rust
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Posts posted by rust
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@ Atgxtg:
This looks like a very useful idea.
Right now I have only one remark: It could be useful to differentiate between
necessary crew and accomodations for surplus crew (e.g. medics, scientists,
marines etc.) or passengers.
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This is one of the best fantasy backgrounds I have seen for quite a while.
It gives a very good explanation both for the existence of strange monsters
and the existence of dungeons of varying degrees of danger and protection
(the tombs of the Azchir and those of their more or less powerful servants),
and it gives the entire world (or at least the parts once ruled by the Azchir)
a fascinating ancient history that is connected to the Gates.
Please continue, I am looking forward to reading more of your ideas.
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Well, my SF is not that "hard" ... FTL drives and hyperspace tunnels do exist,
since astrophysicists do not rule them out completely (at least some do not),
and weird aliens also do exist - although they usually have to be very alien
to be believable. As for immortals and psionics ... sorry, no.
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@ Puck:
Yes, you have a point there - in a Star Wars-like space opera I would pro-
bably prefer the Trogod to one of those races who look completely different
from humans, but act and talk like the people next door.
If you think of space opera, it should not be too difficult to adapt the Tro-
god. In the end you would only have to replace their magic (they could
still believe that it works, so it could become their religion ?) with techno-
logy and "modernize" their culture, I think.
@ soltakss:
The idea of the Seeder races ... it would be a possibility, but I have to ad-
mit that I do not like it. Our DNA and our entire biochemistry are closely lin-
ked to all the other parts of our planet's biosphere. The Seeding could only
work if the Seeders would seed entire biospheres, because otherwise the
"humans" on other worlds could not even eat native plants and animals, be-
cause a different biochemistry would either prevent them from deriving nou-
rishment from them, or would kill them off immediately. And if the Seeders
would indeed seed entire biospheres, all the inhabited worlds would look mo-
re or less the same ...
However, I am one of those "Hard SF" guys (at least most of the time) and
therefore have a sad tendency to spoil space opera fun - you may just as
well ignore my "grunts" in such cases.
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@ Atgxtg: Thank you very much for the info on carbon fibre and titanium !
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Thank you very much for this material, it really is very useful.
By the way, do you have any idea where Carbon Fibre and Titanium (the
two most common materials in my setting) could be in your table ?
Thank You !
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While the Trogods doubtless are a very fine fantasy species, I doubt that
they would do well in a science fiction setting. In my opinion they are too
much like humans to make a convincing alien species, like for example the
Puppeteers or the Trinoc of the Ringworld RPG. Even if you would give them
a very alien culture and technology, they would still look more like some
strange human sub-species than like aliens, I think.
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Thank you very much, a very good idea !
I have looked it up and ordered "Natural Selection" right away.
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Over the years there have been various "undersea environment" supplements
for some of the RPGs (D&D, Transhuman Space, Traveller, etc.), with rules
for activities under water, equipment and sea creatures.
However, up to now I was unable to find out whether something of this kind
was ever produced for one of the BRP-based games, be it fantasy or science
fiction.
If you know of any such material (I am especially interested in unusual "non-
monster" sea creatures like the Wrillabees from the Ringworld RPG ...), could
you please let me know ?
Thank You !
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Except for the Vampire/Werewolf crowd, who seem to forget that they're only playing a game - you're all muppets...
Oh, how considerate - you are trying to make me feel at home !
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Thank you very much for this information !
The colonists in my Pharos IV-setting come from different planets with diffe-
rent cultures, and I was looking for a way to "mirror" these differences in the
character generation for quite some time.
Attributes and skills did not really work, but traits could well be a way to do
it, because they could directly influence the behaviour of the characters, not
only their abilities.
So, I will give it a try and design different sets of traits for the characters'
home cultures. I think I will not use these traits in the Pendragon way, with
dice rolls in game, but I will find some in-setting way to "reward" the players
for adhering to their cultures' typical traits instead.
Thank you again for a good idea.
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An interesting idea. Did you use the traits in the Star Wars game only for
Jedi Knight characters or for all kinds of characters, including Fringers and
Scoundrels ?
