So what is one suspending disbelief about - i.e. what details - and what roleplay is supporting this?
Yep.The Chef said:it really does depend on what your own level of knowledge, enjoyment and expectations would be.
The most important/useful items areBP said:i) What details of astronomy, geology, topology, meteorology, etc. are most useful in actual roleplay (or just design)?
It needs to not have any glaring "this could never happens"ii) How realistic do they need to be to justify your 'suspension of disbelief', yet still be playable?
Quiller said:Biggest thing missing for me as GM to make planets more believable for players is the eco-systems.
Barren, desert, ice world = no problemo.
"Earth standard" or "terran seeded" or whatever you want to call it, also easy.
Believable planet with it's own unique eco-system without *lots* of prep, less so.
There are lots of great treatments of eco-systems in science fiction, everything from Dune, Deathworld, Legacy of Heorot, the Ian Cormac novels recently have some neat stuff, Iain M. Banks's books often have great ideas (dirigible behemothaur used as a covert rendezvous? awesome).
But in terms of not too far "out there" ecosystems where I can describe to players what they can see (grass? trees? animals?) or inteact with (eat or get eaten by, stung etc) out in the boonies, I'm often at a loss; random creature tables don't cut it for me.
Mithras said:For me, I don't want too much information.
I need enough to illustrate... And the world needs ...
So I need ... I need a hook...
Then I look at settlement... Then I look at TL ... I pay particular attention to transport...
Then I look at the culture... polish it up with a couple of interesting hooks...
That's all I need.
... and get a picture of the world from orbit ...
Klaus Kipling said:...
*I prefer a top down approach generally, especially when I want control over the world to be visited. Bottom up and the UWP will generate worlds often quite different than what you planned for.
... Maybe we need a top down method too?
Definitely - though in and of itself, it is largely irrelevant. Age can determine a great many aspects - from tectonics, orbit, satellites, etc. But this is an extremely bottom up approach. Whether the Earth is 8 Billion years old or 10,000 what actually effects regular life is what is here now and in the cosmically brief future - seasons, 24 hour day, large tidally locked satellite, sufficient atmo, tremendous diversity of life, etc. (Note, I'm not saying the past isn't important - I spend a lot of free time pursuing knowledge in just these types of areas and consider them germane to Understanding.)Klaus Kipling said:...
In fact, a planet's age is probably a far more significant and useful factor than any other..
If I don't mistake your gist -> Tables and stats are fine to form a framework for the stage... but world building needs more to make it 'real' for players.lucasdigital said:Quiller said:Biggest thing missing for me as GM to make planets more believable for players is the eco-systems. ...
I absolutely agree. Travellers table based systems are supposed to underpin your ideas with a realistic basis, though too many referees forget to add the necessary flesh.