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About kronovan

  • Rank
    Junior Member


  • RPG Biography
    1st experiences were playing & GMing AD&D 1e and Travelers in the mid 80's. Setting writer for Interface Zero 2. Enthusiastic homebrewer with Savage Worlds, Cortex Prime and True20.
  • Current games
    Mythras, Savage Worlds, D&D 5e, Cortex Prime, FATE/FAE, Open D6, Battletech/A Time of War
  • Location
    The Wet Coast of Canada
  • Blurb
    Current world affairs play out like grand, absurd roleplaying game; unfortunately most players don't bother to peek behind the GM's screen.
  1. kronovan

    Why does cyberpunk refuse to move on?

    Cool discussion and one I feel compelled to join. I'm new to Mythras, but are interested in how it could be used to craft a cyberpunk setting or run some cyberpunk adventures. As much as I hate to admit it, I started reading SciFi as a kid before the word cyberpunk was invented. I started on the genre when some of the "new wave" of SciFi authors were still pumping out pages. I read stories and novels by Dick, Ballard, Ellison and Farmer (authors the early Cyberpunk writers claimed to be influences) in the 70's, while they were still fresh. Back then the only thing "cyber" written about was cybernetics; the study of systems of control. I remember having the Whole Earth Catalog (the Hippies' directory for everything you could spend $ on) at home and Cybernetics always got a page. I was too young to grok what it fully meant, but I was fascinated by the pictures and words. Later in High School I made searches and inquiries about cybernetics, but the only thing I could find were older 40s & 50's references on the original subject; none of the cool, heady stuff in Whole Earth. Eventually I got caught up when periodicals arrived with articles about the newer, 2nd Form of Cybernetics. In its new take on the subject, it was as important to study those who studied the systems of control, as the systems themselves. I recall the 2nd Form becoming a buzz topic in the late 70's and my mom once getting pretty pumped up about attending a lecture by one of the theories main proponents. Later on in college when I read more on it, I was quite meh - seemed like just another "new age" academic trend. So...where am I going with this? If you read Bruce Bethke's description of how he arrived at the term Cyberpunk in 1980, he describes how he had a list of cool sounding terms like cyber and techno and played around with making combos with terms for socially misdirected youth. Out of those, cyberpunk stuck. William Gibson mentions that when conceiving Cyberspace, it emerged out of his thoughts as a cool buzzword, but it didn't really have any true semantic meaning. I'd speculate that the term "cyber" was likely bouncing around in both of those authors grey cells, due to the popular buzz around the time for 2nd Form Cybernetics. For me the idea of systems of control has stuck and forms part of the foundation of how I view this subgenre. So I paint my definition of cyberpunk with a broader stroke; it's all about punking systems of control in a near-future setting. Systems of control can be as varied as digital terminals that control massive info networks, to cybernetic implants that augment and control muscles and bone, to traditional man-machine interfaces that control legacy systems in the oldest recesses of cities. While the punks are as varied as the systems themselves. They can be the usual suspects like hackers with attitude or back alley implant pushers, but they can also be corporate execs out for personal gain, punking systems via illegal skunk works run from forgotten wings of their corporate towers. The punk aspect does of course still needs to include some element of bad attitude or contempt for moral standards. There's a lot of leeway though in how that's expressed in characters. A near-future time frame, is also what separates the cyberpunk flavor of punking systems of control from Steampunk and the even chronologically closer Dieselpunk subgenre. I side with those posters who don't agree with all of the conclusions of the Guardian article linked in the OP. The portrayal of Cyberpunk through various media has indeed often been made with specific, repeated styles. IMO though, that's more about the particular window dressing that a producer or artist uses to convey stories told within the subgenre and less about the core kernel of what's Cyberpunk is. I don't feel the subgenre has been made irrelevant by the transition to information economies, intro of tech that surpasses that conceived by the formative writers, or social media becoming the prime target of info exploitation. For sure some systems of control become obsolete to be replaced by others, but that doesn't mean there can't be a new cast of characters or archetypes to exploit what's shiny and new. To me Cyberpunk is a dynamic, moving concept with lots of opportunity to tell new kinds of stories in a slightly further along near-future. Anyhow...sorry for the long ramble. I had an opportunity a few years ago to do some writing for a Cyberpunk setting, so the topic is something I return to and ponder every once in a while.
  2. Hello, I'm new here and new to Mythras. I don't own M-Space yet, but since I often run Science Fiction adventures I'm seriously considering it. I've run SciFi adventures with Travelers, True20 and the MechWarrior RPGs. That said, I've run more SciFi with Savage Worlds than any other RPG. Which leads me to disagree with these 2 bullets listed by the OP as CONs for Savage Worlds: Savage Worlds has been a toolkit RPG from its inception with adjustable knobs and sliders, enabling a GM or setting creator to tweak it the way they want. IMO the "pulpy", "action" and "combat focused" labels are often applied to it, because action and combat do indeed play out very fluidly in it (it's marketing blurb is after all "fast, furious & fun"), and its acing dice can compliment pulp archetypes and settings well. IMO though, SW is by know means restricted to that sort of or genre or style of play. Especially if the GM encourages players to roleplay their PC's hindrances and occasionally incorporate those into plot hooks. Beginning with Savage Worlds Deluxe (previous edition released in 2011), narrative play mechanics like Social Conflicts, Interludes and Dramatic Tasks in social scenes, have made it more conducive to a narrative style of play. While Networking has been added as a new social play mechanic in the most recent version (Adventure Edition) of the rules. If potential risk to players is what the OP meant by serious tone, that can be easily set by implementing optional rules like, blood & guts, gritty damage and critical failures; all detailed in the CRB. Anyhow...it's not my aim to convince the OP to choose SW over Mythras + M-Space, just to clarify what I consider some common misconceptions about SW. Although I'm new to Mythras, I can well envision where it'd play well for SciFi with the right cultures, professions, combat styles and weapon details. Hence my interest in also acquiring M-Space and trying it out with my players by running some adventures.
  3. kronovan

