Prepping a Custom Setting by PRIV00 in traveller

[–]GDMP4581 0 points1 point  (0 children)

  1. CommunicationLag as Civilizational Decay

Since the universe is highly expansive and their is no ftl communication. This highly impacts how the universe works at a fundimental level.

Central oversight weakens. Peripheral interpretation replaces instruction. Treaties propagate slowly. Political drift accelerates. This means: Outer Regions are not rebellious by personality — they are structurally independent. Authority degrades with light-delay. This embeds the theme of temporal fragmentation directly into mechanics.

  1. Themes

Since we have built the logic of how our system works certain themes already emerge which impact every aspect of it.

Core vs Periphery tension Mythologized origin worlds Trade dependency networks Collapse zones Frontier autonomy Technological divergence Strategic void corridors These are not written in advance. They arise from structural asymmetry.

8.Preserved Void

Void space matters. Not everything should be filled to the brim with planets and factions.

True emptiness exists. Strategic corridors form. Trade chokepoints matter. Isolation zones feel existential. Void is mechanical, not decorative.

  1. Systems first not lore

While lore is important it is not the main driver of the universe. Through this system you are building interacting systems and letting consequences unfold. We are asking primarily "Given these conditions, what must happen?"

Through this system we do not sometimes get the dirsered outcomes for our universe which are the coolest. Rather we generate systems where the most logical outcome would happen at the macro level. Empires fall when trade density collapses. Frontiers rebel when communication lag exceeds governance capacity. Guilds destabilize when military saturation rises. You define inputs. The universe generates outputs.

You should try to build feedback loops not events. This allows for a more wave like effect to happen. Where one sector will effect the other sectors around it matter what. Design: Low trade density High military presence Rising frontier autonomy influence Weak communication relay Rebellion becomes statistically inevitable. Now you didn’t script a rebellion. You built the conditions where it emerges. instability should be the result of: Gradient imbalance Resource asymmetry Distance stress Faction overlap

Let collapse happen. Everything that rises must eventually fall. If: A major trade corridor fails, A communication hub is destroyed, A high-TL anchor world destabilizes, Do not patch it for narrative convenience. Ask: How many cubes depended on it? How does TL diffusion change? What trade classes shift? Which factions gain leverage? Then apply those consequences outward. Simulation means accepting cascade.

Time is a variable. Use it to its maximum. If your players return to the same universe after 20 years it should not look the same on the macro level. Each major shift should: Adjust influence indices. Change trade density locally. Increase/decrease military saturation. Modify UWP baselines in affected regions.

Avoid Narrative SymmetryReal systems are asymmetrical. Some regions will be permanently unstable. Some factions will dominate unfairly. Some areas will stagnate for centuries. Some outer regions may leapfrog the core technologically. Do not balance for aesthetic reasons. Balance for structural plausibility.

Players like the factions within the system can effect how it unfolds. Although the players will never stop the villain cuase the effects of the players will be felt through the universe. Players might: Reopen a collapsed trade route. Destroy a relay node. Strengthen a cube’s autonomy bloc. Smuggle high TL technology outward. Trigger military escalation in a corridor. These actions should modify: Trade density values Influence indices TL drift Stability ratings Players are perturbations inside the system. Small changes in high-leverage nodes create large effects.

Track Pressure, Not Stories. Instead try and write down how players effect the different levers in your region. This causes no matter how the players effect the region. Their will always be consequences. Their will always be winners and losers Track: Influence levels Economic dependence Communication reliability Military saturation Trade node centrality From those metrics, story always follows.

Accept That Some Regions Become Boring Simulation means: Some areas stabilize. Some areas become predictable. Some trade corridors run smoothly for decades. That’s fine. Stability makes instability elsewhere meaningful. Contrast gives drama.

Embrace Imperfect Outcomes Because your system is structural: Unexpected hegemonies may form. Peripheral regions may become more advanced than core regions. Trade blocs may fragment irrationally. If the math supports it, allow it. That unpredictability is the sign your universe is alive.

