The Pareto principle had been firmly in effect. [...]
Automated or "pre-rolled" UWPs just allow a referee to spend more time on other things. In many cases it's a shift of emphasis more than a labor savings.
Agreed and very good points!
The Pareto principle had been firmly in effect. [...]
Automated or "pre-rolled" UWPs just allow a referee to spend more time on other things. In many cases it's a shift of emphasis more than a labor savings.
The data (so far) seems to indicate that this was more common in the earliest years, and less common now, due to setting material and automation.
When someone generates a subsector by hand, they're playing Traveller. So when I ask how many subsectors you have generated by hand, that is shorthand for asking how many times you've played that subset of Traveller.
I don't think I have ever actually generated any subsectors.
I can only recall one. After that I used computers. Wrote my first subsector program in Atari Basic in early 1980's.l:devil:
I can only recall one. After that I used computers. Wrote my first subsector program in Atari Basic in early 1980's.l:devil:
How are you determining the timeline of any of this?
Long ago I created a full Sector. All by hand. It was a lot of work. It took a lot of time. It was sort of fun as a meta-game exercise.
However, ultimately, it was not really useful. The time would have been better spent completely detailing all of the planets and moons in a single system and then doing the same for the systems within J2 of there. That would have given me a more in-depth local space in which to place a wide variety of different adventures that allowed characters to return to familiar places and meet people they knew while exploring places that they had never been to.
A full sector is typically just a string of numbers for systems that are mostly irrelevant to any story unfolding for the players. Even those that they visit are often little more than a layover at an airport while waiting for your next flight. When you never leave the airport, all cities start to look alike. When you hop from starport to starport, all worlds start to look alike.
Just my 2 cents (in 1984 dollars).
Trouble is computers just roll the dice for you - you still need to put in the creativity to explain the numbers.
Anyway, how many subsectors have you created, by hand, from scratch, starting from a completely and totally blank subsector grid?