02-13-2018, 06:17 AM | #21 |
Join Date: Aug 2004
Location: Wellington, NZ
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Re: Updated Rules for Planetary Creation
IMO, at the current point in time aside from systems that are simply impossible because they have planets inside the Roche Limit and other such things, anything seems to go. Thus a generation system should be angled to produce the sort of systems the game needs, with some nod to realism (planets round red dwarfs and of vaguely habitable temperature will probably be tidally locked, etc.) and be random enough to produce really weird stuff from time to time.
The old Traveller UWP generation system, followed by "and make the rest up" seems as good as any.
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Rupert Boleyn "A pessimist is an optimist with a sense of history." |
02-13-2018, 07:17 AM | #22 |
Join Date: Feb 2016
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Re: Updated Rules for Planetary Creation
I think when it comes down to it then is whether you build the star system around the story or the story around the star system. I tend to favor the latter approach because I think that the physical environment shapes the foundation of the story. If you have a story that involves just one star system, you should know the basics about every place that you could visit. Since every star system likely has a lot of physical strangeness, practically anything that you can think of that does not violate the fundamental laws of physics probably exists.
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