
As some of you probably can guess, this has a simplified campaign system and I started it so that I could have something related to gaming while I have young kids, and moving. I'll post the rules I am using over time.
Most important rule, is that I am using a 1,000 system map, creating as I go. But when you roll the system ID you roll 2d6 and 2d10. The 2D6 (2: -3, 3: -2, 4: -1, 5-9: 0, 10: +1, 11: +2, 12: +3) represents the CHANGE to the first digit (of the starting system) while the 2d10 represent the tens and ones digits. For example, you are in system 401 and explore WP1, you roll: 2d6: 11, 2d10: 34: the system ID of the new system is (4+2 = 6) 634. This forces the clustering of warp points that I wanted to have, and in theory was supposed to slow down the races discovering each other. Fat chance, they still found each other right away.
There are 5 races - sort of. The four main ones are: Federation (think Humans) Imperials (think Star Wars Empire) Normans (Knights/Orions) and Them (omnivoracity - think the old movie with the giant ants). The fifth race is actually three 'nations' that are exploring separately (I always wondered why we assume that a planet will be unified when they have spaceflight). They are the French, Germans and Russians.
Planets are referred to as: T, ST, C, O : all races are "T" races, T planets can have up to a VL population, ST up to a settlement, C up to a colony and O can only have an outpost.
More to come.
-John