Some rules that might be of interest:
Old Traveller Book III (Worlds and Adventures) Old Traveller Book 6: Scouts
(also includes expanded system generation)
World Builders Handbook (from Digest Group Publications) - this is the
BEST and most comprehensive... I just wished I'd bought the electronic version
Traveller 2300 (their planetary creation rules and their Colonial Atlas)
Of course, each iteration of Traveller has revisited these rules, but the
version in the World Builder's Handbook was the best. I bet it is long OOP,
but if you ever see it, buy it! It let's you build entire systems and provide
quite a level of depth.
Mr. Rutherford, if you get a chance, drop me an e-mail offlist. I'd like
to talk to you about procuring your source code:) (Nice work, I'll have some
comments for the Gurkhas (Empire of Gorkha) and the New French Republic).
Tomb.
> World Builders Handbook (from Digest Group Publications) - this is the
There was an electronic version... <sigh>
I'll second this, it actually has all the info from Book 6 in it (which was an
expansion of Book 3) and then some!
The Battletech Explorer Corp manual had a section in it on creating systems.
Has a random roll table to determine star classes and planets. I dont remember
if it has anything about tech levels and the such though.
Kirk
I can think of two:
Gurps Space. (Lots of info on building universes/campains.)
Starwars Planets Collection (WEG edition). (This was also published as "The
planets of the galaxy volumes 1,2 and
3", and something I think was called "Imperial Scouts" -- or something
like that.)
The one in Gurps Space is a bit more detailed. (ie: simple starsystem, and
extensive planet generation. Also there is a simple Alien generation system.)
Other gurps books have more systems. (Gurps Traveller, also GT Starports has a
nifty starport generator.) The other is more of a simple to medium level of
detail, focusing on "interesting" planets, and
fast/action based role-play.
Of course, which system you use depends on the type of campain you want, what
level of detail, and the feel of the generation system. Role playing games are
a great resource for info and systems like these. Take a look! You might find
something usefull you don't have to make up yourself.
Donald Hosford
> Alderfek@aol.com wrote:
> The Battletech Explorer Corp manual had a section in it on creating
I dont remember if it has anything about tech levels and the such though.
> Kirk
> --- Alderfek@aol.com wrote:
The Great Grand-daddy of all gaming World Design
Systems is, of course, the World Tamer's Handbook, by GDW for Traveller: The
New Era. The science types on the list may quibble about the details thereof,
but it
felt real and is detailed enough to run a role-playing
game on it. Out of Print, of course. But I happen to have both a regular copy
and a photocopy of the world generation portion that I might be willing to let
you
borrow and copy for yourself. Bug me off-list.
GURPS: Traveller First In has a quick-and-dirty
system. There's also one somewhere in the Classic Traveller Reprints, in the
first volume. Not as good, but more than adequate and with some info on
determining minimum tech levels.