Thoughts and Comments on the EDG worldgen

captainjack23

Cosmic Mongoose
Some thoughts on the EDG worldgen system

First of all, GOOD JOB ! The fact that the discussion has largely focused on the EDGverse and its system vs. MGT/CT speaks to its quality and presentation.

Second, in quite a few ways, it seems to be an improvement over the CT model of planet generation.

Third, to achieve the stated goal of compatibility with modern astrophysics the system does increase the complexity of the worldgen system. It greatly increases the modifiers that must be tracked, somewhat increases the need for lookup tables, and multiplies the number of dice mechanics used.

Fourth regardless of the above, it seems pretty close to CT in spirit, except for the increase in complexity.
I make this comment based on my assumption that some of the flaws in CT worldgen may well have been known at the onset (gas retention by planets was, I think, calculable at in the seventies) and accepted for ease of flow and lowered complexity. Thus, CT did (in this and in other areas) come down far more on the playability side of the old (pre internet) debate about playability vs. realism. Thus, increasing complexity to increase realism is somewhat counter to original CT spirit. However, this isn’t an either or continuum; moderate changes are very reasonable.

Regarding the above, it is also clear that the issue is of vastly differing importance to different players. EDG and I both are on the Realism side, but I’m closer to the playability pole; thus I’m more leery of buying accuracy at the cost of complexity. YMM (and will)V

Physical Stat generation (SIZ,HYD,ATM,temp)

This first post will simply cover the generation of the physical stats; I have less time than I’d like today, and I have to get home to vote….
The increase in complexity is really the only serious flaw I see in the generation of physical stats for worlds.
I personally think that increased correspondence with current real world theory is a good thing, and those areas have been well defined and explained by EDG. However, I also feel that some precision loss would be preferable to reduce the complexity of the mechanisms used. More specifically, I agree with the problems identified, but feel that the gain in accuracy is counterbalanced by the number of details that need be considered by a GM.


That said, I would prefer to see a lack of precision in what is possible to generate, rather than in what should not be generated. Some limits to the possible results seem significantly preferable to allowing impossible results. An example is the perceived need prevent the tiny world/thick atm combos (that are regarded as one of the sillier results of the existing system) and to try to allow and specify the frequency and of worlds with a thin type A atmosphere that isn’t 1 or 2, but code A... A simple statement capping the ATM of small planets at 1 would eliminate the planet/thick atmosphere results, but would lose the possibility of a realistic exotic atm generated randomly on a small planet ,but would also allow removal of one extra table, a new dice mechanic, and several related modifiers.

Comments about the modifiers for population based on ATM will be saved for the discussion on generation of social stats.

Hydrographics has also generated a large set of modifiers, which again seems to be caused by stretching the system to allow possibilities as well as preventing impossibilities. One issue may also be the definition of the Stat. Hydrographics is assumed (and, I think) stated to be H20; and yet, except for fuel, there really is no need to specify the amount of coverage of the planet. If the stat is considered as “exposed landmass”, one obtains the coverage without the problems inherent in worrying about the mix of the fluid. The assumption that a ship can process anything from a GG atmosphere yet requires relatively pure water to crack for fuel is odd. A simple rule that unprocessed fuel is available on any world with a hydro of 1+ covers the fuel needs, and not worrying about what the oceans are composed of removes many of the graded modifiers. My choice would be to keep the extreme temp based ones: atm = 0,1 and Temp= boiling. The former causes the fuel source to be frozen, the latter causes it to be far less likely – (or perhaps vapor); in both cases a decent challenge that would affect play.

The temp generating table seems to work well, and fits nicely with the overall feel of Trav worldgen.

Overall, I do have to say that while I feel that there is too much of a slide towards physical accuracy at the expense of simplicity, I could quite happily see much of the EDG stat generation changes make it into the final product. My points as regards the generation of physical stats do not suggest that the process or the outcome is “broken” (to use the current descriptive) unworkable, or uncomfortable to use.

I suspect that much of the drive to simplicity in original traveller was based on the need to roll up lots of planets by hand in a reasonable time. I haven’t tried out the EDG system or the MGT system manually, which, as I write this, I realize is an error on my part. However, I don’t think that with use it will increase the amount of time needed to roll up a subsector or quadrant unacceptably – certainly more than +10%, and certainly less than double.

More to come...
 
Thanks for the comments so far...

I realise that you're not really into adding more tables or dice mechanics etc, but having a separate table for the Small Planet atmospheres is pretty much the best way to deal with that issue IMO.

Just setting them to use 2d-7+size and have a max atm of 1 (or 2 if you change atm 2's definition) is problematic since (a) it really skews the probabilities as I pointed out elsewhere, and (b) requires the GM to do more calculation than necessary just to get two or three different results ("roll two dice, subtract seven, add size, if that's more than 1 then round down to 1, if it's 0 or less then call it 0" vs. "roll 1d6 if size 3 or 4, -1 size is 3, +1 if size 4, look up table to determine results. if size 2- then atm 0").

I think you're being very charitable to assume that CT's designers were aware of the atmospheric retention issue but chose to ignore it - I've seen no evidence to indicate that they were, and while the general physics might have been known by a few at the time I think it only started to get properly studied in the late 80s and 90s when atmospheric science was really picking up because of data from other planets in the solar system. So I think it's much more likely that the designers were completely unaware that it was an issue at the time CT was published.

