Todd--
Here's my response, for what it's worth.
1) As a game, it's got to make certain simplifications or abstractions,
which by definition are inaccurate, and confined to the scientific
understanding at the time of publication.
2) This one would be great, but to get to the level of "predictivity" you
seek, we won't get there in our lifetimes (after which Traveller will be
dead anyway), in the sense of generation based on real, quantifiable data
and science.
However, I think you're getting at something different in #2, which is,
"let's throw in some random stuff that can result in Trappist systems" as
well as "normal" systems like this Sol-ar system.
I think that's probably a good idea for an individual GM, who can decide
how many of them he wants. But when we get into the franchise-wide
Universal Completist DGP-style "I must know everything" premise, it
wouldn't satisfy everyone, i.e., anyone. And that's the "universal
franchise-wide" blinkers that I am used to wearing.
On Wed, Mar 29, 2017 at 8:10 PM, Todd Kes
[Traveller_TNE] <> wrote:
>
>
> Which would people feel more comfortable about:
>
> 1) A simple to use system generator that allows GMs to roll out new
> systems quickly and easily
>
> 2) A system generator that has weird stuff in it, but as more and more IRL
> star systems get discovered people start to realize that it is accurate,
> and in fact almost predicts what people will find in a system with certain
> characteristics.
>
> #1 is less likely to make me curl up in terror
>
> Todd Kes
>
> --------------------------------------------
> On Wed, 3/29/17, David Nilsen [Traveller_TNE] <
> > wrote:
>
> Subject: Re: [Traveller_TNE] Re: Traveller's system generator is offically
> kaput
> To:
> Date: Wednesday, March 29, 2017, 1:31 PM
>
> When I saw the story
> multiple times on TV and read about it in the paper and
> several magazines, the only thing I could think about was
> Traveller system generation and how this would affect
> that.
>
> Then I realized
> 1) what I said previously, and 2) not my job any more.
>
>
Here's my response, for what it's worth.
1) As a game, it's got to make certain simplifications or abstractions,
which by definition are inaccurate, and confined to the scientific
understanding at the time of publication.
2) This one would be great, but to get to the level of "predictivity" you
seek, we won't get there in our lifetimes (after which Traveller will be
dead anyway), in the sense of generation based on real, quantifiable data
and science.
However, I think you're getting at something different in #2, which is,
"let's throw in some random stuff that can result in Trappist systems" as
well as "normal" systems like this Sol-ar system.
I think that's probably a good idea for an individual GM, who can decide
how many of them he wants. But when we get into the franchise-wide
Universal Completist DGP-style "I must know everything" premise, it
wouldn't satisfy everyone, i.e., anyone. And that's the "universal
franchise-wide" blinkers that I am used to wearing.
On Wed, Mar 29, 2017 at 8:10 PM, Todd Kes
[Traveller_TNE] <> wrote:
>
>
> Which would people feel more comfortable about:
>
> 1) A simple to use system generator that allows GMs to roll out new
> systems quickly and easily
>
> 2) A system generator that has weird stuff in it, but as more and more IRL
> star systems get discovered people start to realize that it is accurate,
> and in fact almost predicts what people will find in a system with certain
> characteristics.
>
> #1 is less likely to make me curl up in terror
>
> Todd Kes
>
> --------------------------------------------
> On Wed, 3/29/17, David Nilsen [Traveller_TNE] <
> > wrote:
>
> Subject: Re: [Traveller_TNE] Re: Traveller's system generator is offically
> kaput
> To:
> Date: Wednesday, March 29, 2017, 1:31 PM
>
> When I saw the story
> multiple times on TV and read about it in the paper and
> several magazines, the only thing I could think about was
> Traveller system generation and how this would affect
> that.
>
> Then I realized
> 1) what I said previously, and 2) not my job any more.
>
>