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FnD Rules Variant #1: Homeworld Skills

I also use H&E to "lock in" developed systems. Wherever a ship calls to port, I generate and lock. Whenever a character is made, I generate the homesystem, send the zip to the player, and also "lock it" into the bag map.
 
Originally posted by WJP:
There's a lot "under the hood" with H&E. You might want to give it a closer look than just a quick glance. Most of the results that can be derived from the World Builder's Handbook will be spit out by H&E. You can tell how xenophobic a population might be. You can tell if they have any strange habits. You get a temperature matrix for the various latitudes on the world. You get a planetary map. You get a system map. You get UWP's on all worlds in the system. You get NPC diplomats, and cargoes, and passengers, and thugs, and police, and all sorts of NPC that you can throw into your game in a moments notice.
First, I use Scouts and/or Grand Survey to generate world details (which can also be done with H&E, I know) as needed or desired.

I'm unimpressed by the maps - I use Fractal Terrains and CC2Pro for that.

As far as NPCs and such go, I have supplements full of them, thanks
Originally posted by WJP:
I think it's a wonderful program.
As I said, it's a matter of taste. Since my stellar systems are rarely random, the number of things it does for me is pretty limited.
Originally posted by WJP:
And, all of this is customizable . If you don't like something, then you can easily alter it to your tastes, save it, and have it to build up the information in your campaign universe.
Or instead of going back and editing, I can do it the way I want to the first time.

If it works for you, great. I'm less impressed.
 
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