MasterGwydion
Emperor Mongoose
Hey all! So I have a question about UWP codes. Are the UWP Codes an objective real view of the planet or are they some lies put out by some "in-universe" group or groups?
I am leaning towards UWP codes being useless for both players and Referees alike due to the fact that writers have abused the UWP system. UWP codes should always be the objective data as a game mechanic, not merely whatever the Scout Service felt like writing down for that planet on whatever day they reviewed the data. Arguing for the meta data argument, I would want the UWP data to be actually accurate for world-building. A Referee can always alter the codes later to reflect inaccurate "in-game" information, but as a Referee, I want to know what the actual numbers are for a world. Using Cordan as an example, they would have far more trade ships stopping at the planet, more food requirements, more production, more almost everything. It could be a High Pop balkanized world with massive trade networks. Or Drinax actually has an effective Class-D starport, but is still listed as Class-A. This has a major effect on the trade numbers, that are not reflected accurately in the UWP.
For example, Cordan in the Trojan Reach has a population code of 3, but the write ups for Cordan states that this is not the planetary population, but merely the "official" population, ie. members of the different Baronial Households, and not the general population. This is not the only example of this. It is merely the most recent example that I have come across.
Many systems in Traveller use the UWP Codes to determine other factors such as GWP, per capita incomes, trade codes, starport details, manufacturing capabilities, etc.
Can someone help Me out with this? It is making running a sandbox campaign within the OTU nearly impossible, without Me basically rewriting everything.
I am leaning towards UWP codes being useless for both players and Referees alike due to the fact that writers have abused the UWP system. UWP codes should always be the objective data as a game mechanic, not merely whatever the Scout Service felt like writing down for that planet on whatever day they reviewed the data. Arguing for the meta data argument, I would want the UWP data to be actually accurate for world-building. A Referee can always alter the codes later to reflect inaccurate "in-game" information, but as a Referee, I want to know what the actual numbers are for a world. Using Cordan as an example, they would have far more trade ships stopping at the planet, more food requirements, more production, more almost everything. It could be a High Pop balkanized world with massive trade networks. Or Drinax actually has an effective Class-D starport, but is still listed as Class-A. This has a major effect on the trade numbers, that are not reflected accurately in the UWP.
For example, Cordan in the Trojan Reach has a population code of 3, but the write ups for Cordan states that this is not the planetary population, but merely the "official" population, ie. members of the different Baronial Households, and not the general population. This is not the only example of this. It is merely the most recent example that I have come across.
Many systems in Traveller use the UWP Codes to determine other factors such as GWP, per capita incomes, trade codes, starport details, manufacturing capabilities, etc.
Can someone help Me out with this? It is making running a sandbox campaign within the OTU nearly impossible, without Me basically rewriting everything.