Okay, first off, please tone back the negativism, dude. If I'm wrong, correct me; don't ridicule me. ;-)
If you'd like to lend me your copy, I'd love to read it. Otherwise, I'm not shelling out money for products which -- as you point out -- I have no serious idea what's actually inside them. I read the table of contents because that was the best synopsis that anyone has given me thus far. If I drew incorrect conclusions, how does that make me any different than anyone else who can only read a brief picture and a paragraph about a book?
The crash landings idea was derived from the primitive equipment mentioned in the ToC; generally, if players crash land on a world which is less-than-Early-Stellar, they'll have to resort to Pre-Stellar equipment in order to get along. Otherwise they'll be using Avg Stellar+ equipment. Maybe I went a little far beyond Ockham's Razor, but it seemed like a logical conclusion at the time. I tend to associate "taming" with "wilderness" as well, so that also contributed.
Okay. I was working via Heaven and Earth, whose FI generation system doesn't provide longitudinal adjustments. Apparently H&E isn't complete in that regard.
Well, I could release a 1-page roleplaying game system with the following contents:
"The gamemaster is the arbiter of all of the rules."
Basically, a rulebook is intended to guide the referee moreso than it's intended to provide exacting figures. If a random roll produces a ridiculous cultural quirk, the prudent thing is to ignore the quirk or make a new one, or try to find a way to adapt it if it comes to a place. Sometimes, though, it's good to have the rules to guide your line of thinking. Everyone can probably think up completely unique cultures if they have an afternoon to do it, but the WBH system allows you to come up with a passable culture with unique societal traits in the span of 20 minutes or so, and with an hour of work you can produce completely unique cultures on par with what you'd get if you had to work completely solo.
That's what I figure, anyway. =)
Huh? Nice to know you can glean all that from the table of contents. Next time try reading a book first and then comment on what's inside. WTH deals primarily with founding, controlling, and growing small colonies. As for handling crash-landings, I've no idea where that claim comes from.
If you'd like to lend me your copy, I'd love to read it. Otherwise, I'm not shelling out money for products which -- as you point out -- I have no serious idea what's actually inside them. I read the table of contents because that was the best synopsis that anyone has given me thus far. If I drew incorrect conclusions, how does that make me any different than anyone else who can only read a brief picture and a paragraph about a book?
The crash landings idea was derived from the primitive equipment mentioned in the ToC; generally, if players crash land on a world which is less-than-Early-Stellar, they'll have to resort to Pre-Stellar equipment in order to get along. Otherwise they'll be using Avg Stellar+ equipment. Maybe I went a little far beyond Ockham's Razor, but it seemed like a logical conclusion at the time. I tend to associate "taming" with "wilderness" as well, so that also contributed.
Wrong again. GT:FI has latitudinal climate adjustments. I'm looking at the mapping section right now and there is an entire series of examples about how climates changes between the equator and poles, where those latitudes are in relation to hex rows, and other things. The book even discusses latitudinal deserts.
Okay. I was working via Heaven and Earth, whose FI generation system doesn't provide longitudinal adjustments. Apparently H&E isn't complete in that regard.
I like GT:FI and I like WBH too. Sure, First In doesn't have a system to create tiny social 'quirks'; i.e. 'academics eat leftovers', but it does address many other other social issues like xenophobia, pragmatism, and others. Being written later, GT:FI is also more scientifically accurate.
As for details, as a GM, details are my business to create. Using tables to roll-up silly quirks without reference to the larger society invovled is both lazy and produces implausible incongruities. YM obviously Vs.
Well, I could release a 1-page roleplaying game system with the following contents:
"The gamemaster is the arbiter of all of the rules."
Basically, a rulebook is intended to guide the referee moreso than it's intended to provide exacting figures. If a random roll produces a ridiculous cultural quirk, the prudent thing is to ignore the quirk or make a new one, or try to find a way to adapt it if it comes to a place. Sometimes, though, it's good to have the rules to guide your line of thinking. Everyone can probably think up completely unique cultures if they have an afternoon to do it, but the WBH system allows you to come up with a passable culture with unique societal traits in the span of 20 minutes or so, and with an hour of work you can produce completely unique cultures on par with what you'd get if you had to work completely solo.
That's what I figure, anyway. =)