Showing posts with label UWP. Show all posts
Showing posts with label UWP. Show all posts

Friday, June 1, 2012

Deadends and Hellholes of the Traveller universe

Back when I was way more active on forums, I got involved in the Mogoose Traveller Playtest.  Part of which involved me rolling up a BUNCH of worlds (100K ) to look for anomalies and outliers generated by the process.  Long story short, I was left with quite a few planets with wildly odd stats - and as I was trying to make the point that creativity is a function of what you put into it, I started posting interpretations of the UWP -a bland string of letters and numbers, to make the point that traveller Plangen wasn't an unsupervised planet generator, but rather a generator of a minimum amount of info to hand a more elaborate story on.   

So, I've decided to post a bunch of those here, to get back into the whole pro-traveller mindset, to get them to a wider audience (safe from the No Fun Allowed lobby that seems to spring up on any forum) and generally to make it easy for me to get me into the habit of posting again -the lazy way.

First up:






Occulus:  X723571-2




This is a world that has already been inflicted on my scout campaign. This is the classic post catastrophe survey planet, with several distinct mysteries: what actually caused the disaster, what made the survivors decide to attempt to return, and the biggie, the fact that the increasing taint and decreasing fertility almost guarantee that this is the last generation of inhabitants. Related to this is the cause of the fertility decrease, and some unexpected historical findings about the original base on the moon.




I must note that this is a UWP that would be either zeroed out or elevated due to the problems with the low tech and the atmosphere; instead, I decided to see if it could be made plausible, if not realistic, as a medium-term challenge for a scout crew.



This one does play fast and loose with the way an atmosphere would work in this situation- and the recovery of the planet post impact (ie cooling off). is highly atypical. As regards the atmosphere, it's a cheat. As regards the catastrophe....let’s just say that it is a big clue that what happened wasn't necessarily your standard everyday asteroid impact.....another clue (if noticed) is the atypical formation of the crater -no central peak, which is very unusual, especially when this recent. Although it must be noted that there are very few other examples on this scale to draw conclusions from.




Oculus is currently named for its appearance from Space. A barren greyish rockball, the planet’s sole habitable area is a massive impact crater with a denser atmosphere allowing mostly circular weather patterns to form, giving it the appearance of an immense eyeball. Unofficially it is known as “Bullseye”. There are a wide variety of local names for the planet, although, interestingly, none of them translate as “home”, for reasons which may become made apparent when the planets history is considered.



The last known records of the planet are from approx -1779, just prior to the collapse of the second empire and indicate that its original name was Famideii. At that time, the planet was petitioning the remains of the central government for aid and succor; they reported that the planet was in severe economic and technological distress, and may have been involved in a local conflict with neighboring star systems. There is no evidence that the petition was acted on, or indeed, ever seriously considered.



The area was superficially surveyed and annexed, approximately 215 years prior to the present, and while the project was terminated (and never restarted) by the , the history of the planet since last contact was partially pieced together.



Best estimates are that the planet fared as did many smaller and isolated settlements in this area : poorly. However, an essentially habitable environment kept the colony from dying out, and apparently enough of original technology and/or knowledge was available to enable recovery to begin once the crisis years had passed. By at least 900 years previous to the present, well before recontact, Oculus seems to have been an excellent example of an abandoned colony well on the road to recovery. The original physical UWP of Oculus is estimated to have been C756. Population code is estimated to have been in the 7 - 9 range, with a local tech level of 7-8; government type and Law level are unknown, but it is likely that the society may have been either Balkanized or Oligarchic, due to the later history. It is known that the society had a fairly extensive orbital presense, as well as semi-permanent bases on its moon, and at least one of the inner planets. (Vacuum rockballs –Luna & mercury type)



Unfortunately, at this point, the planet suffered a massive catastrophic event; most evidence suggests that the planet was struck by a massive long orbit comet or asteroid. The surface of the planet was devastated and rendered uninhabitable; at least 90% of the planet’s atmosphere was lost, and likely a similar amount of the water. The resultant impact crater is approximately 15% of the surface area of the planet; it is clear that the planet came very close to complete fragmentation.



It is unclear if the civilization had any warning of the event, but even if so, it would have had limited capacity to respond. It appears that a major project to construct self supporting settlements on the inner planet and the moon were in progress when the impact occurred, and may have been prompted by the approaching event, possibly carried out by a subset of the planetary polities (if balkanized), or a ruling elite (if oligarchic). It is likely that the orbital presence was destroyed or crippled by the secondary effects of the event, and the local moon base also damaged to a lesser extent.



Post disaster, it appears that the extraplanetary surviving population (perhaps population 3-4) attempted to consolidate into one of the two off planet bases, and managed to struggle to survive for several hundred years.