Also, one more complication is the Temperature table, which is new to MGT - removing that would remove several of the DMs elsewhere. But generally you're right in saying that it doesn't take that much longer to generate a system by hand using the EDG rules than using the CT ones.
 
captainjack23 said:
I suspect that much of the drive to simplicity in original Traveller was based on the need to roll up lots of planets by hand in a reasonable time. I haven’t tried out the EDG system or the MGT system manually, which, as I write this, I realize is an error on my part. However, I don’t think that with use it will increase the amount of time needed to roll up a subsector or quadrant unacceptably – certainly more than +10%, and certainly less than double.

RPGs in 1977 were also a set of rules that you used to generate your own world or universe. OTU/Greyhawk etc. were later parts of how games were sold and companies saw a product portfolio.

I suggest that today's players are more likely to want to play in a pre-generated campaign setting. Those that don't - being the exception rather than the rule - may be more disposed to working with a slightly more complicated system.
 
anselyn said:
I suggest that today's players are more likely to want to play in a pre-generated campaign setting. Those that don't - being the exception rather than the rule - may be more disposed to working with a slightly more complicated system.

Plus, I think that when GMs are preparing campaigns they know they've got to put some time and effort into it. Spending an extra few minutes overall to roll on a couple of extra tables and to add a few more DMs really isn't going to kill anyone (if you're in that much of a rush then in practice it's more likely that you'd just skip the whole worldgen process and wing it or grab a random world out of a book instead). If the EDG worldgen took a lot longer than CT's then I think it'd be a more valid argument against it.
 
The extra level of complexity is not what is going to make any difference as most players are not going to sit down with dice and paper anymore.
They are going to either use a software utility or write their own utility.
Since simple script tools for rpgs are very common, such as the free scripting tool from nbos, the end user will never see the complexity as long as the process is OGL.

In fact, since the stuff I am doing with planet generation is intended to be given away for free, I personally can not use any of EDG's stuff as he has not made it OGL.

I can not even use the material legally in another thread without direct permission.

The end result is, no matter what system is adopted by Mongoose, it has to be OGL so that people can freely create utilities to support the Traveller customer base.
 
I've just finished formatting and compiling all of EDG's worldgen stuff into a document. It runs to 5 full pages and one half page and that's without any fancy layout or text-wrapping-round-tables a la CT but with some generous spaces to make things look neater. I've included all of EDG's core rules and tables, including his TCs table. One thing I haven't put in, but will add, is a full listing of Government codes in correct code order. That'll probably take the page count up to 6 full pages.

IMO, from a game mechanic point of view, EDG's sytem involves only slightly more work to generate a planet than CT but still gives more realistic but fully CT-compatible results.
 
DaltonCalford said:
The end result is, no matter what system is adopted by Mongoose, it has to be OGL so that people can freely create utilities to support the Traveller customer base.

A small point, but my understanding is that 'it has to be OGL' only if you wanted to SELL your 'utilities to support the Traveller customer base'. If you are creating FREEWARE utilities, then it would probably fall under the 'Fair Use Agreement'.

Typically, results (like the UWP) are made OGL while the actual mechanics of generating them are not - but I have no idea what Mongoose's plans are for their Traveller OGL.
 
DaltonCalford said:
In fact, since the stuff I am doing with planet generation is intended to be given away for free, I personally can not use any of EDG's stuff as he has not made it OGL.

I can not even use the material legally in another thread without direct permission.

I'm a bit baffled as to why you still think this, given I've already explicitly told you once that it's OK for you to use my material (see the top of page 2 of the EDG worldgen thread), and the legal note I added to the EDG worldgen says this:

LEGAL STUFF: The content of all posts written by myself on [the EDG Worldgen thread] may not be quoted or copied beyond the Mongoose boards without my explicit permission, and may only be used for commercial purposes by Mongoose Publishing in their own products. However, the contents of [the EDG worldgen thread] may be used for free for personal use and the results may be freely posted so long as I am credited somewhere in the same document.

That means you can freely use my worldgen rules (so long as you're not planning to sell the work), you just can't reproduce the rules. The output can be listed as UWPs (which are OGL anyway, due to T20) - all I asked for was a credit somewhere on the site.

So there shouldn't be any obstacles to you using my rules.
 
EDG said:
DaltonCalford said:
In fact, since the stuff I am doing with planet generation is intended to be given away for free, I personally can not use any of EDG's stuff as he has not made it OGL.

I can not even use the material legally in another thread without direct permission.

I'm a bit baffled as to why you still think this, given I've already explicitly told you once that it's OK for you to use my material (see the top of page 2 of the EDG worldgen thread), and the legal note I added to the EDG worldgen says this:

LEGAL STUFF: The content of all posts written by myself on [the EDG Worldgen thread] may not be quoted or copied beyond the Mongoose boards without my explicit permission, and may only be used for commercial purposes by Mongoose Publishing in their own products. However, the contents of [the EDG worldgen thread] may be used for free for personal use and the results may be freely posted so long as I am credited somewhere in the same document.

That means you can freely use my worldgen rules (so long as you're not planning to sell the work), you just can't reproduce the rules. The output can be listed as UWPs (which are OGL anyway, due to T20) - all I asked for was a credit somewhere on the site.

So there shouldn't be any obstacles to you using my rules.

Umm. depends on what limits he is placing on his rules release - if his limit is less stringent than yours, such as "use it as you will, wherever you want, or for profit if you must" (or some combination of those), he'd be out of line including your stuff in his license.
 
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