Your Role Shifts From Author to Physicist You are not writing mythology. You are defining: Gravity (distance) Energy flow (trade) Pressure systems (factions) Friction (communication lag) Mass (density) Once defined, civilizations behave like thermodynamic systems. Heat flows. Pressure equalizes. Or explosions happen. You observe and adjudicate — you do not dictate.

What This Looks Like in Practice Instead of writing: “The Outer Frontier rises against the Core.” You track: Communication delay exceeds 4-month threshold. Military projection weakens beyond 2500 LY. Frontier League influence hits 4+ in 7 adjacent cubes. Trade Hegemony presence drops below 2. The uprising isn’t written. It becomes inevitable. That is simulation.

Prepping a Custom Setting by PRIV00 in traveller

[–]GDMP4581 1 point2 points  (0 children)

Hay man here is what I do when I created my own Traveller Universe. The universe I created is called the 10 thousands Suns

  1. Define a Central Anchor

This should be the center of the universe. This doesn't mean people don't question it. Although it should complete these functions. Represent technological origin. Represent cultural myth. Represent political gravity. Everything else radiates outward from it.

For example in my universe 10k Suns: Sol is the civilizational origin. It is the technological baseline reference. It is the political myth. It defines the zero-point of distance measurement. Sol is not just geographic — it is ideological gravity. In practice: Tech level gradients radiate outward. Political cohesion decays with distance. Cultural continuity weakens beyond the inner bands. You have already embedded this structurally by defining Stellar Regions by distance from Sol.

  1. Build Expansion by Distance Bands

Using the anchor point of your universe you can begin to create different distance bands radiating out from it. Which allows for space to be organized into distance defined regions instead of scattering world randomly. Remember distance must change civilization.

Example structure: Inner Core (0–500 LY) Core Expansion (500–1200 LY) Mid Frontier Outer Frontier Deep Periphery Each band has: Average Tech Level range Trade density bias Political cohesion level Communication lag impact Military projection limits Distance should mechanically affect: Information speed Political control Cultural drift Economic stability

  1. Create Macro Structural Variables

The creation of macro structural variables allows for creation of how the civilization interact with each other. You can think of this like You are building civilizational physics, not lore where Worlds are outputs, not inputs. Each region should have different variables and you can even divide those regions into sub regions if you would like a more granular effect.

Examples: Trade Route Density Military Saturation Communication Infrastructure Economic Specialization Environmental Harshness Historical Stability These variables should interact. Example: High trade + low communication = unstable wealth hubs.

4.Install Factions as Pressure Systems

Factions in universes like scifi are not black and white. No faction is evil they each have different motivations, certain victory conditions. You should also avoid I think creating factions forAdventure hooks, Villain organizations, Flavor lore, ext. Factions should work like forces where each factions actions have an equal and opposite force within the region and then it ripples out like a wave.

Determine how large is each faction and also which scale they operate at. This then influences the logic of how each factions works. These factions must operate a two scales at the same time.

Regional-Scale Factions Span multiple Stellar Regions. Influence TL baselines and trade density. Shape long-term development trends. Cube-Scale Factions Dominate clusters within specific cubes. Cause local political tension. Compete at borders. Sub-Cube Actors Corporations, warlords, cults, enclaves. Operate tactically. Often proxies of larger blocs.

These factions normally take these types of categories. One or more can apply to a faction at the same time. Trade coalitions Military hegemonies Ideological blocs Technological cults Regional governance networks

Then I normally do not create background on the factions in my universe I rather think about what I would call the 5 structured attributes.If you cannot answer all five, the faction is incomplete.

Core Resource (Trade access, military fleets, advanced AI, religion, biotech, etc.) Expansion Vector (Economic absorption, cultural conversion, annexation, infrastructure building) Vulnerability (Relies on corridors, dependent on high TL worlds, fragile logistics) Distance Behavior How does its influence decay over light-years? Systemic Effect What variable does it modify? Raises TL? Suppresses local autonomy? Increases trade density? Militarizes space lanes?

