Showing posts with label Space Viking. Show all posts
Showing posts with label Space Viking. Show all posts

Saturday, December 20, 2025

Space Viking Small Planetary Cluster

Here is the small planetary cluster I generated using my revised Space Viking planetary world generation checklist I posted.  I welcome comments.

Harpe is the stand in for a Sword World.  I did not roll for its UWP.  I created it to suite my needs.  For the rest I used the generator.

 

Harpe

0405

A675953-A

NG

In

Zeus

0206

E342898-4

G        

 

Hera

0304

X254874-2

G        

 

Althea

0305

X454773-4

 

Ag

Aeolus

0403

D844978-6

SG

In

Pontus

0407

D589444-3

SG

Ni

Boreas

0504

X776573-3

G

Ag Ni

Notus

0506

C656876-2

 

 

Dorus

0606

B777978-A

NG

In


I created the map using Alex Schroeder's subsector generator and map creator.  It includes a Classic Traveller map generator.  It's pretty cool.  It will create random subsectors or you can input data you generated.  It will also show multi-planet governments.


 

Friday, December 19, 2025

Space Viking Subsector Generation Thoughts 2

 After several false starts, bouts of gamer ADD and some revisions, I took a look at the thoughts and ideas I posted here three(!) years ago and simplified them.  I wanted to keep the generation rules as close to the original checklist as I could.

Keeping the tech level of most worlds low was one one of my concerns.  Controlling the starport type was a simple solution and also fits in with the fact that most of the settings worlds either don't have starports or only have primitive ones. 

I did discover when I was playing around that populations seemed too small so I changed the population roll to a straight 2D instead of 2D-2. I still cap it at A though.

I'll create a small cluster of worlds and post it soon. 

Piper World Generation rev. 1
  • Determine world occurrence (1D for 4, 5, 6 is standard). 
  • Check system contents table for details of world. 
    • Find Starport type.  Used modified table below. 
    • Check for Viking (scout) base.
    • Check for gas giant. 
  • Name world. 
  • Generate universal planetary profile for the world. 
    • Planetary size: 2D-2. 
    • Planetary atmosphere: 2D-7 +size. Tainted designation indicates pollution in the atmosphere, however no filter mask required.  If planetary size is 0, the atmosphere must be 0. 
    • Planetary hydrographics: 2D-7 +size. If planetary size is 0, then hydrographics must be 0; if atmosphere is 0, 1, or A+, then apply a DM of -4. 
    • Population: 2D. No population if atmosphere 0-3, A+. Cap A.
    • Government: Roll d6, 1-3 Balkanized. When the planet is detailed, roll D3+1 for # of major political units.  Governments can be rolled for or determined by GM. If not balkanized 2D-7+population.
    • Law level : 2D-7+government. 
    • Technological Level : 1D+DMs from tech level table. Hard cap TL 10.
  • Check for naval base as appropriate. 
  • Note trade classifications based on universal planetary profile. 
  • Note statistics for reference.

 

Starport

2

A

3

B

4

C

5

D

6-8

E

9-12

X

 

Tuesday, November 15, 2022

World Names for the SV Inspired Setting.

I've been pondering what to name the planets in my Space Viking inspired setting.  In his Terro-Human Future History, Piper leaned heavily on world mythology for the names of planets.  So, I figure I can do one of two things.  

I can embrace this and either recycle the names that Piper used or I can dig up my own mythological names.  On the positive side, reusing Piper's names would give an instant familiarity to anyone who has read the book and people who haven't read the books wouldn't know any different.  On the negative side those who have read the books might have preconceived notions about what the planets are like, even if I don't want the planets to emulate the originals.  

Digging up my own mythological names shouldn't be too hard but many of the figures involved could be very obscure.  It's a distinct possibility that the players would miss the references.  Heck, I would probably miss the references.  It shouldn't be that hard though, with the internet and the books available at the library and such.

The second course of action is to invent new names or draw them from a different source.  Now, I find this a bit daunting.  I would like a unified theme like Piper used but I don't know what that it would be and I don't know where I would get the names if I did come up with a theme that I liked and felt fit the game.

Right now I'm leaning towards scavenging Piper's names in conjunction with coming up with new mythological names.

