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How To Build An ATU...

Flynn

SOC-14 1K
Good Morning, All,

I've been thinking of an article for a future issue of Stellar Reaches that basically describes the process one could use for creating their own Alternate Traveller Universe. Although I have some experience in doing this, I know that many of you also have similar experiences, and would probably have some great advice to add here. Given that, I thought I'd post something here and seek your input, basically as research for the fanzine article.

Below is a basic overview of the process I use. If your approach differs, please feel free to share your insights. Proper credit will be given in the article to those that contribute to this discussion.

How I Build An ATU

1. Start with an idea of the kind of setting you want to run. That sets the tone for the game, and impacts the design process, insuring that you are more likely to get a final product that inspires you to adventure.

2. Create your region of space that will serve as your background. Most campaigns will work within a quadrant sized area, though subsectors and sectors are pretty prevalent, too. Most computer applications generate sectors, so you might want to use one of these to help you out. By all means, make any changes you feel appropriate to any computer-generated UWPs. It's your milieu after all.

I impose TL limits based on concepts, and run a modified variant of the T20 world generation method for my personal work. I impose a number of limitations on my milieu's UWPs, such as minimal TL by Atmosphere and Starport, minimal Population by Starport, and other significant UWP clean-up. Leaves me with less "weird stuff" that I have to re-interpret or outright change later on.

Some people probably go further, and check the region for mercantile possibilities, designing trade routes and changing UWPs to generate mains, etc. I tend to go with the map I've built and wing it, but that's because I haven't used the trade systems enough to get a good feel for modelling that and how it affects UWPs.

3. Populate your region of space. This includes drawing borders and setting allegiances when possible. This is also the stage where I identify the homeworlds in the region and place the alien races that will be encountered in the campaign.

4. Create background material based on the work done in the previous steps. One of the easiest places to start is to define the place of each of the prior careers within the polities of the milieu, so that characters have a background integrated into the campaign setting. Don't forget a few notes on history, both long-term and recent history, to give the setting context. Generating at least a name list of important people and organizations is a good idea, too.

This step is the longest, and probably never really stops, even as the campaign proceeds.

5. Create adventures (or place them, if using prepublished stuff) for the upcoming campaign. Plant plenty of adventure hooks.

6. Get some players, build some characters, and run a game.

What can you guys add to this?

With Regards,
Flynn
 
Hi Flynn,

I am a computer guy. I use the available tools as much as possible. I begin with environment. In space terms, that means a stellar map, either from gliese data or randomly generated.

I do not randomly generate populations. I create a series of population rules and use those to cause the population to spread. Using a turn by turn set of rules, my universe creates it's own history.

I then spend time just figuring out when in that history are things 'interesting'. That means I have a complete historic economic background and short term future history all ready for me without alot of un-explained worlds.

It is how I created the universe that I am currently using in my little story I am telling as well as for our traveller universe.
I had done all this work a few years back and just got around to using it in a game starting in the summer.

If you are interested, I can go into details.

best regards

Dalton
 
Dalton,

I actually do much the same thing with my projects, though I didn't want to go into specifics above. I start with a region of space and determine homeworlds, then populate worlds based on distance from those homeworlds. After that, I "age" the region 120 years at a pop, using a upgrade method reverse-engineered from my analysis of the collapse of CT Era data to 993 Era data for the Gateway Domain and then modified to fit my personal preferences. I run it through about four-five iterations, saving each step along the way. (I stop at at this point because the average estimated lifespan of a polity is about 800 years, based on historical observations. There's an interesting thread about it here on the boards if you are interested.)

I'm still perfecting the process in terms of how the "aging" affects the UWPs, but I've already worked in the expansion of borders, the maximum size of a polity (based on a personal preference of two month turn-around time on communications between core and frontier, although most empires can survive up to a six-month communication lag between frontier and core; I like the size of the resulting polities better), the settling of unexplored worlds, etc.

I figure I'll eventually get it down to reflect almost exactly what I want, and then I'll use it to build an ATU for a future T20 campaign.

If you would like to go into details, I'd enjoy hearing them.

Thanks,
Flynn
 
I follow a similar path, but I usually work out a fairly detailed timeline before/during mapping. It helps to make the setting more internally logical.
 
The 800 year number is VERY interesting, in that the game mechanics I have been using only has generated a polity averaging about 350 years before changing in it's form. Then about 3-4 changes later, it fragments into different forms that compete with each other. This always happens due to the distance to the 'enemy'. The closer the 'enemy' the stronger central rule is. The farther the enemy, the more cultural drift affects the calculations and fragmentation takes place (as a simulation of profitering and power grabs).

This was not a designed result, just the results observed after about 10 runs of my universe simulator.

I don't choose howeworlds except for earth when it happens to be in my original data set.

I let the planetary data generate homeworlds for me and let the civilization mechanics take it from there.

I have been pretty pleased with the results and IF I get to become a beta tester for Astrosynthesis version 2, then I will use the scripting engine to recreate what I do with firebird and procedural sql.

