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#7 |
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Join Date: Aug 2004
Location: Maryland
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There's a natural progression in place:
The system in First In was based on the old Book 6 system, with a lot of research done to correct errors and make the system more flexible. It gives perfectly good results but in some ways it's not as useful as it could be - for one thing, it's not obvious how to run the system backwards so that you start from a planet of desired properties and work your way to the rest of the star system. You'll end up with a lot of red dwarf stars with no habitable planets . . . The system isn't tied to the old Traveller hexadecimal strings, nor does it use metric, although it's easy enough to translate if you want to. The Space 4/e system is a further development of the same idea, with still more research behind it. There's more real-world astrophysics built into the process, although I tried to make that as transparent as possible. This version is pretty generic, not tied to Traveller at all except very indirectly. It doesn't use metric either. It's a fairly flexible tool-kit; this is the one I'd recommend you pick up. The world-design rules in GURPS Traveller: Interstellar Wars could be considered a subset of the GURPS Space 4/e system, tailored for a Traveller-like setting and with a lot of the flexibility taken out in favor of ease of use. There are certainly further improvements that could be made to the Space 4/e system. I used some weird units in an effort to make the math as transparent as possible - if I had it to do over again (and if I wasn't writing for GURPS) I'd probably use metric instead. Meanwhile, Brett Evil has done a lot of work to make pieces of the system more scientifically rigorous - his treatment of tidal braking, for example, is math-heavy but much better than what's in the book.
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Jon F. Zeigler Base of operations for creative work is at Sharrukin's Palace. Fan fiction and other unproductive nonsense appears at FanFiction.Net. |
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