Stellar Inequities

By Errant Knight, in Rogue Trader Gamemasters

Does anyone else find the number of stars with a current population, ruins of past civilizations, and other interesting features just too common in Stars of Inequity?

If the Koronus Expanse is 8 million cubic ly (the galactic disk is 1000 ly thick) and if stars average 10 ly apart (seems a bit sparse) then there are 8000 stars on the map (of which fewer than 100 are shown). Most of the stars should be M and K main sequence stars in binary or larger systems, with little chance of planets at all.

I still use an old system generator my first wife made for another system (back in the 80's). Maybe 2-3% of the systems actually have anything useful, and most of those require extensive colonization before making any profits.

My players are also gear heads and know better than to just strike out exploring with their ship. They'd rather follow up on the rumors of earlier explorers who did the initial mapping.

How do you handle things?

I contend, good sir, that electrifying a sword does NOT permit it to break everything else it touches ever, weaponized machine-gun-lasers make no sense at all, and teleporting through Hell will not EVER be Mankind's faster-than-light solution.

Moreover, apparently in the DAoT humanity REALLY got around, add that to the infinite hordes of the Ork, the pre-Fall Eldar's kilo-millenia scouting planets, Tyranid warp-plagues and Yu-Vath rocks that get possessed by demons (essentially, at least) and run around trying to get themselves picked up by someone, and I find it more of a miracle that you can still find planets that DON'T have xeno or heretek or pre-Imperium artefacts on them. I would fully expect freaking gas giants to have cores made of all the ships that tried to land on it before discovering there wasn't any land there. When you develop a starship that can fly through the heart of a star, you can probably loot all new xeno artefacts from it that the Ordo Xenos won't recognize (at first, anyway, use that five seconds of "what is that…" before they realize "if I can't identify it, it's not human" to GT*O).

Apologies in advance if the sarcasm is rather thick, but… yeah. You might as well be saying the Death Star is unrealistically proportioned or that Ringwraiths should never have evolved the "see the Ringbearer no matter where he is" trait, because how the crap would they naturally select for that in the absence of a Ringbearer?

EDIT: With less sarcasm and more serious, after rereading, of course the systems you generate are supposed to have interesting features. Your Explorers might find some that don't have interesting features, but… why would they want to play that? If it really bothers you, pick a number (or calculate one) and say "After searching through X systems in this subsector" or "X planets in this system", "you find one that the augers detect a mysterious alloy / an unfamiliar radiation / a call for help with a stardate in M32 / etc". Or, as you suggested, generate the interesting system and then let the Explorers hear a rumor about it or something so they don't have to search through all the un-interesting systems to find it. The suggested starter adventure works that way, even, so there's certainly precedent. The generator is just there to let you create new options on the fly rather than having to just make something up or else use a world that's already detailed in the books.

I just stuck with my original assumption, that most systems are nearly empty. It works quite well. Otherwise, the PCs would likely just jump from system to system looking for El Dorado. I would. This way, rumors can run the plots, as that makes the game much easier to plan ahead with.

And I don't mind the sarcasm at all. I'm a but thick with it myself. Given that the 40k universe requires a lot of suspension of disbelief, I was still wondering how people maintained their sandbox. Upon reading more of these forums, I realized that many people seem to let things get away from them.