I like it in that it gives me alot of background data, but, I have found that in order to have a rich background, I need about 20000 years of history to meet the level of hightech/lowtech rising/falling civilizations that I like for my game setting.

best regards

Dalton
 
An excellent article idea Flynn. Off the top of my head I have little to add, just this final step...

7. Toss all your work in the trash-can when in the first game the players/characters all go off track and out of bounds entering territory you haven't prepared.

No no, no credit needed really ;)

Basically I guess I'm saying know what your group's interest is so you can build your ATU to suit them and don't detail too much until you know where they are going and what they want to do.

I've done details of things I wanted players/characters to explore and then they turn left, or up, or down, or back, or not at all when they should have gone right at the big sign saying "Turn Right"
 
DAN,

THAT IS TRUTH IN SOOOOO MANY LEVELS.

The number of times I created whole sub-sectors with history, plotlines, characters etc., just to have the group go to the NEXT subsector, the one I did not have time to map....

That is why I went with the automated method. I figured I should be an explorer with the rest of the crowd.

I wish I was a better writer, I would program the computer to create fully documented/detailed histories using the numbers generated by the system and random sentances that tell the same thing different ways...

best regards

Dalton
 
Flynn,

How to create an ATU? Two rules really:

1 - Start small.
B - When in doubt, refer to Rule #1.

Sure, these days a computer can let me crank out 43 sectors before breakfast but what good is that? It's the details that count. It's what A-400404-B actually means. Go ahead and map UWPs from Terra to New Timbuktoo, now fill in the details.

The details is where the GM fails, he fails because he gets burnt out, and he gets burnt out because he sets himself too much to do.


I use the Paul Lynde or Center Square method:

- Select one subsector smack in the middle of a 3x3 grid of subsectors. Thanks to Jame's example, I've 'raw-rolled' a classic CT subsector for fun and am now slowly build an ATU setting around it.

- Roll up and detail that subsector. Using a 'sparse' stellar density; 5+ on 1D6, still gave me THIRTY ONE systems to flesh out. More than enough work wouldn't you say? I've identifed five interstellar powers within my central subsector too. I've got governments, cultures, historys, interstellar relations, and so much else to knit and fit together for 31 worlds and 5 powers. You want me to handle an entire sector or sectors in addition?

- Sketch out the eight surrounding subsectors in general terms. I drew a quick 'tic-tac-toe' diagram with my 'rolled' subsector in the middle. In the surrounding subsectors I've sketched in little blobs here and little lines there. Those will be clusters and mains when and if I need to roll them up. I've also penciled in zones of influence for my 5 'central' powers and marked the locations of a few possible outlying powers. Finally, I've jotted down a few notes about how the eight surrounding subsectors influence and are influenced in turn by the central subsector.


That's it. Small? Yes. Simple? Hardly. I've got quite a lot of work to do on that central subsector alone.

You say that isn't enough because your players jump through subsectors within a couple of weeks? My answer is that your players jump through subsectors that quickly because you as the GM have failed to provide them with enough details to make them stick around. A properly detailed subsector will contain years of adventures and campaigns. Hell, a properly detailed world can do the same.

A subsector which is little more than a collection of UWPs and a few two-sentence world descriptions needs to be part of a sector or sectors. The size of that UWP 'pool' merely disguises how 'shallow' it is!

YMMV.


Have fun,
Bill
 
Originally posted by Dalton:
I wish I was a better writer...
Dalton,

LOL! The guy who has all of us hanging on for the next installment of his 'Parts' story and he wishes he was a better writer!

Okay! ;)


Have fun,
Bill
 
It sounds like you guys have access to computer apps that run your models (probably created yourselves). I use H&E, but it's controls over the generation methods are limited to which system to use (CT, MT, Gurps...). With the discussion on UWP changes and a new generation method, some computer guru should put these methods into a small prog that could control these fine detailed "tweaks"


Generate SEC files even... ;)
 
Some probably already have. ;)

I doubt seriously that we'll see any major revisions of the world generation methods in T5, because MWM has elected to minimize impact for the sake of backwards compatibility. However, we've still got 18 months before we find out for certain, right?

Enjoy,
Flynn
 
While my approach is more Top Down, Bill offers us input for a Bottom Up approach on ATU design. I'll need to make sure to include mention of both methods in the article, as both have merit and appeal to different people.

Any other suggestions or thoughts? Anything born of your own personal ATU exercises, guys?

With Thanks,
Flynn
 
Don't generate a universe at all.

Let the players own storytelling do the work of detailing the universe. For example, you may say you are on an alien spaceship. The pc's won't have any way of finding out the details about the ships history or anything else outside the ship - so don't bother even giving it any thought.

This is the original rpg mentality, where you did not detail the fantasy world you where in, just described it in broad generic brush strokes and relied upon the (very bad b movies for the genre) preconcieved notions of the players give it flavour.

