Wednesday, November 20, 2019

Revised Ad Astra sector map

I've made a new Ad Astra sector map.  It isn't actually different from the one I had before in terms of the data, really, but it certainly is more more attractive and aesthetically appealing, as well as hopefully at least marginally easier to use.  Maybe you remember, if you have followed at all my Ad Astra project (or likely you do not because you have not so followed), the Ad Astra system was originally devised for what was meant to be a Star Wars setting, customized by being set far in the future (kind of a reverse Old Republic.)  However, the mapping and space travel rules were much more similar to the rules from Traveller.  Therefore, my sector map is very similar to what you'd get from using Traveller.  My setting represents a swashbuckling Star Wars like space fantasy set in a pony express colonialism paradigm of Traveller, therefore.

How did I do the mapping?  Traveller assumes some randomization of star system generation, and while I modified the Traveller system significantly to have both different randomization parameters as well as considerably less jargon and technical detail that isn't very helpful for a swashbuckling space opera.  Traveller assumes a 50% density, so on average, half of all hexes on the big 1,280 hex map would have a star system in them.  I generated data on a 33.3% density, so I would have expected an average of 425 systems (I actually got 421.)  (Because of slight differences with regard to hyperdrive assumptions between Ad Astra and Traveller, that actually makes navigation potentially a bit more interesting to have slightly less dense population of stars.)  BUT!  Just because I generated a system and marked the hex as having a system doesn't mean a lot.  I did assign a political color code to each system that got a planet, but for about half of the systems, that's all that they will ever have; a hex number indicating their location, and a color code indicating their broad political affiliation or alignment.

The other half got names assigned too, mostly from a name generator for star systems.  Of this half, about another third—maybe, at most—will get an additional level of detail.  That's about 65-70 systems; I've so far done generation of details for forty-three systems.  One may ask; if that's all I'm really interested in detailing, why did I bother generating systems for the entire sector?  For context, mostly.  I was able to use clusters of same colored systems to create "nations" in the sector, but all I really need for these nations is their name and a paragraph or two of summary, and that way I can refer to them obliquely, i.e., characters can be from them, without me having to detail anything about the systems which comprise them.  As we get closer to my "protagonist" areas, I have a little bit more detail, including the names of the systems, but even then, about a third of the named systems—at the absolute most—would I ever envision having detailed system write-ups.  And detailed is a matter of some relativity, of course.  Detailed enough to be used, I suppose, but if you're really setting anything on one of these planets, you'll still have to do a lot of work on details which I won't be providing as part of this write up.

Anyway, here's the revised map.


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