    Throwing a Torch - How Far?

    Well that brings up a good point; what's the size and damage for a hard, leather-covered bible. I expect my priest will always have his along with him at all times and hold it when faced with anything evil. I'd expect he'd swing it when in dire need - possibly even toss it. Ah, I should have made that clear. My discussion was about the North American definition of a torch; i.e. burning/flammable torch made of wood.
  4. kronovan

    Throwing a Torch - How Far?

    That makes sense, I'll make that suggestion to the Keeper for a final ruling. I did notice in the CoC rules, unlike the BRP rules, that the base percentile for the torch skill starts at 10%, but is variable depending upon how flammable the cloth is. I'm assuming that's referring to how flammable the cloth the torch is wrapped in is? Which brings up yet another question, where do you find the listing of how flammable the different materials are?
  5. kronovan

    Throwing a Torch - How Far?

    lol. Well I can tell you this; I just went camping with my 7 year old nephew and he could throw a torch sized stick taken from the camp fire into the lake further than the distance given in BRP for a reasonably strong adult. And it never went out until it hit the lake, despite it being near the cooler shoreline.
  6. kronovan

    Throwing a Torch - How Far?

    Ah, I missed the light club earlier when I looked at primitive weapon table, but that makes sense.
  7. kronovan

    Throwing a Torch - How Far?

    My investigator is a Priest that's enough of a pacifist that he would never use a firearm or an edged weapon. Being a harbinger of light, in more ways than one though, he'd be certain to carry a torch and use it if necessary. Mostly he'd just wisely run away though. Being a coach of his parishes little league baseball team and an accomplished player himself, he's got a good throwing arm and views a torch as just a short baseball bat. Yes I know it's a weird character concept, but I'm one of those players that'd rather die roleplaying than play a less-flavored / min-maxed PC. As to the torch going out, according to page 248 of BRP a torch only does that on a roll of 96-00 - unless I'm not understanding that correctly.
  8. kronovan

    Throwing a Torch - How Far?

    Hello all, I'm new to Call of Cthulhu and this question came up when I created my 1st character. I'd like to have my player character capable of throwing burning torches, but from read through of the 6th Ed rules I'm not sure how far they'd be able to throw it. This is the RAW: "To hit a target with an object, or to hit a target with the right part of the object thrown (such as the blade of a knife or hatchet), use Throw. A palm-sized object of reasonable balance can be hurled three yards for each STR point exceeding the object’s SIZ. An object designed to be thrown can be hurled up to six yards for each STR point in excess of the object’s SIZ, and perhaps bounce on for more. Keepers must choose the multiplier suitable to the baseball, javelin, etc." The CoC rule is quite a bit more generous than the Basic Roleplaying 4th Ed. rule, which would only allow an unbalanced/improvised object like a torch to be thrown 1 meter for every 3 STR points that exceed the objects size. That BRP distance for thrown objects doesn't seem to be in sync with the type of scale and distance CoC is using. I'm also not sure a torch fits either of those descriptions in the CoC Throw rule. The BRP rule for balanced objects is 1 meter for every STR point that exceed the object size. My PC has a STR of 13, so should I just split the difference between BRP and CoC rules and allow them to throw a torch 1 yard for every STR point exceeding the size - so basically 12 yards (36 feet) for my PC? A follow on question would be where do you find the size of objects in the CoC rules? The weapon listing tables don't give any SIZ/Enc values such as the BRP tables do. Are you supposed to just go by what's in BRP?