Collective reply:
sideranautae said:
I created more than a sector a few decades ago. By hand. A pain in the nebula.
Once I complete my new sys gen design I will put into OO Calc and use its built in Rnd engine to generate about 3 sectors. One sector "inhabited" and about 2 sectors worth of sub-sectors surrounding it.
By hand. Cripes. I tried that too. I got as far as rolling for the positions of planets, and after that I decided that I really needed to script the work.
If you are changing the rules, feel like sharing your thoughts? I've attempted to fix the rules up a bit, and I get much fewer odd results than I used to, but it's not exactly a great customization. (And yeah I can post my variations too, I think I even have them in a half-decent writeup.)
Matt Wilson said:
It's not terribly accurate, but it works well enough for Traveller purposes. Probably not too many people will look at it and say "OMG that's totally not where Gliese 842 should be!" and flip the table.
It won't be accurate in 2D anyway, so yeah. I considered doing that - did work on it for a while, though not in a Traveller context - but decided that I didn't like the realworld baggage.
Matt Wilson said:
Then I put together a python program that generates star systems based on a mix of the original 2300 and GURPS Traveller: First In. It's kind of intense. I definitely wouldn't want to do this part by hand.
So I feed the star list into the python program and it creates a star system for each star. For the mainworld I generally choose the most suitable one, or the one with highest pop/best starport/highest TL.
That's cool. I thought about doing entire systems, but I didn't have any great rules to go with and thought I had enough data as-is. In retrospective I sometimes regret this. Constantin's modifications to the 2300AD system are great, and I thought about bribing him for the rules or better yet his scripts. Or hell, just a big data dump. But in the end I thought I should get away with much more manageable amounts of data with UWP only so I didn't bother him.
Matt Wilson said:
RPG Worldbuilding is kind of like model railroading, except I don't clutter the place up nearly as much.
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Quoted for truth.
dragoner said:
I have an area of six sectors made, three heavily detailed, out on the frontier Spinward of the old Imperium and Rimward of he old Zhodani Consulate.
By hand? That's a lot of territory.
Infojunky said:
I have done so before and am considering it again though the primary are is only going to be around a 100 systems. The plans is to do it organically starting with just the base physical characteristics. All the die rolling and mapping will be manual but sorting and population and tech level advancement will be handled the aid of a spreadsheet base database.
I
almost did this. With 100 worlds tops, I think you are going to be okay, but much beyond that things become ugly really quickly. I thought about trying to find a few people and run sort of an interactive "simulation", or RPG version of building the universe. You know, ask the players what policies the empires set, where exploration parties get sent and so on. Would have been great fun but seemed to be an unreasonable amount of time and work. Plus such a grand campaign probably has a high risk of collapsing at some point.
Do you have a blog and will you write about the development? It might actually be interesting to see how such a setting grows/develops over time.