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clarence

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Everything posted by clarence

  1. Yes, @rust is right. I reduced the system as much as possible without breaking the core concepts. Pete & Lawrence helped refining it, and it works very well in low-violence settings (or if you want to start out simple and add more complexity as the players get to know the system).
  2. The unspoken idea of M-SPACE RAW is that ammo/energy is too complicated to keep track of. And blasters in space opera never seem to run out anyway, unless for storytelling reasons : ) But the easiest way I have tried so far is to have an abstract resource percentage called Ammo that is lowered after every fight. Starting at 100%, it is lowered by x % after a fight (x can be everything from 10 to 50, depending on the setting/campaign). Roll below Ammo at the end of a fight (after lowering the value first) to have some left. A failed roll means no ammo and the character must get a new clip before getting into another battle. The GM can decide how much to raise Ammo depending on how much is found/bought: borrowing from a team member +10% (lowering the team member's Ammo value by -10%) or going back to the starship (raises Ammo to 100%) for example. Example: At the end of a fight, A rolls above her Ammo 40% and she's out of ammo. Her companion B has 80% and rolls a success. Borrowing from B, A now has Ammo 50%, while B's value is lowered to 70%. Both will automatically have enough ammo for the next battle, but lowers them and rolls as normal at the end of it. (Optionally, if a player clearly states that she's trying to not waste "bullets" (and acts like it, with a more tactical or sniping approach), the GM can rule the percentage loss after the fight to be lower than normal). What I like about this system, is that it can easily be changed to a more general Energy value. All sorts of equipment can depend on this percentage, not just weapons: powertools, welding equipment, high-energy comms or special sensors.
  3. It looks awesome : ) Now I really must get Mythic Britain.
  4. Perhaps a sleeper ship full of humans enters the Trappist system? The ship's AI only wake a few explorers at a time (ie. the characters), replacing dead ones as needed. Mission objective is to find a habitable planet, but instead they have ended up in a hornet nest. Or it might be more fun to avoid humans altogether, and let the players pick any side they want - even playing depressed gods if they want to.
  5. Yes @Thot you're probably right. I've seen both numbers, but media isn't always that good at presenting scientific discoveries. Here's a take with three intelligent species: The TL8 predators of Trappist 1c encounter a species of intelligent TL zero herbivores on their first visit to 1d. But their biochemistry is incompatible: the predators can't eat these herbivores. Total failure. But they discover that they share Gods (a species of trans-aliens (TL11) living on Trappist 1f, that lost their spark after a thousand years without discovering FTL). The herbivores pick up the tech of the predators quickly and manage to enter the space age in just a decade. Funnily enough, when they arrive at 1c, they can eat the grass and herbs. The predators don't care: meat eaters never really care about grazers, unless they can be nibbled on. A decade later, the herbivores have multiplied on 1c so much that they compete for the grass. The indigenous herbivores, that the predators live on, are close to extinction. Famine ensue for the predators. Now in control of the meat supply, the 1d herbivores enslave the predators. A few hundred meat eaters flee into space. Landing on Trappist 1f, they encounter their old gods. Shocking at first, the predators soon discover the gods taste really good. Weakened by their existential boredom, the trans-aliens can't protect themselves and soon go extinct. The predators tries to grasp the TL11 technology. Now, the campaign starts: herbivores vs. predators in an inter-planetary saga of revenge, slavery, war and an occasional surviving god.
  6. Yes, scientifically it is problematic to have intelligence evolving at the same time on all seven planets. It's highly unlikely to happen naturally. So, how can the odds for it be improved? Perhaps if the planets were "seeded" at the same time, either by a comet breaking up or a high-tech alien species passing by? The aliens might pass through once in a while, curating the evolutionary process (similar to Clarke's 2001). This way, all planets can reach the age of telescopes and radios at roughly the same time. With a more natural seeding from a comet, evolution will be more haphazard. With a bit of luck, intelligent life will emerge on three, but tech levels will vary a lot. One species can be TL zero, another in the age of early space exploration, and the third a "trans-alien" (excellent word, g33k!). Regarding the aggressiveness of aliens, I think we often make the rather dystopic mistake of seeing humans as "role models." But not all intelligent beings will carry the same semi-destructive combination of hatred and love as we do. I think Larry Niven's Puppeteers are good examples of how to develop peaceful aliens that still controls their surroundings. Here's a SETI scientists take on the system: https://www.inverse.com/article/28268-seth-shostak-trappist1-intelligent-life