Here is a list of names from Piper's Terro-Human Future History books.  I found it on one of the sites dedicated to Piper's works, Zaranthi.net


WorldsSword Worlds.
AbigorHothPanurgeColada
AgniImhotepPoictesmeCurtana
AdityaIrminsulQuernbiterDurendal
AmaterasuIsisRimmonExcalibur
AshmodaiIthunnSeshatFlamberge
AtonJanicotSetGram
AudhumlaJaganathSheshaHaulteclere
BaldurJoyeuseSvantovitJoyeuse
BaphometJurgenTanithMorglay
BelphegorKheperaTerraQuernbiter
BeowulfKoshcheiTetragrammatonTizona
BritomartLokiTitan
CalidoreLugaluruTizona
ColadaLunaThor
CurtanaMalebolgeUller
DagonMardukVenus
DeirdreMarsVishnu
DremnaMelkarthVitharr
DurendalMephistophelesVolund
ExcaliburMercuryXerxes
FenrisMidgardXipototec
FlambergeMimirXochitl
FreyaMorglayYggdrasil
GilgameshNergalZarathustra
GramNiflheim
HathorObidicut
HaulteclereOdin
HerthaOsiris
HovendilePantagruel

Thursday, November 10, 2022

Space Viking World and Subsector Generation Thoughts

Art by Alan Gutierrez
I mentioned in an earlier post that the standard world generation in Traveller wouldn't meet my needs for my SV inspired setting.  There are a few worlds I would want to handcraft.  Those worlds that had a high enough tech level for interstellar flight, particularly the character's base worlds.  And the world(s) that they controlled/dominated.  Essentially whatever pocket empires I want in the setting.  I don't envision them being larger than three or four worlds in size.  Other than that I would want to be able to randomly generate worlds that meet the tech level and other requirement that produce the feeling of the setting.

So, planetary generation would need to be modified in several areas.

  • Tech Level Cap (TL 10)
  • Starport Type
  • Bases
  • Planetary Atmospheres
  • Government
The first thing that would have to be modified is tech level.  The tech level cap will be TL10.  Though I'm thinking that I will allow Type J maneuver drives, jump drives and power plants because that will allow for 2000 ton ships.  Space Viking had some big ships and this will allow for a bit more emulation in that area.  TL 10, however, limits the setting to computer type 4 which means jumps are limited to 4 parsecs.  So even small ships won't be wildly speeding through the galaxy.  I plan to designate which planets have TL9 or TL10 so the planets that I randomly create need to be capped at TL8.  My solution is to roll on the Tech Level Table as usual but ignore the starport type modifier.  Technically, this can still yield a tech level as high as 11 but I think it is unlikely.  And the GM can just cap it at TL8.  Or, if they want another starfaring planet they can just go with it up to the TL10 max.

Starport type needs to be handled differently too.  Anything below TL7 will not have a spaceport.  Unless it is in ruins or it is mothballed or on a moon or is a satellite.  TL7-8 can have interplanetary ships so can have one and may be in the process of colonizing its solar system.  The GM can either choose a starport type or roll on the table I've devised below.

Bases won't be present on TL6 or below planets.  Unless, of course, they are ruins or abandoned bases off planet.  They can be determined as the GM deems appropriate for TL7 and above systems

I wanted to modify atmosphere for a couple of reasons.  The first of which is that 10 out of the 13 types of atmospheres listed in the book are unbreathable by humans without some sort of breathing equipment.  I figured that with the loss of technology after the Federation fell that this would lead to planets being depopulated as their inhabitants lost the ability to manufacture and repair the equipment.  The second reason is that I can remember the only planet in Piper's Terro-Human Future History that did not have a human breathable atmosphere was Niflheim. It was from another of Piper's books, Uller Uprising, set centuries earlier than SV.  The only reason that people had anything to do with Niflheim and its corrosive atmosphere was its wealth in metals.  The planet is so hellish that its name is actually used as a curse.  So, in order to give planets a higher chance of be habitable I am going to dropped the tainted designation.

Several of the planets mentioned in SV weren't unified, both the primitive ones as well as some of the relatively technologically advanced worlds.  I wanted to have this reflected in the world generation.  I figured that before the government type was rolled the GM would roll 1D6.  On a 1-3 the planet would be balkanized, otherwise the GM would roll normally.  If balkanized, roll 1D3+1 to find the number of major countries/political units.  Then the GM can either roll separately for each country or the GM could choose.