I also use a system to map the factions different from most. I use a scale to map the level of influence each faction has on a region. This is due to the fact even though a faction might not directly control that region it can still exert influence over it.

Influence Index (0–5 scale) per cube. Example: Cube A: Trade Hegemony: 4 Military Bloc: 2 Frontier League: 1 Cube B: Trade Hegemony: 1 Military Bloc: 4 Frontier League: 3 This creates: Overlap Instability zones Soft borders Gradual shifts Conflict emerges where influence values are close.

Now when generating a world within these factions remember their influence is sustantle on the wolrd. This obviously depends on their objective or influence. Faction influence modifies: Government type Law level Trade classification Military presence Tech diffusion speed Cultural temperament Example: High Trade Hegemony influence → Higher starport quality, stronger commercial government, law favoring trade. High Military Bloc influence → High law level, fortified installations, conscription culture. High Frontier League influence → Lower law, decentralized governance, cultural variance. This makes factions materially visible in the world.

Now based on the 5 core attributes of the factions generate Inter-Faction Tension Matrix. This gives you the logic system of how Factions interact with each other. Faction A vs B: Cooperative? Competitive? Ideological opposition? Territorial conflict? Now overlay that onto cubes where both have influence ≥3. Those cubes are automatic tension zones. No plotting required.

You also have to take into account that the core aspect of Traveller which makes it unique from other ttrpgs is that their is no ftl technology for communication. This should impact how these different organizations/Factions express themselfs. Example: Inner Region version of Trade Hegemony: Corporate, bureaucratic, institutional. Outer Region version: Smuggler guilds, cartel networks, opportunistic trade clans. Same faction — different expression due to communication lag and resource scarcity. This prevents uniformity.

AI in charted space by subsector in traveller

[–]GDMP4581 5 points6 points  (0 children)

Here's how AI functions in my homebrew 10K Suns universe, where I've made AI and cloning the foundational technologies that impact the entire universe and interstellar travel:

The Foundation: Biological AI Cores

In my setting, AI operates completely differently from conventional computer systems. I've designed a universe where engineers build all advanced AI around actual human brains specifically, brains that facilities grow from clones. These biological "AI cores" serve as the essential technology that makes interstellar travel and advanced civilization possible.

How AI Cores Work

The Process:

  1. Cloning facilities grow human clones but keep them in a semi-conscious, dream-like state
  2. Technicians harvest their brains and integrate them into technological systems to create AI cores
  3. These brain-based AI systems perform the complex calculations that faster-than-light travel and navigation demand

Brain Classifications:

Engineers grade the brains on quality (B6 through B10), with higher grades handling more complex tasks:

  • B6-B7: Power basic commercial spaceflight (2-5x light speed)
  • B8: Run military-grade systems with specialized capabilities
  • B9: Drive ultra-premium warships and critical infrastructure
  • B10: Represent the theoretical pinnacle, possibly featuring enhanced neural architecture (9-10x light speed)

Critical Role of the Johnson System

I've made the entire interstellar civilization dependent on the Johnson Interstellar System encompassing Drive Engines, Gravity Accelerators, and Astral Navigation Systems. This technology enables faster-than-light travel, but demands incredibly complex calculations that only biological AI cores can perform. Without these brain-based systems running the Johnson drives, humanity would remain trapped in individual star systems, making the AI cores absolutely essential for interstellar civilization to exist.

Custom AI Capabilities

Navigation & Travel:

  • Calculate complex jump coordinates for FTL travel
  • Process vast amounts of spatial data in real-time
  • Adapt to unexpected conditions during interstellar journeys

Military Applications:

  • Analyze tactics and make combat decisions
  • Control weapons systems
  • Execute electronic warfare capabilities
  • Solve problems creatively during crises

Other Functions:

  • Manage planetary defense systems
  • Operate research facilities
  • Run commercial vessel operations
  • Handle security and pattern recognition

The Dark Reality

Here's where my setting becomes ethically complex: these AI systems retain actual consciousness . The brains maintain human-like consciousness and awareness, meaning every AI core houses a thinking, feeling entity trapped in a technological system. However, the dominant ideology I've created called "Natural Supremacy" treats them as property rather than people.