At some point, at least 500 years before the present day, the survivors decided to attempt to recolonize the Mainworld. It is suspected that the attempt to maintain a civilization in the face of the challenges of a low grav and zero atmosphere planet proved insoluble or finally collapsed. It is likely that the return to the home planet was a last ditch attempt to survive a massive system collapse and die off. Currently, the extraplanetary bases are completely abandoned, and have been extensively stripped of all useful goods.



At this point, some semblance of habitation was possible on the remains of the homeworld. The remaining atmosphere had partially largely settled into the impact crater, giving a barely breathable thin atmosphere on the floor, and below that, a series of deep canyons formed as the lava flows of the crater floor cooled gave a denser if tainted (volcanic outgassing) atmosphere.

Genomic data suggest that no more than 2000 related individuals returned to the planet. The current ecosystem is entirely artificial, and likely only survives due to intense husbandry. As perhaps six species of non-human domestic animals are known to exist, as well as a wide variety of domesticated food plants, it is surmised that the surviving extraplanetary population had access to stored ova, or cloneable resources; this is the clearest evidence that some subgroup of the original inhabitants may have had warning of the impending disaster. On the planet nothing more complicated than lichen and bacteria survived the calamity.





The returning survivors have managed to survive, although with a severely regressed society and in a very precarious situation. The colonists seem to have dispersed into two cultural groups, nomadic tech 1 dwellers on the floor of the crater, and more numerous and somewhat more advanced tech 2-3 city dwellers in the deep canyons. The nomadic population is estimated at pop 4, and the city dwellers at pop 5.





The planet is still wracked by frequent quakes and volcanic activity, as well as a greatly elevated rates of meteoric impacts resulting from the debris thrown off planet by the initial impact. Further, as a result of the continuing volcanic activity, is possible that the low atmosphere taint will increase to a point where survival in the canyons is impossible.



Contact with the inhabitants has been limited as the population has only recently been identified.



Both floor and canyon cultures are extremely insular and balkanized, the nomads by tribe, and the canyon dwellers by city and village. The canyon dwellings are essentially pueblo style settlements, seldom with more than 1000 inhabitants. No central or unifying polity has arisen, likely due to the lack of surplus resources and the constant struggle to maintain agriculture. Culturally, the inability of the local infrastructure to support a leisured or professional class has led to most of the canyon dwellings to develop an essentially unstratified society, although there are exceptions.



The inhabitants suffer from a variety of environmental problems, including UV exposure, lung damage, and decreased fertility. Starvation and famine are common in the canyons, and the extremely hard life of the crater floor above has led to more than one tribal group to simply die out. For both groups, but especially the canyon dwellers, survival requires an immense amount of cooperative effort, particularly with regard to agriculture, which produces almost no surplus. Wars are infrequent due to the desperate emphasis on agriculture and food gathering, but raiding, particularly between the floor and the canyon dwellers, is frequent.



Currently, the world is not interdicted, but contact is discouraged, while a debate rages in the Imperial administration about the best way to deal with the situation: evacuation, technological uplift, or cultural quarantine.





Thursday, June 30, 2011

Updates of the swords and sorcery old-school ancient cities of myth, adventure and eldritch peril !

Or somesuch.

Thanks for the comments on the previews, especially Greg. Part of the problems is just the difficulty of getting tables to format correctly when moving from word to blogger to the readers browser, (and I'm working on that), and some from bloggers odd decision to truncate at least one post (thus the duplicates); but the other part are some omissions by me.

 So, here's some corrected text:

Ruler
None
Might makes right; the strong do as they will, and the weak do as they must.
Family
Rule  and law applied on a family by family basis
Tribal
Clan based, families have common rule and decision
making
Council
A small group of rulers make laws and policy. 
Membership is generally quite open, 
and terms limited.
Oligarchy
As Council but membership is limited to a small subgroup
 of the demos.  Entry into the subgroup is possible, but
limited or difficult. May be obvious or covert, defined by
law or custom.
Autocracy
As Oligarchy, but the subgroup is generally small, socially
 defined, and closed to new members; Terms are often
defined by the members. Invariably obvious, generally
legally defined
Factional
No one authority controls the polis.
Conquered
The Polis is a conquered possession of another; rule is
imposed by the conqueror with little input locally.
Dictator
Rule by a single person, generally chosen to deal with a
crisis, with limited term but unquestioned power and
support. Ruler type should be rerolled at +2 once term
ends.
Dynastic
As dictator, but it has become inherited, either thru
families (as with a king)  or institutionally (as with a
theocracy), and potentially of unlimited term.
Tyrant
As dictator, but with unlimited term, and support is
irrelevant; often replacing a Dynasty, and/or the start of a
new one.
Polis is the city (or town) Demos is the population of the Polis. Term is the time any one member can expect to remain in power.
Secondary characteristics are always rolled with an unmodified D6, and represent ways the primary characteristic can be expressed.  These should only be used when one does not have a clear idea of the characteristic in question, AND have a need for its expression in the game.  If needed, each primary characteristic has several additional descriptors, with each having a range of values; for example, Population can have the additional descriptor of Morale: defeated vs jingoistic.  If this is needed, simply roll a d6 to determine where on the range the city is for that secondary characteristic. A roll of 2might indicate a sullen, pessimistic general mood, whereas a 5 might indicate extreme patriotism and belief in their citries superiority.   Optionally, if this is not granular enough, roll 2d6-2; this gives a more detailed range, but also usually produces middle values, which, while likely more realistic, for me isn't very helpful, nor in keeping with the goal, which is generating cities for adventure, not sociological description.

