[This is part of a series of rules I'm putting together to make generating a sub-sector in a sci-fi setting fast and easy, leaning heavily on Dice-Drops and One-Rolls. These will eventually be cleaned up and compiled into a PDF to make a wholistic system. For more along these lines, look here. Thanks!]
This is probably the simplest part of the process of generating a sector of space, from the user's perspective, but for me, it's been one of the weirder processes of coming up with the rules.
The first part is really simple. Get yourself some hex graph paper. I'm using a 5x7 grid because I think there's a lot to be said for a small map. And the whole point of developing a rapid system for stay system generation is to make it easy to add new sub-sectors to a campaign, so keeping star maps small seems appropriate to me.
Then drop a standard set of polyhedral dice: d4, d6, d8, d10, d12, d20, and d10s. Personally, I got a better spread over the map by splitting the dice between both hands before dropping. Just a pro tip there, you're welcome.
Each hex is equal to 5 light years (the average distance between stars in the Milky Way). The dice represent the location of a star system somewhere within one of those hexes.
Then add jump-lanes between your stars (they should pass through no more than 2 empty hexes).
You'll get something like this:
Interpreting the Stars
The first problem I had was just trying to figure out what the numbers might represent. My first though was they represent the stellar type of the star in question. But I already have a quick way of doing that in my Star System generator.Then I thought maybe it was indicative of some sort of spatial anomalies, but I have an idea of how to do that later.
So I decided that I would like a table that used the results to indicate what sort of space-faring population one might expect to encounter here.
At this tentative time, my operating assumptions are that this ruleset describes a universe like Star Trek or Star Wars, where there's an over-abundance of sapient, technologically advanced societies. So, while there's plenty of "frontier space," there's also little in the way of unclaimed space.
The first thing to get a handle on was how a single table interpreting the rolls of all seven polyhedral dice was going to work statistically. This is how I wound up visualizing it.
- 1, 2, 3, 4
- 5, 6
- 7, 8, 10
- 9
- 11, 12, 20
- 30, 40, 50, 60, 70, 80, 90, 100
- 13, 14, 15, 16, 17, 18, 19
2. Faction 1 Frontier Settlement (pop. 1d10*100)
3. Faction 1 Abandoned Colony
4. Faction 1 Service Station (pop. 1d6*10)
5. Unexplored
6. Frontier Colony (pop. 1d10*1000)
7. Abandoned Rival Colony
8. Ancient Ruins
9. Faction 2 Settlement (pop. 1d6*10)
10. Faction 2 Explorers
11. Faction 1 Tamed Planet (pop. 1d20*1,000,000)
12. Faction 2 Colony (pop. 1d10*1000)
13. Faction 2 Populous World (pop. 1d10*1,000,000,000)
14. Uncontacted Alien Homeworld
15. Independent Alien System
16. Faction 1 Megalopolis (pop. [1d10+10]*1,000,000,000)
17. Faction 2 Tamed Planet (pop. 1d20*1,000,000)
18. Faction 2 Megalopolis (pop. [1d10+10]*1,000,000,000)
19. Faction 1 Populous World (pop. 1d10*1,000,000,000)
20. Alien Megastructure
30. Worm Hole
40. Nebula
50. Planetary Nebula
60. Supernova
70. Pulsar
80. Neutron Star
90. Magnetar
00. Black Hole
1. Faction 1 Explorers
2. Faction 1 Frontier Settlement (pop. 1d10*100)
3. Faction 1 Abandoned Colony
4. Faction 1 Service Station (pop. 1d6*10)
5. Unexplored
6. Frontier Colony (pop. 1d10*1000)
7. Abandoned Rival Colony
8. Ancient Ruins
9. Faction 2 Settlement (pop. 1d6*10)
10. Faction 2 Explorers
11. Alien Megastructure
12. Worm Hole
13. Nebula
14. Planetary Nebula
15. Supernova
16. Pulsar
17. Neutron Star
18. Magnetar
19. Black Hole
20. Faction 1 Tamed Planet (pop. 1d20*1,000,000)
30. Faction 2 Colony (pop. 1d10*1000)
40. Faction 2 Populous World (pop. 1d10*1,000,000,000)
50. Uncontacted Alien Homeworld
60. Independent Alien System
70. Faction 1 Megalopolis (pop. [1d10+10]*1,000,000,000)
80. Faction 2 Tamed Planet (pop. 1d20*1,000,000)
90. Faction 2 Megalopolis (pop. [1d10+10]*1,000,000,000)
00. Faction 1 Populous World (pop. 1d10*1,000,000,000)
Looking back at the map. The only thing this would change is the Magnetar. Suddenly, it's a Megalopolis planet associated with Faction 2. This changes the sub-sector a lot!
For one thing, it went from unpopulated to over-populated. Faction 2, while controlling fewer star systems vastly outnumbers Faction 1. But Faction 1 controls the jump-lanes for some reason. This is now going to result in much more populous regions.
There may be something to be said for having two different table arrangements. Pick one variant for frontier space, pick another for more "civilized" space. Something to consider.
No comments:
Post a Comment