What makes it so dandy? For starters, it’s dead simple: click link, get system. The abbreviations for bases and trade codes appear on every output screen (you’ll have to reference the rules, or the web, for the UWP and other codes).
It also hits all my high notes for a random generator: just the right amount of inspiration, quirky without going too far off the rails, and never boring. As an example, here’s the first system I generated while writing this post:
The Bbj Iisog System
“Bbj Iisog” is a great name, weird and not at all one I’d have thought up on my own. There’s a scout base here, and the trade codes signify garden, high population, industrial, and low tech.
Unpacking the UWP stats, there’s a rundown starport on a medium-size wet world with a tainted atmosphere. That world has a high population (1-10 billion) and is governed by a charismatic dictator; the law level is moderate. Its tech level of 4 puts it at the level of atomic science and internal combustion engines.
So, a garden world — that has a tainted atmosphere — with a huge population, one shitty starbase, a dictator, and not much in the way of advanced technology. My brain goes straight to an atmosphere that has a low-level soporific effect on the population, keeping them alert enough to work but docile enough not to rebel — which is handy for the planetary dictator, since there are a lot of people to control. That same atmosphere is what makes this world so fertile: They grow stuff here that can’t be grown anywhere else, and in abundance.
What will the PCs do when they arrive? If they’re in bad shape, they might be stuck for a little while (not much in the way of services at that starport). The planet is ripe for a revolution, but how do you foment one when the very air fights against you? (Sure, everyone has filters, but they probably don’t work all the time — and I bet the dictatorship has a hand in that.) It’s also ripe for stealing some of the weird plants they grow, or running tests to try to find a way to synthesize their growing conditions elsewhere — or a host of other possibilities.
Sectors and sub-sectors, too
But wait, there’s more! This generator also does sub-sectors and sectors, and you can toggle settings for population density and sector location. And on top of that, it can also just spit out name lists for you to use as needed.
Want a ton of systems all at once, with hexes (ready for you to hand-populate your game map)? This generator delivers. And again, I love the names — here are a few from a sample system I generated:
- Garcia’s Field
- Silva’s Dead
- Concentrate XCVIII
- Activity Glamorous
Maybe “Activity Glamorous” doesn’t work for your game, and that’s cool: Just hit the link again, and it’ll generate a whole new sector.
The only thing I wish it did was produce a permanent URL for whatever you generate, but for such an otherwise robust (and free) tool that’s more of a quibble than a complaint. This generator is excellent.
Pair the neuzd Traveller system and sector generator with a character generator (like Frank Filz’s generator, or Devil Ghost’s generator), and you’ve reduced the handling time needed to make stuff in Traveller — without reducing the fun factor.