Re: How to handle too many weird UPPs

Part of thread: How to handle too many weird UPPs · 1 reply ↳ In reply to Re: How to handle too many weird UPPs — Richard Perks Re: How to handle too many weird UPPs — Richard Perks
Too true.  One planet that was weird was Idmaa (I looked it up for a forum-based Traveler game that folded), that had a population of ~200 people, but was Balkanized in its government. (Code = E565275-2 - 225)

At that point, I was guessing that the government was a bunch of Clans that fought with each other, but in ritualistic duels.  Of course, what that planet had going on in terms of inbreeding, I didn't want to know.

Todd Kes

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Dear Folks -

Hey, since I'm here, and Dave Nilsen is also on this board, can I ask a CotI question here?

This started out as a discussion on research stations, then morphed into port facilities and a discussion of Pixie. The discussion said "according to TCS, its capacity for ship maintenance, repair and building is nil, while CT rules would allow ships to be maintained, repaired and built there, and TNS in JTAS 2 specifically talks about the GP shipbuilding facilities there." (McPerth)

Then Hans said: "I repeat: Pixie, as described in various canonical sources, is broken." (Rancke2)

Finally, I asked: "Has anyone ever asked Marc, or Loren, or even Dave N, their opinion on how to handle Pixie?

(Was Pixie the site of the Ancient site in the final Trav Digest? Maybe that was the answer - the whole Class A 'port and Naval Base are a cover-up for Other Things... As Hans has said in the past, this sort of explanation works as long as you don't overuse it. If you always have something so weird, so outside the normal rules, that you have to justify it with more "outside the rules" explanations", something's wrong.)

Occasional is quirky; any more and it gets too much."

Sooooo... Dave, what was your (and the Workshop's) approach to places with weird stats like Pixie?