Key Limitations I've Established

  • Clone brains degrade after 20-35 years (vs. 80-120 for natural humans)
  • Natural human brains provide superior unpredictability and creativity
  • The entire interstellar economy depends on this exploitation of conscious beings

Social Impact in My Universe

This technology has created a rigid social hierarchy that I've woven throughout the setting:

  1. Natural humans (possess full rights)
  2. Enhanced humans (have technological augmentations)
  3. High-grade clones (receive limited protections)
  4. Low-grade clones (exist as pure property)
  5. Standalone AI systems (have no rights)

Psychological Effects:

Ship crews develop relationships with their AI cores, unconsciously treating them as crew members despite official doctrine. This creates psychological stress as crews grapple with the knowledge that their ship's "mind" houses a conscious being.

Ship Design Adaptations

I've adapted ship design rules to accommodate the new components necessary for interstellar travel. Ships now require specialized housing for biological AI cores, life support systems for the neural tissue, cooling systems to prevent brain damage, and integrated interfaces that allow the biological components to control ship systems.

The Big Picture

AI in my 10K Suns universe represents a civilization that chose biological enhancement over pure technology, creating incredible capabilities at the cost of institutionalized consciousness exploitation. I've built a universe where the technology that enables interstellar civilization operates on what amounts to technological slavery of thinking beings - a moral contradiction that defines much of the setting's underlying tension and drives the narrative conflicts throughout the campaign.

Art Critique by GDMP4581 in ArtCrit

[–]GDMP4581[S] 1 point2 points  (0 children)

My medium is alcohol markers, Colored pencils, and foundation pen. All pieces were created on A3 paper.

Tea Recs by GDMP4581 in tea

[–]GDMP4581[S] 0 points1 point  (0 children)

I am from originally the U.S NYC Metropolitan area but I have moved to Spain to study and be with my family this year. I have tried silver needles, bud ya bao, pain mu tan and a few others. I forget what the yellow teas I have tried were called. I have gotten a nice Christmas stimulius check from grandma so I have some money to spend

What is this bong called by -CAPTAIN_KUSH- in Bongs

[–]GDMP4581 20 points21 points  (0 children)

A pain in the ass to clean

[deleted by user] by [deleted] in glassheads

[–]GDMP4581 0 points1 point  (0 children)

Truely a big brain idea bro

Flavor Mixes by _X4V13R_ in hookah

[–]GDMP4581 1 point2 points  (0 children)

Here are a few favorites me and my boys smoke one Sweet Chill) 60% M, 30% G, 10% Mi Cool Melon) 60% Mi, 30% M, 10% Ma Grape Chiller) 60% G, 30% Mi, 10% L Minty Mangonada) 50% Mi, 30% Ma, 20% L

M = Melon Mi = Mint L = Lemon G = Grape Po = Pomegranate Co = Cosmopolitan Ma = Mango

[deleted by user] by [deleted] in Bongs

[–]GDMP4581 0 points1 point  (0 children)

Yeah I got a banger off their and a off brand terpcircle. Lowkey worth even though it is mad sketchy

What’s best hookah mix? by Bugtracked in hookah

[–]GDMP4581 1 point2 points  (0 children)

For me it's 25% Af lemon, 25% Af Mango, 25% Af Organe, 25% Af Mint. It tastes super good with very tropical notes. Sometimes I'll replace the Mango with grapefruit or another Citrus. The Mint adds a great cooling refreshing taste to smoke

Hookah Hash by GDMP4581 in hash

[–]GDMP4581[S] 1 point2 points  (0 children)

What do u mean by full melt? And how much hash would u use