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rust

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Posts posted by rust

  1. Yep, as soon as the German translation of Mongoose Traveller has been pub-

    lished (early June, probably), we will use parts of it for our setting, especial-

    ly from the character generation chapter, the starship construction system

    and the trade system.

    However, we prefer the d100 system to Traveller's system for the "actual ro-

    leplaying", so Traveller will only influence the setting, not the characters' ac-

    tions.

  2. BRP Edition Zero has these informations:

    - "For every year below the minimum age (18) ... subtract 20, 30 or 40 skill

    points (based on level of campaign) from your character's professional skill

    points." (= a "normal" character would get 250 professional skill points, redu-

    ced by 20 skill points per year below 18)

    - "For every year below the minimum age above, subtract 1 point from one

    characteristic of your choice. The gamemaster may require that you make

    SIZ one of these lowered characteristics."

  3. But my point is that the literal meaning of "interplanetary" is misleading. Someone reading, say, the title of this thread may quite naturally assume ... the genre is space opera.

    Not really, because true Space Opera would be "interstellar" ... :D

  4. I am having second thoughts on my first idea ... :eek:

    Now I think that it might be better to have the Steel and Gunstones setting

    on the same world as The Green, because the existence of these two diffe-

    rent settings on one world would make that world a bit like the planet Tschai

    of Jack Vance's Planet of Adventure series, which I like very much - and whe-

    re I could easily "borrow" some good adventure ideas.

    Just in case you do not know Tschai: Planet of Adventure - Wikipedia, the free encyclopedia

    Once they found the way to the planet by spaceship, the spacefarers would

    still have to find The Green on this world, in order to locate the portal and re-

    contact the Mamprusi, and the Steel and Gunstones setting could be a very

    good (and unexpected) place to have them start that search.

    By the way, where in (or near) the region of the Steel and Gunstones map do

    you imagine The Green to be ?

    And: I just now realized one of the reasons why I really like this map - its sty-

    le is quite similar to the maps of the AD&D Birthright setting, which I enjoyed

    very much. In fact, in a way my Pharos IV setting is a kind of "Birthright in

    Space". :D

  5. Thank you very much ! :)

    By the way, my favourite scene of this adventure was when a scientist

    among the colonists attempted to get some DNA from one of the Mamprusi

    ("My hypothesis is that they are descendants of genetically uplifted Terran

    great apes, so this planet must be a Lost Colony !").

    The Mamprusi in question turned out to be female, and she completely mis-

    understood the scientist's intentions - as did her mate, the leader of the

    Mamprusi group.

    The player's attempts to roleplay his character's explanation of what he re-

    ally was after by pantomime would have been worth an entrance fee ... :D

  6. A few days ago I have "jumped the gun" and have used The Green for a first

    adventure with characters from my setting.

    While investigating the Gate left behind by the Builders in a ruined outpost in

    the Great Rift of Pharos IV, they inadvertently activated the Gate and were

    transmitted to a portal under the mountains north of The Green.

    Since the characters lacked the equipment for an exploration of the region,

    they decided after a few encounters with giant spiders and thelike to "hole

    up" near the portal and try to figure out a way to use it in order to return

    to Pharos IV.

    However, they had to go out to search or hunt for food, and this proved to

    be extremely dangerous. In the end they only survived with the help of a

    wandering group of Mamprusi.

    While the characters concentrated on staying alive, the ARC scientists back

    on Pharos IV managed to re-establish the Gate's connection with the portal

    on Green (as the planet was named), and a security service team rescued

    the characters.

    The Gate is still extremely unreliable, and the characters lacked the equipment

    to determine the precise astrographic position of Green, but I have no doubt

    that the ARC (Avalon Research Center) will try to find a way to return to

    Green: Some of the organic materials used by the Mamprusi could be most

    useful for the colony on Pharos IV.

    The players liked this adventure very much, and they especially liked the

    Mamprusi - one of them will probably "borrow" them for his own fantasy cam-

    paign.

  7. Thank you very much for the map ! :)

    There are currently four unexplored systems on the edge of my setting's

    Demara Sector, and I am toying with the idea to use your very interes-

    ting Steel and Gunstones setting as the native civilization of a planet in

    one of those systems, unless of course it becomes a part of the Shared

    World and is on the same planet as The Green.

