System Design

One of the sections of the Diaspora rules that interested me and that I was very keen to use was the system design rules; with one of the players running late we all sat down to generate the sector of space that would be our game setting.

After generating the system (itself quite a fun little exercise), I fired up my flowchart software, drew out a neater version of the map, dropped in a couple of additional systems that we had already mentioned in the game and neatened the whole thing up in photoshop.

I decided that the links between the systems as determined by the Diaspora system would quite adequately represent stable passages through the warp without any alteration of the rules, each line between the systems would take three months travel, however this could be modified (as per the “Handling time” section in the Diaspora rules) by a navigation roll made by the ships Navigator.

The systems we generated looked like this…

  • Ariadne T -2, E +2, R 0
    • Lawless
    • Society equivalent to wild west
  • Coppernicus T +4, E +1, R +1
    • Rogue tech tradition
    • Rumours of lost STC tech
  • Catan T +2, E +3, R +2
    • Grox exports
    • Imperial agri-colony
  • Centurion T -1, E +2, R-2
    • Waterworld
    • Quarantine
  • Decusis T +3, E 0, R +2
    • Industrial
    • Polluted
    • Asteroid field (this was actually defined by one of the players in the first Diaspora-rules session)
  • Excelsior T -4, E -1, R 0
    • Savage
    • Hostile
  • Endeavour T +2, E 0, R -1
    • Feudal
    • Nordic
  • Footfall T +2, E -3, R -2
    • Lawless
    • Piratical
  • Gregori T -1, E +2, R -2
    • Reclaimed from chaos
    • Moderate inquisitorial presence
  • Judicious T +3, E +1, R 0
    • Ecclesiarchy
    • Heretical terrorists
  • Medea T -1, E -1, R +2
    • Mutants
    • Meteoric warpstone/mutagen
  • Malus T 0, E -2, R +1
    • Toxic
    • Ancient xenos remnants
  • Omega T 0, E +1, R -1
    • Space pirates
    • Barren
  • Port Wander T +3, E -1, R 0
    • Bustling
    • Bastion of the Imperium
  • Sycorax T -4, E +1, R +3
    • Isolated
    • Ancient xenos remnants
  • Temperance T 0, E +3, R -2
    • Old terraforming equipment
    • Odd cult
  • Undred Undred Teef T +2, E +1, R -2
    • Orcs
    • Asteroid fields

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