Primary
Secondary(roll 1d6 for range)
Population
Openness vs. Insularity

Religion: Few vs. Many

Morale: defeated vs jingoistic
Wealth
Source: Trade vs. Treasury (wealth is mobile/situational vs. hoarded)

Military quality: Poor vs. elite
Size
changes in size: Declining vs. Expanding

Age: Ancient vs. new
Ruler
Complacency vs. Aggression

Allegiance: local vs. distant
Law
Ruler: stability vs. instability

Consistency: arbitrary vs absolutely codified and inflexible
Influence
Diplomacy vs. Military means of control of neighbors

Tuesday, June 21, 2011

How to build a Swords&Sorcery city -Adventurer style !

CITIES


Many adventures will begin and end at a city; most will involve one at some point.  The primary fact about any city, and likely what distant folks will know of it, is its reputation. Reputation both defines what is expected from such a city (such as maintenance and public works), and shapes the results of its other characteristics (such as law and the personality of its rulers and their servants).  Additionally, a cities reputation provides some direct modifiers when rolling for its other characteristics


Code
A
B
C
D
E
X
Reputation
Lawful
Pragmatic
Corrupt
Decadent
Chaotic
Evil

2,3,4
5,6
7,8
9,10
11
12

wealth +1
Law +1

wealth -1

size +1*
wealth+1
Law -2
Wealth-1
ruler +3
 law +3

Lawful
Rule of law, consistently, if often obsessively, applied; trade is protected,
organized and static ;reliable.
Traditions are clung to, respected and enforced.  Authorities are generally obeyed
respected or feared equally.
Little change can be expected between visits, and is extremely hard to bring about.
Upkeep, repair and hygiene are major and constant priorities for the rulers. 
Often the last to accept widespread changes in culture or technology.
A few ancient guilds generally dominate trade and industry, and seldom change.
Slavery, indenture, and caste related rules strongly enforced and very seldom
altered. Little social mobility. 
Banishment is a common punishment, as is quick and clean execution to encourage public order.
An elaborate system of fines and repayments are also generally enforced.
Pragmatic
As Lawful, but greater priorities, or important immediate issues may take precedent.
Trade is generally protected, somewhat organized and open to innovation.
Law may differ for different populations or classes, or be altered to reflect major
changes with moderate effort. Moderate change between visits;
Traditions respected, and generally followed but not necessarily enforced as law.
Upkeep repair and hygiene.
Established trade and industry controlled by numerous guilds, with newer
enterprises often unregulated as they grow.
Slavery, indenture, and caste related rules are enforced but can be altered. Some
social mobility is possible.
Criminal penalties geared towards public education, including public execution,
mutilation and public humiliation.
Corrupt
As pragmatic, but with money and political gain as the main priorities.
The main goal of the rulers and servants, and much of the population, is personal
gain.
The wealth of the city is slowly being sucked into the rulers’ hands, and those of
their minions. 
Trade is protected to the extent that it pays for it. Bribes for service often
institutionalized.
Laws can be altered by bribes, as can nearly an official decision; often de facto
bidding decides cases in courts.
Public works tend to suffer due to bribery, graft and corruption, or are essentially
private money making schemes.
Slavery, indenture, and caste related rules are enforced insofar as they are
profitable. .C
Criminals are generally treated as cheap resources rather than executed or
imprisoned.
Slavery, forced labor and huge fines are typical penalties.
Social mobility is possible if one has the money
Decadent
Laws exist, but not the motivation to enforce them.  Pleasure and novelty are
major motivators for all.
Laws may well be ignored or enforced as convenient or amusing. 
Traditions less important unless they directly affect an individual.
Public maintenance generally ignored.
Elaborate and multilayered political scheming is the norm,
often to no discernable goal.
Change very likely as regards fads, fashion and hobbies; little attention is paid to
much else.
Criminals are often banished or immediately executed as an annoyance; equally
likely they are used as entertainment
Social mobility is possible, but often fleeting and dependent on fame or fashion.
Chaotic
While it may well have official rulers and servants, actual control is constantly
shifting, and open conflict is common.
Laws might exist but are applied arbitrarily or unevenly, or are invented at whim.
Unlike a corrupt city, power is the key factor in all decisions. 
Feuds and vendetta may predominate, or an elaborate set of old boy networks,
generally at odds.
Public works depend entirely on the local users for the local users benefit to the
city as a whole, is  generally ignored.
Punishments are swift and final, as befits a system where tomorrow may bring a
totally different social arrangement.
Social mobility beyond ones local party is negligible.
Evil
Laws exist only to benefit and protect the rulers, and to promote some evil agenda. 
The rulers of a city are only motivated by their own base agenda; the city is either
ignored or ruthlessly exploited for the final goal.
Often, the city is treated as an ultimately expendable resource in pursuit of a
greater goal, and thus decisions may be extremely short sited as regards effects
upon the city.
Little or no attention is paid to anything that does not further the rulers’ plans,
anything that impedes it is ruthlessly crushed.
Laws are either ignored or crushing, depending on the above.
Sacrifice and gruesome public execution are common penalties for most offences,
as is enslavement at unspeakable labor.
Social mobility is impossible.
Cities are further defined by their primary and secondary characteristics.
Primary characteristics define basic demographics of the city, which are then given a range of expression by a secondary characteristic. Primary characteristics are generated by a 2D6 roll, in many cases modified by previous primary rolls. 

