UPP and Systems with Multiple Worlds?

sshinn

Banded Mongoose
Is there a way to handle systems with multiple planets? It seems like UPP and hex notation has the assumption a system has only one planet (though there may be a gas giant as well).

What if I wanted to have an Earth-like system with multiple planets and two of them inhabitable in the same hex? Do I just avoid this or is there a way to notate this?

Thanks,

-- Stan
 
Yep, nothing to stop you from adding to define the whole solar system. It's probably detailed in a supplement (not sure which one or if yet for MgT) as it was for previous rules sets.

Generally the single UPP (should really be UWP for Universal World Profile, so as not to be confused with the UPP Universal Personality Profile aka Characters) is the Main World and as such is the most valuable of the system. Generally being the one with the best or only Starport, the highest population and tech level, and governing the other worlds in the system. The subordinate worlds are listed after the Main World with their own UWP.

There are some fully detailed systems in various publications and on the web but I don't have titles or links handy sorry.
 
MegaTraveller's Ref manual allowed for very detailed systems and could result in more than one habitable world relative to tech level. Best chance for more than one terrestrial were moons around gas giants in the habital zone.

Mongoose Traveller's Book 3: Scouts also has an expanded system generator but less detailed and much less chance for multiple terrestial worlds. I have no problem with Mongoose's version because multi-terrestrials should be near improbable except maybe as a Grandfather project. The rock and iceballs MgT generates can have outposts and maybe very small colonies with good reason and mostly as plot devices.
 
far-trader said:
The subordinate worlds are listed after the Main World with their own UWP.

Interesting. Would there be an extra planet symbol in the hex for such a system I wonder?
 
sshinn said:
Interesting. Would there be an extra planet symbol in the hex for such a system I wonder?

Nope, not enough room, hex maps only show the Main World. Some of the expanded system generation books had an additional map level between subsector hexes and world maps to map out orbital placement of the expanded solar system.
 
The idea is that the subsector/sector level UWP shows the most important world in a system (or in that particular parsec, as not all multi-star systems are really "systems") as well as a few other details such as gas giants and belts. The assumption is that the rest of the system is subordinate to the "main" world, or just not as developed, or both.

The format of the UWP doesn't really change when looking at a system, but the format of the "page" does. Typically, you start with the primary star and work out through its orbits, putting a comment in the Main world's line to mark it. Other occupied worlds are commented to indicate their relationship to the mainworld.

The "problem" is that Traveller made the assumption, many years ago, that the Titius-Bode relationship seen in the orbital distances in our system is universal. The last fifteen years or so has seen that idea shown false by observation, but Traveller has not yet overcome the convenience of having "orbit numbers", so a more correct method for generating systems has not emerged in official print (though there have been a couple unofficial attempts). Hence the rather abstract, but still quite useful, method seen in the MGT version of Scout.
 
One thing to realize about the UWP system, it's a guide for the majority of star travellers to a system's most important elements. This is the Traveller's Aide Society version of American Automotive Association roadmaps and guidebooks. Does the system have fueling? Is there a starport for repairs and commerce? Is there a population and suitable rescources?

Most travellers don't care about other planets as any resources from them would b channeled to the mainworld. If the system has enough security, you probably aren't going to actively wander without attracting attention to your motives.

So the generation system makes sense for the most part. That doesn't mean there can't be more bodies in a system. A story should drive the need for whatever backdrop is called for. Create a system using the generator available then decide what extras you need.
 
The draft T5 rules also have an extensive system generation system if you have access to them. T5 also has system maps (if you have Profantasy's Cosmographer3 program it includes those system map templates).
 
GypsyComet said:
...
The "problem" is that Traveller made the assumption, many years ago, that the Titius-Bode relationship seen in the orbital distances in our system is universal. The last fifteen years or so has seen that idea shown false by observation, but Traveller has not yet overcome the convenience of having "orbit numbers", so a more correct method for generating systems has not emerged in official print (though there have been a couple unofficial attempts).
I've seen that issue raised a lot and its rather a silly hangup... the real issue is that Titius-Bode 'law' was shown not to hold up a long time ago for our own system (before Traveller) and people have confused the scientific derision for how it was accepted as a 'law' in the first place with making Traveller system gen less 'realistic' (which it is a whole different level of silliness) and thus 'broken'.

The Scout book never mentions Titius-Bode, it just based whole integer orbit numbers on the relationship (and not at the first orbit numbers). It also explicitly uses integers for supporting other orbital radii - so there really isn't a valid issue.

Personally, I would have preferred AUs in Log, but then I also never cared for 2D simplicity, either - for most people, integer orbit numbers work just fine, and they could care less that it was derived from a 'rule' that only fits the majority of the planets in our solar system... :roll:
 
As long as the results work for the gamer, it isn't a big deal. What works for gamers? It needs to be able to answer a few questions:

-Is this world easier to reach from the main world by jump or by realspace Gs?
-Colder or warmer than the Habitable Zone (since colder might have indigenous fuel sources)?
-Why would people be here, or NOT be here, and what sorts of habitations will be called for?

The rest is down to taste, including perceived randomness, closeness to our ever-growing picture of reality, and "how often am I going to use this information?"
 
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