I have been playing Traveller since its inception. I have my handy first edition books here, with supplements up to 6: Scouts.
I always liked the intent of the world building, sector generating stuff but have never really liked the results much. It produces too much of the "world in isolation" stuff. The Scouts supplement allowed more of a solar system to be created but it still didn't address the proper effects of interstellar geo-politics, colonisation patterns or elements for adventure, other than the link with running a trading vessel.
I'm involved in the Mongoose 2E play test and its great, but I am disappointed at basically the same ol' planet and sector generator rules. Over the years I have been working on something that requires less up front work and offers more role play hooks for all sorts of different adventures. I am embarking this year on a major play test of it with friends and will publish the mechanisms as they solidify.
I am interested in knowing if anyone else has wandered down the path of generating worlds and sectors differently?
Also I will be using my 10x10x10 parsec sub sector sheet for the play tests. As I mention on the file page it doesn't work too well when connecting to sub sectors above or bellow the current one so for the time being I am going to stick to a galactic plane only 10 parsecs deep in the z axis, until I can think of a better way to run full 3D. That is of course a problem for a paper map. If you were using a computer 3D model then go for it, but I want to solve for paper.
I always liked the intent of the world building, sector generating stuff but have never really liked the results much. It produces too much of the "world in isolation" stuff. The Scouts supplement allowed more of a solar system to be created but it still didn't address the proper effects of interstellar geo-politics, colonisation patterns or elements for adventure, other than the link with running a trading vessel.
I'm involved in the Mongoose 2E play test and its great, but I am disappointed at basically the same ol' planet and sector generator rules. Over the years I have been working on something that requires less up front work and offers more role play hooks for all sorts of different adventures. I am embarking this year on a major play test of it with friends and will publish the mechanisms as they solidify.
I am interested in knowing if anyone else has wandered down the path of generating worlds and sectors differently?
Also I will be using my 10x10x10 parsec sub sector sheet for the play tests. As I mention on the file page it doesn't work too well when connecting to sub sectors above or bellow the current one so for the time being I am going to stick to a galactic plane only 10 parsecs deep in the z axis, until I can think of a better way to run full 3D. That is of course a problem for a paper map. If you were using a computer 3D model then go for it, but I want to solve for paper.