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mcbobbo Ensign
Joined: 12 Mar 2012 Posts: 41
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Posted: Fri Feb 27, 2015 3:59 pm Post subject: Any Guidance on Stellar Density? |
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I'm looking at designing a sector, and while the process for defining a system seems pretty solid, what about the likelihood that a given hex of space contains a system at all? Anything in the Star Wars realm about that?
I know that typically it's story driven, and that's perfectly fine, but I'm looking to pay a bit forward on this first. A skeleton of a system with the most popular hyperspace lanes lined out would make me a lot more comfortable, I think. Plus I could be consistent about travel times and the like.
I have some Traveler rules I could co-opt, but wanted to use Star Wars flavor rules if possible.
From what I understand about 'sectors' in general, there's not a lot of really hard rules. "Roughly 50 inhabited worlds, but often more" seems to be the only metric. |
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mcbobbo Ensign
Joined: 12 Mar 2012 Posts: 41
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Posted: Fri Feb 27, 2015 5:52 pm Post subject: |
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Experimenting with Google Sheets shows me roughly 50 systems in a 25x25 hex grid is 11-13 on d66.
Still working on it... |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16320 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Fri Feb 27, 2015 7:23 pm Post subject: |
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The only process I can think of off the top of my head is randomization. Take a handful of pennies and throw them up in the air over a hexmap. The hexes that end up with pennies in them have star systems. Then draw squiggly lines between them to map out hyperspace routes. Distances within a sector seemed to be measured in hours or days. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16320 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Fri Feb 27, 2015 7:24 pm Post subject: |
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mcbobbo wrote: | Experimenting with Google Sheets shows me roughly 50 systems in a 25x25 hex grid is 11-13 on d66.
Still working on it... |
By d66, do you mean 2D? _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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Whill Dark Lord of the Jedi (Owner/Admin)
Joined: 14 Apr 2008 Posts: 10438 Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy
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Posted: Fri Feb 27, 2015 7:53 pm Post subject: |
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crmcneill wrote: | mcbobbo wrote: | Experimenting with Google Sheets shows me roughly 50 systems in a 25x25 hex grid is 11-13 on d66.
Still working on it... |
By d66, do you mean 2D? |
I'm pretty sure that d66 is roll 2 different-looking dice, with one being designated the tens digit and the other is the ones digit, and thus you generate what numbers are possible between 11 and 66. IIRC, the Scouts GG uses that. _________________ *
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mcbobbo Ensign
Joined: 12 Mar 2012 Posts: 41
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Posted: Fri Feb 27, 2015 8:46 pm Post subject: |
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Whill wrote: | crmcneill wrote: |
By d66, do you mean 2D? |
I'm pretty sure that d66 is roll 2 different-looking dice, with one being designated the tens digit and the other is the ones digit, and thus you generate what numbers are possible between 11 and 66. IIRC, the Scouts GG uses that. |
Exactly. And going from percentages to d66 had me drawing up this crosswalk, so I thought I'd share...
Code: | 11 2.78%
12 5.56%
13 8.33%
14 11.11%
15 13.89%
16 16.67%
21 19.44%
22 22.22%
23 25.00%
24 27.78%
25 30.56%
26 33.33%
31 36.11%
32 38.89%
33 41.67%
34 44.44%
35 47.22%
36 50.00%
41 52.78%
42 55.56%
43 58.33%
44 61.11%
45 63.89%
46 66.67%
51 69.44%
52 72.22%
53 75.00%
54 77.78%
55 80.56%
56 83.33%
61 86.11%
62 88.89%
63 91.67%
64 94.44%
65 97.22%
66 100.00% |
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atgxtg Rear Admiral
Joined: 22 Mar 2009 Posts: 2460
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Posted: Sun Mar 01, 2015 12:27 pm Post subject: |
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Stellar density actually varies throughout a galaxy depending on where you are. Density would be much higher in the Core than out of the fringes.
I think Traveller used a 3/6(50-50) chance of a hex (1 parcsec) containing a star system. You could use that, or even shift it up or down (1/6, 2/6, 4/6, 5/6 etc.) a bit depending on what you want.
In real life, Earth is on a spiral arm, and density seems to be a bit more than the 3/6 from Traveller.
Assuming Traveller density, you'd need about 100 hexes to get 50 stars. So either a 10 parsec square (10x10), or a cube about 4.6 parsecs (15ly) on each side (3375 cubic light years)
For easy math I'd suggest upping the density to 3/6 per cubic light year. about and then use a cube 10 light years (about 3 parsecs) per side. That would be good for the core. |
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HandsomeHutt Cadet
Joined: 24 Sep 2014 Posts: 7
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Posted: Sun Mar 01, 2015 3:15 pm Post subject: |
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Www.recons.org is an astronomy research group focused on stars nearest the sun and they have a list of the 100 nearest systems to the sun. That list has 100 systems within 7 parsecs (1440 cubic parsecs or so), which is about 0.07 systems per cubic parsec. Most of those systems are the very small dim red dwarf stars which might impose restrictions on the type of inhabitable planet which might orbit it. It is possible to take that list and estimate the number of sun-like stars per cubic parsec, which would be much lower. |
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mcbobbo Ensign
Joined: 12 Mar 2012 Posts: 41
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Posted: Mon Mar 02, 2015 10:24 am Post subject: |
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If you check out the other thread, it seems the '50 interesting systems in a 25x25 hex grid' metric works pretty well.
I started off wondering if this was covered anywhere already. Seems it isn't. |
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Luwingo_Spince Commander
Joined: 10 Oct 2008 Posts: 357 Location: California
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Posted: Mon Mar 02, 2015 12:20 pm Post subject: |
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Quote: | Www.recons.org is an astronomy research group focused on stars nearest the sun and they have a list of the 100 nearest systems to the sun. That list has 100 systems within 7 parsecs (1440 cubic parsecs or so), which is about 0.07 systems per cubic parsec. Most of those systems are the very small dim red dwarf stars which might impose restrictions on the type of inhabitable planet which might orbit it. It is possible to take that list and estimate the number of sun-like stars per cubic parsec, which would be much lower. |
I know the Star Wars essential Atlas covered this subject on how many inhabitable systems and different stars. Here is essentially most of what it covered.
http://starwars.wikia.com/wiki/Star
http://starwars.wikia.com/wiki/Star_system |
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