[TML] ABPR: Designing Campaign Starmaps

Jerry W Barrington jerry.barrington at gmail.com
Fri Jul 18 21:36:54 MDT 2008


On 7/18/08 10:51 PM, "Derek Wildstar" <wildstar at io.com> wrote:

> 4) You will probably need computer assistance for mapping and
> navigation, so be prepared for some number crunching and considerable
> work.  You may need to have (or know someone who has) computer
> programming skills.

Personally, I wouldn't *dream* of setting up a campaign without computer
assistance.

But I do agree that, for most people, and definitely for a commercial
project, 3D maps are pretty but a bad idea.

> My recommendation is to use standard Traveller 2D maps, particularly
> if you are planning to create a "large" empire.  Although 2D maps are
> unrealistic, they are easy for players and referees to use.  However,
> I know of campaigns that have successfully used 3D maps, particularly
> campaigns that stick to small areas of space.

I like the idea of smaller maps.  To me, the Imperium is just too huge and
unweildy.  But I like the idea of disposing of the hexes, and placing stars
on a .1 LY grid.

> Before you start rolling the dice to generate worlds, it's a good idea
> to step back and draw a large scale mape that shows an overall picture
> of the campaign setting.  This picture should include the main
> political entities in the game, and any other significant astrographic
> features such as homeworlds, trade routes, star clusters, rifts, etc.
> The region where the campaign is set should be identified on "the big
> map".  It is also helpful to draw an intermediate-scale map that shows
> the campaign area and it's immediate surroundings.

How can you assign homeworlds, trade routes, or even polities without
already knowing something about the worlds?

> 2) The referee can tweak the map (typically by modifying die rolls) to
> produce worlds tailored to specific campaign needs, making the map
> better fit planned activities.
> 3) The referee can place non-random worlds (that is, worlds
> constructed to support a specific adventure, alien race, etc.) on the
> map in a sensible place, and ensure that the surrounding worlds make
> sense.

My thought is to generate the systems purely randomly as spots on the map,
generate that number of systems with a random system, then review the
systems and place them on the spots on the map.  This way, you keep the best
parts of both random systems (like more natural statistical distribution of
characteristics), but put the stars so as to support the polities you want
to have.



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