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Old December 19 2012, 03:42 PM   #16
Darkwing
Commodore
 
Location: This dry land thing is too wierd!
Re: Characteristics of Core Worlds vs. Frontier Worlds

Thomas L, I like the Hub and Periphery idea, but would like to extend the range a bit. Got any more ideas? Captain Nebula's list is pretty much what I'm thinking, reinterpreted into far-flung worlds, but also tracking access to technology, art, etc. Small, rich colonies near major routes might have very different cultural attitudes than old, poor main-worlds that have regressed.
In general, population density tends to change attitudes towards privacy, individual rights, police, free speech, laws, and more. A small, new place might have a short list of crimes that everyone has a similar understanding of, while a large, old place might have had to render that same list into 121,311 pages of laws, spelled out in great complexity, to cover all interpretations.
Captain Nebula, my Traveller campaign was just the vector to get that thought rolling again, but your ideas in that vein were helpful. I'm going to have to think a bit about how that will affect the game - the players are running a tramp freighter with a horrible propensity to misjump catastrophically.
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Old December 19 2012, 03:45 PM   #17
Darkwing
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Location: This dry land thing is too wierd!
Re: Characteristics of Core Worlds vs. Frontier Worlds

Arpy, the novel was very good, although you do have to slog through the Marshak/Culbreath writing style. But the New Humans are not Eloi, and not a viable movement for individuals. It's a telepathic shared-consciousness. Every person who joins becomes part of the same collective Mind and loses their individuality. Much scarier than Borg, because you can't see the difference.
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Old December 19 2012, 07:39 PM   #18
T'Girl
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Re: Characteristics of Core Worlds vs. Frontier Worlds

Thomas L wrote: View Post
Darkwing wrote: View Post
So, for terminology, I've got "Homeworld", which is really just the first "Core World", and "Frontier World", and, has been pointed out, at least in Trek, this isn't quite accurate. But Frontiersmen and City-slickers isn't useful either. So I'm still looking for better terminology and a wider gradation of the categories.
Something like Hub-worlds and peripheral-worlds or old world and new world maybe?
Species homeworld is a good place to start. or maybe "birthworld" would be better.

There really should be different terms for the various colony worlds, depending upon age. Earth already had colonies before ENT began. So by the 24th century some of them would be over two centuries old, and are likely fairly well developed. Especially if they recieved constant migration.

Some Federation Members could have had warp drive for thousands of years, Vulcan did (but apparently lost it), and they could have colony worlds that are thousands of years old.

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Old December 19 2012, 10:12 PM   #19
Darkwing
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Location: This dry land thing is too wierd!
Re: Characteristics of Core Worlds vs. Frontier Worlds

Diane Duane used Hearthworlds to describe cultural mainworlds. Homeworlds describe the world a species calls home, whereas birthworld would describe the one it evolved on - America is a home country, but England was the birth country for many of the colonists in the dominant culture then extant in the part that defined the nation we became. Of course, it was also the birth country of the natives, and then there were all the other European settlers...
So Hub worlds / Core Worlds / Main Worlds can be indpendent, mature colonies or homeworlds or other variations.
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