the universe. Sure, SF stories may ultimately be the same old stories and plots we've set on earth but placed in exotic environments, but that "alienness" (along with technology and FTL) is arguably a big part of what makes the "interstellar scifi" genre what it is - just like the presence of Magic and Gods and monsters make Fantasy what it is as opposed to historical fiction. So why scrimp on the part that makes it unique?
Agreed. You know, I somehow never noticed regina was a satellite until earlier this year, when it came up in my campaign. Poorly detailed or not, I was glad to have the reference material.
Regina also doesn't work, on a variety of levels. For one thing, it has to be tidelocked to the gas giant it orbits - that means its 48-day long orbital period becomes its day length relative to its star. Which means it slowly roasts during its long day and freezes during its long night, and isn't habitable.
That's the most obvious thing that comes from thinking about it for half a second with a minimum of specialised knowledge - it orbits a gas giant at 55 radii, so it's tidelocked (like every satellite in the solar system), so it has a long day, so it's not habitable. And that's not getting into how it's much larger than the biggest moon a Jupiter-mass gas giant can form around it (it could orbit a brown dwarf instead but that raises other complications), or the horrendous levels of radiation it's bathing in being around a gas giant that's close to its star. The only way I could get Regina to work was to put it in its own orbit around its primary star, not as a gas giant satellite.
A similar mistake is the "size 1 rockball with breathable atmosphere and water" one - that a body half the size of Earth's moon could, in the habitable zone, retain a thick atmosphere of nitrogen and oxygen. So let's think about how it holds onto that atmosphere and water - it'd have to have high gravity in that warm environment (Titan can hold onto an atmosphere in the outer solar system only because it's so cold out there. Warm it up to habitable temperatures and it'll lose it all very rapidly). If our 800km radius (size 1) rockball has high gravity, then it must have high density - how high, you ask? Try in the region of 120,000 kg/m3, which gives it a surface gravity of 2.7g. I'll tell you right now that there is no natural planet-forming material even close to being that dense (you have to get into the realm of white dwarf matter or neutronium and other silliness, which certainly isn't going to be forming planets). And yet these habitable rockballs are all over the place in the Traveller universe (and no, terraforming won't work either, since the atmosphere would be lost to space about as fast as it can be generated). In fact, to hold onto water as well as N2/O2, you need to be at least size 5 (radius 4000 km), so that's the minimum size for an earth-like planet with a breathable atmosphere and water in the habitable zone.
Now I'm sure some people are just saying "who cares, I don't want realism in my games", but ask yourself whether you want your powerplants to output enough energy in the shipgen systems to run the ships, or skills to make sense for the characters you make. The worldbuilding errors I described above are commonplace in Traveller right now, and they fail the "makes sense" criterion of the design system playtests as much as those erroneous powerplants or missing skills do in the other design systems. The logic seems to be that because the average user won't know the difference either way then it's not worth correcting, but that still doesn't change the fact that it's an erroneous result. And it strikes me as misguided to apply a low standard of "makes sense" to one design system and a high standard to others. By fixing the worldgen errors you end up with a universe that actually makes sense while still being filled with exactly the same adventures you'd have had in the "broken" universe.
There's a lot of stuff like this that can be corrected in Traveller's worldgen systems, and it can be done without adding any more complexity to the design system than is already there in the shipgen and chargen systems. And if you can cope with those then you can cope with the worldgen too, so why not fix it?
I mean, really, the arguments about Star generation do boil down to this: if the system is reality based, is it accurate, which perhaps three people on the board can reasonably address, and will probably contradict each other; and if not, should it be, which everyone can address and will, with no more authority than anyone else.
I'd much rather have the handful of people who know about a subject contribute to correcting the design systems than a lot of people who know very little about it doing that. Let the experts figure out the "makes sense" part while everyone else can then test the system they come up with for usability and efficiency. It seems to me that there's nothing to lose and a lot to gain by doing so.