captainjack23
Cosmic Mongoose
(Posted in its own thread to avoid discussing a critique in the middle of the critique being posted. :wink: )
Summary of problems with CT Physical Stats/EDG fixes.
I like a system that deals with the size/ATM issue and looks at temp as it is included in MGT . Adding extra atmospheres is fun, but if it causes more adjustments, not worth it. Simple changes that produce the same effective results are appropriate for the basic rules. More accuracy than that is for those who wish to add complexity. Adding it to the core shapes the whole system.
Size
Metric or imperial, not important, we can move on. Change the values of the codes to fix the atmosphere issue ? Perhaps, but it creates backward compatibility issues, which, like it or not, is a constraint for this version.
Atmospheres:
Values above C seem to be mainly chrome, and cool, but they stretch the limits of HYD and require modifiers for readjustment, so lose em. Again, low payoff for extra complexity. D and E (high, low) can be subsumed easily in 8/9 atm with big planets. Make it a trade code, perhaps, or lose them. Otherwise, no change.
Note that MGT doesn’t specify that the low density atmospheres are O/N mixes, just unbreathable; they differ only in terms of what protection is needed.
Hydrographics
Stop worrying so much about minute effects of ATM on Hyd. It’s only there for the fuel, and ships can seemingly handle tremendous amounts of impurities in their H2 supply. Otherwise, all it needs do is indicate how likely it is that the characters will get wet feet. This seems to be the approach MGT has already taken.
Temp
Making room for this is good, but again, it has way to many effects for the benefit they produce. I’ve outlined this in my earlier detailed post about the physical stats.
Plus, I note that the MGT draft has it as a box item, and does not include it in the discussion of basic world stats. Given that, I think its effect on the planet stats listed should be minimized.
Again, most of the additional detail would be more appropriate for a supplement, or an OGL version, rather than saddling the core with such specific and more complex mechanisms.
While some have argued that the complexity or time required for a system is irrelevant due to personal computers and software, I think making that a design argument misses the point that few players will have the time, resources or interest in writing custom worldgen programs, as the software isn’t available. Even here, on the forums perhaps three of us have developed three different worldgen programs, and I know it took me longer to write test and debug a program that can generate 100K systems in a few minutes than to use a CT or MGT to generate a subsector. Finally, releasing a pen and paper RPG with the assumption that a laptop or server is a needed resource seems somewhat off base to me.
Social stat issues next.
Summary of problems with CT Physical Stats/EDG fixes.
I like a system that deals with the size/ATM issue and looks at temp as it is included in MGT . Adding extra atmospheres is fun, but if it causes more adjustments, not worth it. Simple changes that produce the same effective results are appropriate for the basic rules. More accuracy than that is for those who wish to add complexity. Adding it to the core shapes the whole system.
Size
Metric or imperial, not important, we can move on. Change the values of the codes to fix the atmosphere issue ? Perhaps, but it creates backward compatibility issues, which, like it or not, is a constraint for this version.
Atmospheres:
Values above C seem to be mainly chrome, and cool, but they stretch the limits of HYD and require modifiers for readjustment, so lose em. Again, low payoff for extra complexity. D and E (high, low) can be subsumed easily in 8/9 atm with big planets. Make it a trade code, perhaps, or lose them. Otherwise, no change.
Note that MGT doesn’t specify that the low density atmospheres are O/N mixes, just unbreathable; they differ only in terms of what protection is needed.
Hydrographics
Stop worrying so much about minute effects of ATM on Hyd. It’s only there for the fuel, and ships can seemingly handle tremendous amounts of impurities in their H2 supply. Otherwise, all it needs do is indicate how likely it is that the characters will get wet feet. This seems to be the approach MGT has already taken.
Temp
Making room for this is good, but again, it has way to many effects for the benefit they produce. I’ve outlined this in my earlier detailed post about the physical stats.
Plus, I note that the MGT draft has it as a box item, and does not include it in the discussion of basic world stats. Given that, I think its effect on the planet stats listed should be minimized.
Again, most of the additional detail would be more appropriate for a supplement, or an OGL version, rather than saddling the core with such specific and more complex mechanisms.
While some have argued that the complexity or time required for a system is irrelevant due to personal computers and software, I think making that a design argument misses the point that few players will have the time, resources or interest in writing custom worldgen programs, as the software isn’t available. Even here, on the forums perhaps three of us have developed three different worldgen programs, and I know it took me longer to write test and debug a program that can generate 100K systems in a few minutes than to use a CT or MGT to generate a subsector. Finally, releasing a pen and paper RPG with the assumption that a laptop or server is a needed resource seems somewhat off base to me.
Social stat issues next.