On Tue, Aug 25, 2020 at 10:21:08PM -0700, Kelly St. Clair wrote: > On 8/25/2020 8:03 AM, Alex Goodwin wrote: > > > > The UWPs cover a *lot* of ground (literally) in just a few > > > letters/numbers and I think they do a great job of this. I'm not sure > > > I'd want a High Guard style string of dozens of digits that's only [ ...snip... ] > I've been thinking for a while now that the UWP (like the UPP, etc) is very > much a product of its age, and the technical limitations of same, in both > generation and presentation. Back in 1980, something was needed that could > be: > > * Quickly produced by a few 2D rolls, with no more than one or two DMs per > roll (simple enough for humans to keep track of and write rules for); > * Encoded as a short string of hexidecimal characters; and > * Presented - along with world name and any codes for trade classifications, > facilities present, TAS warnings, and other brief notes - in a few columns > on a digest-size sheet of paper. For what it is, the UWP does a great job. I was introduced to Traveller between 1979 and 1982. The first thing that I did was create a mainworld generator using the rules from Book 3. Kelly St. Clair is right when he lays out the goals of that ruleset and the UWP which is its output... > > Today, forty years later, improvements in technology allow us to: > > * Generate entire star systems in /considerably/ more detail at the click of > a single button, either completely at random or within certain pre-set > parameters, and to modify that data as desired or needed; > * Store /all/ of that data, trivially and at very little cost; and > * Just as easily access/view that data, to whatever level of detail is > desired, in plain text requiring no interpretation (only understanding of > what is being described) and potentially other formats, including still or > animated images. > ... Out of nostalgia, I've built a Book 6 extended generator program. I think that Thomas Low-Jones has one also. His coding is better than mine. I've found that the book 6 rules need to be seriously tweaked if you want to get interesting systems or I haven't read them correctly. Specifically, there are large negative DMs that apply to world size and orbit count for spectral class M stars and spectral class M will be the majority of stars that you see. The result is if you used the Book 6 extended ruleset to generate the Imperium, most citizens would live in domed cities or man made caves on vacuum and near vacuum worlds. > tl;dr: we are no longer bound by paper and dice. > Whatever ruleset your generator uses, the most important features from the overall system are: * The ability to efficiently store and retrieve generated systems in whole or in pieces at an arbitrary level of detail * The ability to search all of the systems for worlds that match an arbitrary criteria * As stated in either this post or another, the ability to modify aspects of a system and then re-calculate the effects of your change * The ability to attach detailed notes to a system at two levels, as a minimum: player and referee The overall purpose of any such system should be to focus and *enhance* the communal imagination of the players and the referees. Enough computer power exists today that we no longer have to be bound by paper and dice. But if the presence of large amounts of stored detail detracts from gameplay by limiting the communal imagination pool, then it's better to play by paper and dice without detailed storage systems for the setting. -- Chris __o "All I was trying to do was get home from work." _`\<,_ -Rosa Parks ___(*)/_(*)_____________________________________________________________ Christopher Sean Hilton [chris/at/vindaloo/dot/com]