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PBG Revisited

Well since the ENTIRE THREAD disappeared with the server upgrade, I wanted to start it over again (it's my thread and I can do what I want).
 
Well since the ENTIRE THREAD disappeared with the server upgrade, I wanted to start it over again (it's my thread and I can do what I want).
 
The basic idea (for those who didn't read the original thread) was that the PBG UWP extension was not a part of CT until the Traveller Adventure (I think...).

So, if we were to go back and re-design the extension, what would we add/change to make it more player and Referee friendly?

To me, the number of belts in the system is not something that most players and refs really care about. There are exceptions certainly, but most don't care. The same could be said for the number of GG. Is one present is important, but initially, do I really care if there is 1 or 5?

So, I am restarting this thread to see what we can some up with. In the spirit of the PBG, there can only be THREE alpha-numeric indicators.

SO, what would you want to see and how would you represent it or roll for it?
 
The basic idea (for those who didn't read the original thread) was that the PBG UWP extension was not a part of CT until the Traveller Adventure (I think...).

So, if we were to go back and re-design the extension, what would we add/change to make it more player and Referee friendly?

To me, the number of belts in the system is not something that most players and refs really care about. There are exceptions certainly, but most don't care. The same could be said for the number of GG. Is one present is important, but initially, do I really care if there is 1 or 5?

So, I am restarting this thread to see what we can some up with. In the spirit of the PBG, there can only be THREE alpha-numeric indicators.

SO, what would you want to see and how would you represent it or roll for it?
 
I recommend a RESOURCES indicator.

It would be in indication of the natural resources of the world/system. It would represent both the PHYSICAL resources (metals, gems, radioactives, etc) and the BIOLOGICAL resources (oil, wood, pharmacuticals, food).

I classify each of the 2 types of resources into 4 categories:

LOW: Enough to support a population of 3-
MEDIUM: Enough to support a population of 4-6
HIGH: Enough to support a population of 7-9
RICH: Enough to support a population of A.

If the world's population is higher than the resource number will allow, then that resource must be imported. Higher resource numbers allow future growth of the population.

Stable, self-sufficient worlds cannot have a population that is higher than what BOTH of the resources can support.

Each of the resource types is rolled on 1D6, so that 1D66 can be used to create the Resource Roll.

1D Resource Range:
1 Poor
2 Medium
3 Medium
4 High
5 High
6 Rich

Here is how the table will look, Bio across the top and Natural down the left side:
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">
LOW MEDIUM HIGH RICH
Low 0 2 5 A

Med 1 3 7 C

High 4 6 8 E

Rich 9 B D F
</pre>[/QUOTE]Coding it back to the D66 gives the following:
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">
1 2 3 4 5 6

1 0 2 2 5 5 A
2 1 3 3 7 7 C
3 1 3 3 7 7 C
4 4 6 6 8 8 E
5 4 6 6 8 8 E
6 9 B B D D F</pre>[/QUOTE]While at first, the table is a bit counter-intuitive, it gives you 2 pieces of data in a single number.

I would have DMs on each of the D6 based on the physical characteristics of the world.

My first run at them would be as follows:

BIOLOGICAL:
-3 if ATM not 4-9
+1 if ATM 6 or 8

NATURAL:
+1 if SIZ 4- (why else would people go there?)


Others could be possible.

WADAYA THINK?

The D66 idea to represent 2 parts of a similar thing could be extended to others... I am working on a similar D66 thing for a general planetary system arrangement...

Other IDEAS?
 
I recommend a RESOURCES indicator.

It would be in indication of the natural resources of the world/system. It would represent both the PHYSICAL resources (metals, gems, radioactives, etc) and the BIOLOGICAL resources (oil, wood, pharmacuticals, food).

I classify each of the 2 types of resources into 4 categories:

LOW: Enough to support a population of 3-
MEDIUM: Enough to support a population of 4-6
HIGH: Enough to support a population of 7-9
RICH: Enough to support a population of A.

If the world's population is higher than the resource number will allow, then that resource must be imported. Higher resource numbers allow future growth of the population.

Stable, self-sufficient worlds cannot have a population that is higher than what BOTH of the resources can support.

Each of the resource types is rolled on 1D6, so that 1D66 can be used to create the Resource Roll.

1D Resource Range:
1 Poor
2 Medium
3 Medium
4 High
5 High
6 Rich

Here is how the table will look, Bio across the top and Natural down the left side:
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">
LOW MEDIUM HIGH RICH
Low 0 2 5 A

Med 1 3 7 C

High 4 6 8 E

Rich 9 B D F
</pre>[/QUOTE]Coding it back to the D66 gives the following:
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">
1 2 3 4 5 6

1 0 2 2 5 5 A
2 1 3 3 7 7 C
3 1 3 3 7 7 C
4 4 6 6 8 8 E
5 4 6 6 8 8 E
6 9 B B D D F</pre>[/QUOTE]While at first, the table is a bit counter-intuitive, it gives you 2 pieces of data in a single number.

I would have DMs on each of the D6 based on the physical characteristics of the world.

My first run at them would be as follows:

BIOLOGICAL:
-3 if ATM not 4-9
+1 if ATM 6 or 8

NATURAL:
+1 if SIZ 4- (why else would people go there?)


Others could be possible.

WADAYA THINK?

The D66 idea to represent 2 parts of a similar thing could be extended to others... I am working on a similar D66 thing for a general planetary system arrangement...

Other IDEAS?
 
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