  8. While I have no problem at all with long texts without illustrations, I have to

    admit that I would welcome some map or sketch of the Steel and Gunstones

    setting - it would make it much easier to comprehend the text. :)

  9. Is Steel and Gunstones worth continuing?

    Of course it is ! :)

    Sorry, I am just quite busy with things not related to roleplaying, and there-

    fore visit the forum not very often, and also do not often give feedback.

    However, rest assured that I do read the material, and hope you will continue

    to post it. ;)

  10. In my Pharos IV setting I use the traits as "cultural traits" to give the players

    an impression which traits (behaviour, ideas, etc.) are typical for the cultures

    of the various planets of the setting, and therefore have been a part of the

    education of their characters, and now are expected of them by their fellow

    citizens.

    While the characters do not have to share these cultural traits of their home-

    worlds, it gives the players an additional little help to imagine and play their

    characters, and to understand their background universe.

    To give an example, if a player has a Flexian Belter as his character, he knows

    that Flexians are expected to be able to care for themselves, and that other

    Flexian Belters will rarely offer to help him, because this might be seen as an

    insult.

  11. The catalogue works, and I managed to log in ...

    Well, it is getting stranger and stranger ...

    I used your link, and got a security warning:

    Es besteht ein Problem mit dem Sicherheitszertifikat der Website.

    - which means that my browser thinks the website is dangerous.

  12. I like your system, but I think it needs some modifications for certain circum-

    stances.

    One example is swimming. According to the description of the Swim skill in the

    Zero Edition:

    - (Special Success) "If the optional fatigue system is used, the fatigue

    point cost for swimming is reduced by 1/4."

    - "In calm waters, Swim rolls are needed only once per turn. Swimming in

    rough waters requires a Swim check each round."

    - "Your character can tow a buoyant object of up to his or her own SIZ+2

    indefinitely, assuming a free hand or some means of attaching the object

    to your character."

    For my setting (a science fiction water world) I will need rather detailed Swim

    rules.

    I think that I will reduce the fatigue point cost for swimming depending on the

    Swim skill of the character (not only the type of success) and the equipment

    of the character (biomimetic drysuit, flippers, etc.), and that I will also have

    to find some way to handle encumbrance differently.

    I could imagine that it could make sense to design similar houserules for other

    settings and skills.

  13. In principle, it does of course make sense.

    However, at least here in Germany the authorities would only react if a

    German publisher would misuse the logo, and even then they would hard-

    ly do more than send the publisher a letter to ask him to stop it. He could

    safely ignore the letter for a year or two.

    And the idea to complain as a German citizen to, for example, the Italian

    authorities about something an Italian publisher has done ... :D

    Unless you put a lawyer behind it, complaints of that kind usually do not

    go very far.

  14. I appreciate and support your intentions, but I have serious doubts that your

    idea really would work.

    For example, we could hardly prevent the use (or misuse) of "our" logo by any

    publishers, unless we would in some way become a legal entity, and would be

    willing to file lawsuits against anyone using "our" logo without our permission.

    Since there are (as far as I know) still no rules for European (= EU-wide) non-

    profit organizations, we probably would have to establish legal entities in all

    of the EU member states to be able to "protect" our logo in any meaningful

    way.

    And without protection the logo would not really be useful for customers, I

    think.

    In my opinion it would be easier to use something more personal, perhaps a

    short line written by the forum administrator or thelike, instead of a logo.

    To copy and use a logo is rather easy, to copy and use a personal opinion

    under a certain person's name is illegal in any case and any legal system.

  15. Some characters in my science fiction campaign have skills over 100 %. I use

    such skill levels to deal with high negative modifiers which make some tasks

    impossible for "normal" characters, from scientific breakthroughs over the in-

    vention and implementation of entirely new technologies to more "mundane"

    tasks like piloting a shuttle through a dense field of space debris or a subma-

    rine close to an active undersea volcano.

    It takes quite a lot of specialization, dedication and patience for a character

    in my campaign to become one of those extremely few "galaxy class"-experts

    who can do the "impossible" jobs, but some players enjoy such character con-

    cepts and careers. For them, it is something to be the setting's "Einstein" or

    "Red Baron". Besides, it also helps to gain influence and money ... :D

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