Love this! I want to play more Sci-fi this year, but I'm not as good at improv with sci fi themes in comparison to fantasy or modern. This looks like such a great way to build something that feels tangible from the ground up!
Love how procedural generation meets narrative design here. The layered approach to system creation (Deep Space to Inner Region) feels more intuitive than pure random tables because it maps to actual orbital mechanics. Back when I ran Traveller campaigns, building systems from scratch always felt like too much spreadsheet work, but this strikes a nice balance between structure and emergence. The interdiction beacon hook is particulary clever for tying exploration to player agency.
Traveller is a game on my "to try" list. I do like how this system both gives you defined limits, but also allows for future growth of details. Thanks for the thoughtful comment!
Love this! I want to play more Sci-fi this year, but I'm not as good at improv with sci fi themes in comparison to fantasy or modern. This looks like such a great way to build something that feels tangible from the ground up!
I found the whole process very compelling!
Love how procedural generation meets narrative design here. The layered approach to system creation (Deep Space to Inner Region) feels more intuitive than pure random tables because it maps to actual orbital mechanics. Back when I ran Traveller campaigns, building systems from scratch always felt like too much spreadsheet work, but this strikes a nice balance between structure and emergence. The interdiction beacon hook is particulary clever for tying exploration to player agency.
Traveller is a game on my "to try" list. I do like how this system both gives you defined limits, but also allows for future growth of details. Thanks for the thoughtful comment!
It is good to know that the Mythic Star System Creator is an alternative to other star system creation methods.
Absolutely! It's good to have options to keep things feeling fresh!