Here is what the World Generation Checklist would look like.

  • Determine world occurrence (1D for 4, 5, 6 is standard). 
  • Check system contents table for details of world. 
    •     Check for gas giant. 
  • Name world. 
  • Generate universal planetary profile for world. 
    • Planetary size: 2D-2. 
    • Planetary atmosphere: 2D-7 +size. Ignore Tainted designation (unless GM has special circumstances in mind).  If planetary size is 0, the atmosphere must be 0. 
    • Planetary hydrographics: 2D-7 +size. If planetary size is 0, then hydrographics must be 0; if atmosphere is 0. 1, or A+, then apply a DM of -4. 
    • Population: 2D-2. No population if atmosphere 0-3, A+
    • Government: Roll d6, 1-3 Balkanized. Roll D3+1 for # of major political units.  Governments can be roll for or determined by GM. If not balkanized 2D-7+population as usual.
    • Law level : 2D-7+government. 
    • Technological Level : 1D+DMs from tech level table. Ignore starport modifiers.  TL8 cap unless referee decides otherwise.
    • Determine starport type. See tables below.
    • Determine naval base as appropriate. 
    • Determine scout base as appropriate.
  • Decide if travel zone coded. 
  • Establish communications routes.
  • Note trade classifications based on universal planetary profile. 
  • Note statistics for reference.
Here is the table to generate starport type for TL 7-8  I also included a table for TL 9-10 just for kicks.  In case the GM wanted a little randomness.

Spaceport TypeSpaceport Type
TL 7-8TL 9-10
2X1X
3E2E
4-8D3-4D
9-10C5-7C
11-12A/B8-9B
10-12A

These are just my initial thoughts.  I haven't tested these world generation rules yet.  When I do I will let you know how it went and and changes that I think need to be made.

Saturday, October 29, 2022

How Piperesque? Warm Fuzzies Anyone?

Garnett Elliott* asked me a good question.  Am I going to include Fuzzies in my Space Viking inspired setting?  That me made take a close look at what I'm doing.  How close to the fiction do I want to adhere? 

I knew from the start I couldn't do a straight conversion.  To much history, background and differences from Traveller for me to want to do that.  At first I thought I would incorporate some of the planets, names and history into the setting.  But I need to decide how much to steal borrow.  Or do I just go for the vibe.

At this point I'm thinking I will just go for the feeling of Space Viking with a few bits and pieces built in.  Maybe a few key planets.  An alien race or two, like the Fuzzies.  Then again, it might be "inspired by".  I'll have to see how it goes as I work on it.  Because honestly I've been vacillating between the two on an almost daily basis.  And it will probably end up somewhere in between.

So, I guess I don't have an answer to G-Man's question yet. 


*Game/adventure designer extraordinaire and author you should read if you like your fiction hardboiled.

Wednesday, October 26, 2022

Traveller Setting Ideas and Parameters

I've been thinking about my Space Viking inspired Traveller setting.  Here are some preliminary notes.

  • Space Viking vibe without trying to reproduce it specifically.
  • Classic Traveller,  Books 1-3 (or the Traveller Book) plus Supplement 4 Citizens of the Imperium.
  • TL 10 limit.  However, the old Terran Federation had a higher TL so artifacts might be found.
  • Only a few planets have rediscovered interstellar flight.
  • Terran Federation tore itself apart leading to the Long Night.
  • Humancentric.  There may be aliens but they are low tech levels and have not discovered interstellar flight or spaceflight.
  • The location of Terra has been lost.
  • Few multi-planet polities. 
Other things to ponder:  

  • Do I leave interstellar travel and jumps alone?
  • Special resources for jumps?

  • How big should the pocket empires/confederations be?  Two or three planets?  A few more?  There are apparently 12 Sword Worlds though I don't remember all of them being named in the book.  That seems like too many, at least for what I'm shooting for.
  • Ship size.  CT using the first three books is a small ship universe.  However, the ships in Space Viking are huge.  A Space Viking ship (and all ships in the Piperverse) is spherical and could be 2000 feet in diameter and have a crew of 300 and carry 500 ground fighters.  Looking at High Guard and Fighting Ships, a ship with that crew size is something in the 30,000 to 50,000 ton range.  Much larger than I was thinking.  So, what do I do about that?  Ignore it?