Population is the maximum number of hearths (families).  Actual value can range down
to just above the maximum of the previous category. Generated by 2d6-2
Wealth measures what the middle class or higher citizen would be described and effects
the value of treasures and caches in the city.  Generated by 2d6-7+Pop
Size affects the number of hexes or squares on a city scale map. 0 suggests that it is
hidden, lost or buried, or destroyed except for some artifacts. Generated by  2d6-7+Pop
Ruler is described separately.
Generated by 2d6-2
Law is the strictness that an outsider has face; the basic throw to avoid trouble with the
law, enter the city secretly, to escape or receive justice. Generated by  2d6-7+Ruler
Influence effects the number hexes around and including the polis that are under the
cities’ influence. Actual rule by the city is 1d6 less Generated by 2d6-7+Ruler



Population*
Wealth**
Size***
Ruler
Law
Influence

0
0/ruins
None
Hidden
None
None
Powerless beyond walls

1
10
Impoverished
Tiny
Family



2
50


Tribal



3
100
Poor

Council



4
500


Oligarchy



5
1000
Unremarkable

Autocracy



6
5000


Factional



7
10,000
Well off

Conquered



8
50,000


Dictator



9
100,000
wealthy

Tyrant



A
500,000


Dynastic



B
-
rich

-



C
-


-
Total


D
-
Opulent

-
-


E
-


-
-


F
-
Staggering
Huge
-
-
Domineering


Ruler
None
Might makes right; the strong do as they will, and the weak do as they must.
Family
Rule  and law applied on a family by family basis
Tribal
Clan based, families have common rule and decision
making
Council
A small group of rulers make laws and policy. Membership is generally quite open, and terms limited.
Oligarchy
As Council but membership is limited to a small subgroup
 of the demos.  Entry into the subgroup is possible, but
limited or difficult. May be obvious or covert, defined by
law or custom.
Autocracy
As Oligarchy, but the subgroup is generally small, socially
 defined, and closed to new members; Terms are often
defined by the members. Invariably obvious, generally
legally defined
Factional
No one authority controls the polis.
Conquered
The Polis is a conquered possession of another; rule is
imposed by the conqueror with little input locally.
Dictator
Rule by a single person, generally chosen to deal with a
crisis, with limited term but unquestioned power and
support. Ruler type should be rerolled at +2 once term
ends.
Dynastic
As dictator, but it has become inherited, either thru
families (as with a king)  or institutionally (as with a
theocracy), and potentially of unlimited term.
Tyrant
As dictator, but with unlimited term, and support is
irrelevant; often replacing a Dynasty, and/or the start of a
new one.
Polis is the city (or town) Demos is the population of the Polis. Term is the time any one member can expect to remain in power.
Secondary characteristics are always rolled with an unmodified D6, and represent ways the primary characteristic can be expressed.

Primary
Secondary
Population
Openness vs. Insularity

Religion: Few vs. Many

Morale
Wealth
Trade vs. Treasury (wealth is mobile/situational vs. hoarded)

Military quality Poor vs. good
Size
Declining vs. Expanding

Ancient vs. new
Ruler
Complacency vs. Aggression

Allegiance: local vs. distant
Law
Ruler stability vs. instability

Consistency
Influence
Diplomacy vs. Military means of control