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Montjoy

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Posts posted by Montjoy

  1. For what it is worth I'd much rather they be split.

    I don't want to have to dig through the new RQ version and Glorantha stuff to find the formerly RQ6 posts.

    To put it bluntly, I don't want to spend more time figuring out which posts are relevant than I do reading the posts that are.

    • Like 2
  2. 47 minutes ago, Gollum said:

     

    Likewise, there is an alternate rule which allows to have more Hit Points at the start of the game: SIZ + CON instead of (SIZ + CON) / 2. That allows characters to survive more wounds ... But I don't remember where it comes from.

     

    BRP pages 30 (in mine at least) Box on top left of page titled Option: Total Hit Points

  3. 33 minutes ago, Archivist said:

    Mook rules sound great.

    Are the Mook rules from BRP Core?

    I know there's a Pulp BRP Suppliment. Is that useful?

     

     

    We just play that a single hitpoint loss takes them out. Simple as that.

    I don't believe there are rules for it in the golden book.

     

    To give an example: at our table we play with hit points by location for player characters.

    Then when a style of game calls for lesser opponents/packs of mooks we have:

    Regular npcs (done like players),

    Henchman npcs (they have a single HP pool equal to calculating the chests HP)

    and Mooks 1 hitpoint of dmg and they are down. We use to do a hit and they were down but we changed it to actually having to inflict a single point of dmg.

    • Like 2
  4. How are they all the same?  I mean are they all built similarly for combat? Assuming so, Id remind them that combat isn't the best way to get out of a situation. Then I'd explain all the ways the non combat skills can be used to generate a successful outcome without resorting to violence. Maybe also just how deadly combat in BRP games can be.

    If it isn't their combat skill could you please explain what skills you mean?

    Most of my players major differences come through how they play and which non combat skills they have focused in. There are so many skills in most versions of brp that I seldom have similar characters in my group but when I have they seem to enjoy using them to back each other up with bonuses and such. In the end though it all seems to shake out from how the character is played.

     

     

     

    • Like 1
  5.  

    Re  in-space mutations.  Rosen, you do want our poor, benighted colonists to survive, don't you?  :(

    On this one, maybe the mutations aren't actually bad things to have.

    Donno how far out there you wanna go on that sorta thing.

  6.  and starved when they didn't have it until they learned how to hunt American game and cultivate American fruit and vegetables -- and how to cultivate European introductions in an unfamiliar environment.

    It is worth noting that it took the locals teaching them how to get through these tough times as well. Your poor colonists wont have that going for them :)

  7. Are the colonists bringing along supplies for renewable energy production or will they start stripping the new planet of it's limited resources for those needs?

     

    If they plan for the 1st and something goes wrong with their equipment I could see much fun being had trying to solve their basic energy needs.

  8. The facility and stock could be in storage until say 2 months before arrival, at this point the botonists/farmers are awoke to begin their work.

    This would have fresh food in production before the bulk of the colonists awoke allowing them to further stretch their prepared food stocks, or the robots turn on at 3 months away, the auto systems kick on 6 weeks out, etc

  9. The natural answer to this risk would be to not preserve seeds, but to grow living plants on board the ark, in hydroponic plants. This would minimize the risk of seed damage: you can always obtain new seeds from the plants.
    Of course, the radiation of space could cause subtle mutations to creep in undetected. This would be a much more likely (and much more fun) disaster scenario :)

    I don't disagree because that is what I said a couple posts up as well :P

    -->Maintain an orbital safe house of seed stock by farming and harvesting in the now largely empty craft as a backup. 

    I do like the idea of radiated plant monsters or mutant problems :)

  10. Sorry, I know I keep mentioning the seed/farming aspect but I think it should be a HUGE concern for colonists.

    There isn't a guarantee their seed couldn't fail or be damaged.

    Are we assuming they could survive long term on their new home on native vegetation and it's domestication?

  11. Satellites would certainly be helpful and could be placed by EVA crews from the main ship before landing.  But here's the deal:  once you're down on the surface, you're down.  You've expended all your resources and energy to get to the new planet and have landed your colonists in (presumably) virgin wilderness.  There aren't any launch facilities to send astronauts up to a space station or other orbital facility.  And there isn't excess fuel to do it, even if you had a launchpad and ships capable of going back up.  Those satellites you've placed had better be in the right positions to do their jobs, and if a component burns out or they wobble out of orbit, too bad.  You won't be able to do anything about it until your new society has developed the infrastructure and industrial capacity to return to space.

     

    Couldn't a properly trained small group of botanists and technicians remain in orbit.

    Maintain an orbital safe house of seed stock by farming and harvesting in the now largely empty craft as a backup. It would provide some oxygen and their food without need from the planet.

    The technicians and their smallcraft maintaining the satellites, etc.

    All of this only until the planet has things well under control. If play would be after that has occurred this would be largely pointless of course.

    Granted coming back up with ease may be off the table but you don't actually need a manned high fuel use vehicle to continue to deploy items from orbit. They could make drops much like the capsules of the mercury-apollo projects landed.

  12. Here is a potentially different take, that I hope might be interesting.

    What if the ship is dismantled after arrival but instead used primarily to construct orbital facilities.

    These are then used to defend, oversee early colonization efforts, provide communication, etc

    Gonna need satellites. Might want a space station for scientific or perhaps defensive purposes, maybe oribital farms for early support while colonists terraform the new home etc

    • Like 1
  13. Also my assumption for anything like this would be a space construction. 

    I really can't think of any merit for building something like that planet side that would offset the negatives. This is not me claiming there aren't any of course, I just cant think of one.

    • Like 1
  14. Considering the planet would be unsettled and likely have less than ideal places to land wouldn't a smaller footprint be ideal?

    I honestly don't know since this is part science, part guess, part imagination.

    I just keep coming back to the more compressed space being easier to construct, shield, heat, supply power to, etc and then the smaller footprint for landing.

    I keep picturing a controlled thrust descent of some sort, perhaps over water? I donno can it float, no clue just throwing stuff out here.

  15. One thing to consider: The originating star system would continue to develop new technology after sending out a generation or sleeper ship, and might conceivably develop FTL travel before the colonists reach their destination. The colonists might arrive only to find that the system had already been colonized by their descendants, who might have mixed feelings about their ancestors showing up. 

    Fuel might not be a problem if you use a magnetic sail:

    https://en.wikipedia.org/wiki/Magnetic_sail

    This is exactly what happened in the history of the Honor Harrington books. 

    They arrived to the Manticore system to find them occupied by other people from earth after FTL was created.

    In this case though they arrived and readied the planet for the sleeper ship persons.

    Also, after a couple hundred years of maturity, the investments they'd made generated a very comfortable incomes to live off of.

    (going from memory here but pretty sure that was the basics)

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