This is a random generator for Traveller worlds, based on Emmy Verte's modernization (link) of the procedure originally explained in Classic Traveller Book 03. Click the button or refresh the page to visit another random world. There are also some usage notes on the bottom of the page.
World ?
Description goes here.
Starport
Installation
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Fuel Quality
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Facilities
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Scout Base
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Naval Base
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Geography
Size
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Atmosphere
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Required Gear
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Hydrosphere
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Society
Population
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Government
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Lawfulness
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Supplies
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Demands
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Weapon Bans
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Technology
Current Era
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Foot Weapons
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Armor
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Artillery
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Communication
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Land Transport
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Water Transport
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Air Transport
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Space Transport
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Fuel Source
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Usage Notes
Rather than just giving the 2d6 score required for a naval or scout base to appear on a world, the generator itself rolls dice to determine if they are present on the world.
Spaceships are non-starships, i.e. they can only be used for interplanetary travel.
There are nine technological eras: stone age, bronze age, iron age, pre-industrial, industrial, information, interplanetary, interstellar, and transcendent. Some of these names apply to multiple TL indices.
Technically, TL does not refer to the lifestyle of people on a planet but only to their industrial capabilities (e.g. TL 0, at a "stone age" level, is good for nothing). However, I think treating it as lifestyle is more fun and weird. You can simply ignore the flavor text if you prefer the original interpretation!
Hashtag OSRisOverParty, Hashtag RIPBozo, etc etc. The initial… “edition” of Dungeons & Dragons, Fifth Edition tried to present itself as a reactionary return to some ideal past paradigm of D&D —be it Third Edition to win back territory lost prior to Paizo’s Pathfinder , or an even older Gygaxian edition to get in the pants of the sort-of nascent OSR. Practically, this resulted in a final product that was like a simple Third Edition with dogwhistle-like nods to OSR conventions (since the play-style’s influence in the end was tenuous at best and mostly abandoned after the public test phase). It’s maybe more succinctly described as a people-pleasing game, with the caveat that people-pleasers don’t please anyone. So, how did it become popular? And how does the new 2024 not-edition reflect major differences between then and now, in terms of how D&D is perceived and played? This is my ramble. Sent from iPhone. Fifth Edition: Born in 2014 Of course, nobody plays D&D as ...
So, here’s the thing: originally I wrote this like a fucking research article with a hypothesis, a methodology, and all that stuff. I’m not even a scientific research person. That’s my partner’s job. Not mine. So, instead of walking you through every single step I took, I’m going to take the journalistic approach and start with the big picture before I zoom into it and tell you about the little details. I read, reviewed, and statistically organized 38 different rulebooks considered to be OSR or OSR-adjacent. These include four rulebooks from TSR-era Dungeons & Dragons , as well as ten rulebooks from the 2000s and 2010s. The remaining 24 rulebooks postdate the closure of G+ in early 2019. Please refer to the bibliography at the bottom of this post for more information. After having collected and organized a dataset with ~90 variables, I found the statistical similarity between each pair of rulebooks based on that data. Finally, I ran an algorithm to determine clusters of these bo...
Workbook Now Available On Itch! Bite-Sized Dungeons by Traverse Fantasy Edit: This whole time, I said that a first level dungeon hoard had 100 times d6 gold pieces when it actually has just 10 times d6. This means the average hoard has an XP value of 70 without gems, or ~110 with gems. By extension, the eighteen-room dungeon only has 350 XP without gems, or ~550 XP with gems. That is downright dismal and I don’t think works out with modern play sessions and party counts, so let’s pretend it said 100 times d6 anyway. I just read an article by Yora of Spriggan’s Den about extrapolating a scheme for an eighteen-room dungeon from the procedural generation rules in B/X (1981) [1]. As Yora points out, eighteen rooms is a great size for a mid-to-large dungeon or for a floor of a multi-level dungeon, and the checklist of rooms makes it easy to make sure that the final product has a variety of interesting play interactions. But, being as large as it is, it can still be a tall order on the ...
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