Planet Generator

By Yaccarus, in Game Masters

I find creating planets that are unique to be a very important part of being a good GM. These give options for unique factors if you are stuck. Please give comments with suggested additions. Also, what I consider to be the difference between worlds and colonies are that colonies have a small enough population that they extend across a part of the planet, while worlds extend throughout the entire hospitable area.

Step 1: Population options

Small colony-1 hundred to 13 thousand (1-3 small cities and maybe a large one)

Medium colony-13 thousand to 70 thousand (4-20 small cities with a few large ones, too)

Large colony-70 thousand to 2 million (21-1 thousand small cities with 5-1 hundred large cities)

Small world-2 million to 1 billion

Medium world-1 billion to 20 billion

Large world-20 billion to 100 billion

(While many planets are larger than this, their existence should be well known, so creating one of this sort would be illogical)

Step 2: Imperial presence

None-available to all, and unknown to the Imperials

Minuscule-available to small and medium colonies, consisting of a single small garrison at the largest city

Medium-available to all, excect small colonies and large worlds, with small garrisons in all large cities, and medium garrisons in the biggest city

Large-available to all worlds and large colonies, with a large garrison in the biggest city, medium garison at all large cities, and a small garrison in 1/5 of the small cities

Edited by Yaccarus

Remember, no Imperial presence means unknown to the Empire

Step 3: Location

Deep Core-available to anything with no Imperial presence

Core-available to all worlds or any colonies with no Imperial presence

Colonies-available to all colonies or any worlds with no Imperial presence

Inner Rim, Expansion Region, or Mid Rim-available to anything

Outer Rim-available to anything, except large worlds with any form Imperial presence

Wild Space or Unknown Regions-available to any colonies or worlds with no Imperial presence

This can be chosen to be done multiple times, or not done at all.

Step Four-Unique Natural Hazards

Incredible storms that require ray shields to protect any bases.

Unbreathable or no atmosphere

Very dangerous fauna and/or flora

Powerful sun that forces residents to find shelter during the day

Permanent night or permanent day (likely combined with option four)

Extreme cold

Groundquakes

Flooding

Dense upper atmosphere that provents space travel in or out, and requires a massive elevator that leads to a space station

This may not apply in some of the options for step four.

Step Five-Climate

Cold and wet

Cold and moderate

Cold and dry

Moderate and wet

Moderate

Moderate and dry

Hot and wet

Hot and moderate

Hot and dry

Fluctuating

You may choose one or more of these:

Step Six-Terrain

Jungle

Plains

Mountains

Hills

Oceans

Lakes

Sinkholes

Desert

Sharp Cliffs

Rock Formations

Swamps

Ancient Ruins (Non-natural, but a good place for archeologists)

Caves

Tundra

Beaches

Fungi

Forest

Lava

Acid pools

Gases (On a gas giant, with flying cities)

Step Seven-Names

Name the planet! I offer no restrictions or ideas here, (I am terrible with creating or thinking of names) so you can name it Banana if you want. Hey, bananas aren't in Star Wars, so nobody except you and your players would know how it got the name. And if your players didn't know what bananas were...

Step Eight-More Location

Again, I offer no advice, so use common sense on the trade route part.

First, find some planets for it to be nearby. If you think Felucia is an interesting planet, have it be in the same system so the PCs go there on supply runs. Obviously, if you chose Deep Core for location, this wouldn't work with Felucia. If you want, it is not too late to change what region your planet is in.

Second, decide how accessible it is. Is it on the Hydian Way, or only accessible through a dangerous hyperspace lane coming from Naboo to it? If it is a very large planet, it should likely be on a major trade route. And if it shares a system with Coruscant, don't say it is on the Rimma Trade Route. (Because the Rimma ends at Abregado-Rae)

Now I decided to try out my system and create a planet for my campaign. I decided on a small colony, with no Imperial presence as of now. This may change throughout the campaign. I decided on Wild Space as a location, as it is far enough out that nobody noticed it. The three I decided on for step four are all from the planet Gorse in "A New Dawn." The planet is caught in a wierd gravitational phenomenon with a moon that shakes it (Groundquakes) and causes it to not spin. (Permanent day or night) This, combined with a hot sun, makes the day side comepletely uninhabitable do to the extreme temperatures. The night side, where the colony is, has a cold and wet climate do to the lack of sunlight. The terrian is a mix of mountains, forests, lakes, caves, and sharp cliffs, all under a blanket of snow. It is named Garota, and can be found in Galactic Western edge of T-4 (in the Essential Atlas), and is only a few parsecs Galactic East of Kadavo. I hope you find it to be interesting, (feel free to use it in your campaigns) but I recommend you create your own planet. Tell me what you got, and I hope this helped.

I use two sources:

1) Traveller UWP and Subsector Mapping
2) Star Wars Planets Collection (West End Games)

3) Galaxy Guide 6: Tramp Freighters (West End Games)

There are several online random planet generators too, to give you the barebones. After that, you as the GM, then flesh out the planet.

Edited by GM Hooly

You've made an excellent start that would do most GMs, but you might also find these resources interesting, as I did:

The GM's Planet Building Handbook - does what it says on the tin.

Stars Without Number: Free Edition - the GM's section is a goldmine for your task.

Looking forward to what you create!

Check this thread for what I've done thus far, as well as my world listing below in my Veil of Darkness Campaign.

Edited by GM Hooly