This lets each players imagination go to full throttle, while not requiring alot of work.

A good example is my reference to uplifts in my story - what where the first thoughts to go through your heads.

best regards

Dalton
 
Originally posted by Flynn:
Any other suggestions or thoughts? Anything born of your own personal ATU exercises, guys?
Flynn,

It's a version of the Bottom Up style but how about the Hub & Spoke method that the MT materials always mentioned?

Again, you detail a little; the 'hub' - usually a single world in the MT examples, and then conduct the campaign out from it along 'spokes' always returning to the 'hub' at the end. Joe Fugate wrote a lot of good GMing trips along that idea; 'looping' is one.

Let's face it, even with computers helping and borrowing from published materials, you only have certain amount of time to prepare your setting. How you spend that time in crucial.

Imagine you can spread only X amount of work over either a setting of 3,000 systems, a setting of 300 systems, or a setting of 30 systems. Which setting will then be 'richer'?


Have fun,
Bill
 
Originally posted by Bill Cameron:
Imagine you can spread only X amount of work over either a setting of 3,000 systems, a setting of 300 systems, or a setting of 30 systems. Which setting will then be 'richer'?
In my experience, the one that actually gets played. ;)

Seriously, Bill, I hear what you are saying, and I agree with it. Now, I don't mind if those 30 worlds are developed within the context of a subsector, a quadrant or a sector. The only thing that really changes in the long run are the "legs" (aka the jump distance capacity of the ship they travel in) that you give the PCs to work with, so they can travel from Point A to Point B. Others may have a different view on that, and that's okay.

I remember the "hub" approach. I also remember in the same Challenge magazine an article on the "grand tour" approach, too. That spread the 30 world development over multiple sectors, instead of keeping them in one area, but the campaign becomes more focused on travelling from one point to the next, rather than in wandering about a single area with a somewhat freer hand. Which one you should use really depends on the direction of the campaign you want to run.

(I supposed I should mention that in the article, too, and then say that we aren't aiming for Epic Scale travel for the beginning of our ATU discussions. That's more of a thing to aim for once you are further along in your ATU development and the players have a strong sense of investment in the ATU. IMO. YMMV.)

Two more credits on the pile,
Flynn
 
Originally posted by Flynn:
In my experience, the one that actually gets played.
Flynn,

LOL! Touche!

So, you've got four examples so far for your article:

- Top Down
- Bottom Up
- Hub & Spoke
- Grand Tour

Hmmm... can't really think of any others.


Have fun,
Bill

P.S. You're talking about Issue #5. Is #4 due soon? Please, please, please, please?
 
SR #4 is scheduled to be released by the end of February, given the current state of things. If I have no adventure submission, then I'll have to write up one fairly quickly. I'll try not to delay the issue for that reason. (That's also part of why I'm saying the end of February instead of the middle of February.) I do have a few nibbles, however, and so I have high hopes...

With Thanks,
Flynn
 
Greetings and salutations,

I have used to methods in conjunction with each other: Hub & Spoke and allowing the PCs own storytelling help create an ATU.

I create the first world they will be on and any world that is mentioned during the adventure (but do not place it unless that is specified during the conversation). Then I start generating what I feel is necessary within a certain jump limit (usually J2). Depending on where they try to travel to afterwards, determines what worlds, histories, yada-yada is created then. It has a couple of shortcomings though.
 
Hey Flynn,

If you want an adventure submission, you can use the adventure idea (actually I have all the details) that my little adventure in writting is based upon.

Ship stats, pre-gen characters stats etc.

best regards

Dalton
 
i love creating..mainly maps..but i have expanded
on that 2wice...i created a small RPG similar
to traveller and d & d...then another where it
was a combo of traveller, star fleet battles
federation empire this one took awhile but
it was fun as it was a board game/RPG style

1. i generally have a idea in my head i think
about for a few days or weeks...

2. i start with the map first be it galactic,
solar or planetary...

3. then i go back in and start filling it in
with empires races planets...or geography & towns

4. then i create some general backgrounds for
each empire/race/planet/country...

5. then i think up technologies, games, customs
good/evil, plants/animals, deiseses...

5a. then sometimes i create personalites(NPC)

5b. then over the last year i thought
about lanuages so used a computer tool for that
then i made my own(limited) tool to do it
also..

5c. then you make the adventures...

5d. i have never seen a problem with
folks straying from the main area into
areas where i am not ready...you simply
increase the combat portion of your RPG
to make it impossible to move outside
the main flow you want...or cuase catostrpohic
breakdowns to thier transport so they can't go
further....remember you are a god when GM'ing
"make it so"...

6. eventually i wanted to do it faster or more
generic so i ended up making a series of tools
to do it...GDP,lanuage,history,adventure hook
and dice makers that give random results..which
of course is just a base to tweak..or what i call
a framework...then you fill in the blanks...

my latest most detailed world(rpg) has taken me 6 months to get to about 10% done...

so remember grasshopper patience so you dont burnout...
 
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