  7. Yes, life has a way of doing that : ) @soltakss Would you be willing to share the file?
  8. My thought exactly : ) But it seems sunlight is a bit different: "The red dwarf -- which would loom 10 times larger than the Sun in our sky -- would be a "deep crimson" shading into a salmon-like colour. "The view would be beautiful -- you would have about 200 times less light that from the Sun on Earth at midday" "It would be like the end of a sunset." Now, what if intelligent beings evolved on all of them? Being so close to each other, inter-planet communication would be possible as soon as they invented radio. How would that affect society?
  9. It's almost too good to be true from a sci-fi point of view: seven planets orbiting a star, all of them cobbled together in the habitable zone. It's such a perfect fit for so many campaigns and settings, you almost think it was created just to make storytellers happy. So, creating a setting, what would you make out of this array of habitable planets?
  10. Not that I know of. I'm not a spreadsheet person, but I've been tinkering with a PDF form to add some calculating intelligence to character sheets. My Java Script knowledge is non-existant though, so I dropped that. Colin Brett did some programming on a (generic BRP?) PC generator, but I'm not sure how it went.
  11. That sounds very good to me! You would need a (free) Mythras Gateway license and a license for M-SPACE too. Both of them are easy to set up. I'm sending you a PM.
  12. I was just about to start digging through an old external HDD. No need to then : )
  13. Yes, I think so. I can check tomorrow.
  14. Yes, Star Trek can probably be emulated with M-SPACE. As you mention, a few new careers would be necessary as well as equipment for TL15 (?). Considering all the fan-made stuff for Star Trek, someone might already have written something for earlier versions of BRP, though I can't remember seeing any. @rust: Looking forward to hearing how your campaign develops.
  15. Good idea. Will you make any conversions from another system or do you just use the story elements?
  16. Interesting! What was the reason for the move?
  17. There will in fact be an official setting m- SPACE! Even two actually: The Weaver and Odd Soot. Our next release, a scenario called REFLUX, is set in The Weaver universe, and will contain some general information about the setting. It's got a rather epic tone, set in the outskirts of a collapsing empire. Odd Soot is an entirely different beast. It's a free-standing game, set in an alternate 1930s, where humanity has reached the stars. Alien life has been found and magic is working - but there's also a disease, The Soot, driving the infected slowly insane. Player characters are tragic heroes, spending their miserable lives fighting the disease. But as you say, Traveller material is relatively easy to use with M-SPACE. Probably Star Wars too.
  18. I'm happy to hear you like it Baragei! And yes, Swedish RPGs have really taken a big step forward in recent years. We have a quite lively community here at the moment. Just a reminder: the M-SPACE PDF is included for free when you purchase a physical copy. Just email me the Lulu receipt and I will return a download link in a few hours.
  19. Yes, of course! How could I forget A Gift From Shamash? It's the perfect Aliens scenario.
  20. Good to hear you have some campaigns in the works! As you say, the Aliens variant will be easy to recreate with the M-SPACE rules. You may need to glean weapon stats from another source, but otherwise you should be fine. Near-future sci-fi requires more work. Building starships and space stations will be very similar, and dialling down the tech for those will be quite easy. Depending on how close you want to mimic real physics, the Speed and Handling stats may need an overhaul though. Also, starship fights will require a more "submarine warfare" thinking, with large distances and sensors playing large parts, but as you suggest, starship fighting may not fit such a campaign at all. Check out some of the old Chaosium Monographs in PDF (Cthulhu Rising and Operation Ulysses for example); you may find complementary rules there that are easy to bolt on to M-SPACE.
  21. Very good. I've just written up a nomadic humanoid species for M-SPACE and it's really interesting trying to see the world through their eyes. Especially the way many nomadic people put their entire fate in the hands of nature.
  22. That's good news! Just let me know if you need anything regarding M-SPACE or have any questions.
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