Warning boring D/M's Stuff

GoldenBalls and the Three Shells
It can be safely assumed that without outside intervention (i.e. System Engineering) an igniting Star (even a miserable S Type), during its T-Tauri phase will 'blow off' the bulk of the proto-planetary disc out to the local Oort Cloud. The material left behind slowly accretes forming dust grains, dust bunnies,... eventually enough mass creates gravity and compression into planetissimals, planetoids and eventually planets with differentiated and still molten cores; with the occasional violent collision thrown in to complicate the mix and create a moon or two.

In general planets will form providing they are left in peace and not disturbed by large masses in close proximity. E.g. Jupiter disrupting the formation of 'Lucifer' - the Main Belt by any other name; or, in the classic binary star system with chaotic orbital mechanics.
Even so, there will be 'calm waters' where planet formation takes the form of three distinct material processes:
  • 'RockBalls' - metal oxides and silicates of the inner system bodies
  • 'GoldenBalls' - carbonaceous organics with chemically bound water
  • 'IceBalls' - water ice and frozen volatiles found in the outer system.
Planet what Planet?
The Giants (Ia, Ib, II, III and some IV Sub-Giants) plus the upper echelon of the Hertzsprung -Russell League (types B9 to O) have inner 'Inferno-shells'; where everything vapourises, including Rockballs!
Conversely (perversely) it is possible to conjecture asteroids, planetoids and planets - composed of a particularly refractory mixture - that orbit within the stellar atmospheres of some of the colder red giants.

The type of primary determines the temperature gradient of the system and the type of planet in any given orbit. Similarly the temperature gradient determines the surface conditions of that planet in its given orbit.

In general any system can be divided into three zones:
- Pyro-shell: where the porridge is too hot.
Water Vapour 100 degC [373 degK]
- Goldie-shell: where the porridge is 'just right'
Terra (15 degC [288degK])
- Cryo-shell: where the porridge is too cold
Water Ice 0 degC [273 degK]
This middle shell is Terrocentrically defined as the 'Habitable Zone' i.e. one where water is wet.
[Thus totally ignoring the requirements of the many indignant Pyro and Cryo-species out there!]
R 'n R: World Generation
Introduction (u.i.)
Terrestrial World Types
Settlement Type
Technological levels
Political Systems
Bigger is Better ...but not too Big! (A Hydrogen Breather Supplement)
Notes on Habitability (Under construction)
Notes on System Dynamics (Projected)
Map(s) of the Charted Universe (Projected)

* The Art TM *

Workaholic D/Ms could pre-generate 78 star spanning Cultures!
Each Culture with a number of Habitable or Habiformed colony worlds equivalent to the number of pips on the card.

Thus the Major Arcana represent the 21 most powerful and exotic Precursor *Cultures: Starting with the Kryll and their 21 abandoned adamantine world cities, followed by the 20 client species of  "The Ancients" and the various robots and A.I.s and relics and artifacts... ending with the jaded "Ennwe" Advanced Techno-Mages who have retired to their singular Homeworld for a life of quiet contemplation and Machiavellian Galactic Politics. (A total of 231 worlds).
(And not forgetting The Fool a Realm of 22 Worlds - not of this Reality!)
And each Suit of the Minor Arcana can be uaed to represent four mutually incompatible/ incomprehensible (!) biochemistries or, even worse, four incompatible socio-economic systems! ...occupying some 420 worlds. Subdivided into fifty-six (Pocket) Empires starting with The "Terries" [Ace of Wands] - a nascent culture on the brink of FtL still stuck in its singular Solar Cradle; to The "Sword Worlds" [King of...] a decadent, declining, despotic,... *Culture and its thirteen colony planets;

Total: 651 worlds!
* The Art TM *

Rational D/Ms Should consider 78 inhabited systems. The four Terrestrial Great Powers (q.v.) and 21 (22) powerful alien cultures selected from the examples (well pastiches) given. Enough for any  Known Space. [KS]
Note these represent the 78 worlds already explored. For D/Ms wishing no limit further expansion, this number is either constrained by the requirement of a *Gate or locked in to the Jump Itinerary of some ancient or alien *Ship.

For an expansionist D/M the answer is simple: Draw a card !



The Realistic Campaign
Should a realistic distribution of terrestrial worlds be required, a ruff n' ready (but realistic) approach would be to cut the Fate Deck:
I - The Magician represents a ProtoStar with surrounding Nebula just prior to ignition;... to XXI - The World where planets in the outer orbits around an ancient White Dwarf may have traces of an advanced civilisation. Naturally XI - Strength represents the happy medium and if  The Fool is obtained the star system contains a habitable planet where there shouldn't be one!
For hyper-accuracy consult the web. But be prepared to change your figures and orbits.
(I know I have!)

The Rational Campaign:
Comprises a number of independant factors - a synthesis of the results providing a rough guide to the nature of the planet
In addition to the basic :
(u.s.) the D/M can use the Major Arcana to evaluate the Wealth Code of the system from I (dirt poor) to XXI (plutocratic excess) similarly the Law level from I (lawless) to XXI (makes Planet 1984 look like a holiday camp!); Pollution Index; ...and any other measure that takes your fancy!

The following are provided to fast track your Campaign:
No.
Card Campaign Homeworld
Ancient Homeworld
I The Magician


II The High Priestess
Storisende, Poictiesme
III The Empress


IV The Emperor
Teutonia,
V The Heirophant
Columbia, Vineland
VI The Lovers
Atlantis, Mu, Lemuria N'So (N'So'an)
VII The Chariot


VIII Justice


IX The Hermit


X Wheel of Fortune


XI Strength
Helheim Domain of the Dead
Muspelheim Realm of Fire
Niflheim Realm of Ice
Jotunheim Land of the Frost Giants
Nidavellir, the Land of Dwarfs
Svartalfheim, the Domain of the Dark Elves
Midgard, Middle-earth, our bit, the Realm of Mankind
Alfheim, the Land of the Light Elves
Vanaheim the World of the Vanir
Asgard, the World of the Aesir 

XII The Hanged Man

XIII Death


XIV Temperance


XV The Devil


XVI The Tower


XVII The Star


XVIII The Moon


XIX The Sun


XX Judgement


XXI The World


O The FOOL