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Yep, I am also convinced that roleplaying has something to do with fun and
with personal taste.
But I have been told over and over again that only "old-school roleplaying"
(Dungeons and Dragons, Tunnels and Trolls, etc.) is "real roleplaying", while
all other games are somehow flawed, and the World of Darkness games are
especially "wrong", because they encourage "narrativism", which "leads an
entire generation of young gamers away from true roleplaying" - and so on.
And on. And on - ad nauseam.
It is especially bizarre because most of the missionaries of this creed are
less than twenty years old, and know "old-school roleplaying" about as well
as I know life in the Middle Ages - from hearsay only. But the less they know,
the more aggressive they are. Call of Cthulhu players have been called "swi-
ne wallowing in their desire to be driven mad", to give just one example of
that "style" of debate.
Ah well, I am far off topic now, but when something touches that sore point,
I am likely to go off ... sorry for complaining, so.
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I like both ideas. I am always on the lookout for interesting ideas for my
world, and I often have ideas which seem interesting, but will not fit into
my world's framework, so a place to "trade" ideas would be nice. And a
place to discuss new world elements before throwing them at the players
(and having the bad ones being thrown back at me) would also be a great
advantage.
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Yes Oh yes. Over here we have some people who travel from forum to forum
in order to explain with missionary zeal the One Right Way to roleplay, based
on their pseudoscientific roleplaying theories, usually insult all those who re-
fuse to join their semi-religion badly, and in most cases get thrown out of the
forum in question. However, some weeks later the next missionary appears ...
I am a rather peaceful person, but there are moments when I wish Attila the
Hun could lend me a helping hand with some of these people ...
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Not at all, I just wanted to explain from my point of view why I would appre-
ciate the kind of solution you proposed.
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While I would have no problems at all if others would copy my world's material
and change it in any way they like, I would find it difficult to accept if they
would make changes to my "original" material, which is the "canonical" material
on my world for "my" players.
This could force me to work with (and remember) at least two different ver-
sions of my world, the one in the wiki and the "true" one at home, and this
could become quite unnerving, I think.
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@ Trifletraxor:
Not only for Cthulhu, they are also doing quite well in our science fiction set-
ting. That one-legged oldster can be rather dangerous with a gauss harpoon
in his hand ...
@ Charles Green:
Of course you are right, we always leave it to the player to decide whether
he / she wants to accept a character with "weak" attributes, or prefers to
reroll for a "better" character.
And I have to admit that we sometimes "balance" a "weak" character with
in-setting advantages (like lots of contacts for the oldster) that make sense
with the character in question.
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It depends on the style of roleplaying one prefers. In our group we consider it
far more important who the PC is (biography, personality, motivations) than
what the PC can do (attributes and skills), and it can be quite a roleplaying
challenge to play a crippled old man or a child (= a "weak" character) instead
of the usual hero, whom everyone of us has played dozens of times already.
Besides, playing a "weak" character means that you have to develop new me-
thods of solving old problems, a test of cleverness and creativity. Playing an
average hero is a simple task, once you have done it a couple of times, and
after some years of roleplaying (thirty years in my case) you can do it while
asleep. It even becomes quite boring. So, why not try something different,
and play the clumsy clerk or the one-legged oldster ?
But, again: In the end it is purely a matter of personal taste.
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An equal / even playing field is an excellent idea if the PCs have to compete
against each other, but at least in my game this is rarely the case. And to
establish such a playing field with the enemy (e.g. PCs and monsters having
equal stats) seems to be somewhat counterproductive.
Having "strong" and "weak" PCs in the party usually makes the game more re-
alistic, and offers additional opportunities for roleplaying, I think.
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If we decide to use Gates to connect the worlds, even a different background
should be no real problem, the Gates could still connect worlds in "parallel uni-
verses" with completely different political etc. background situations, even
with slightly different laws of nature (e.g. to allow for different FTL drive phi-
losophies).
In my opinion, this approach could make it even more interesting than a sha-
red background, but that is probably a matter of taste.
Pharos IV currently uses the "Honorverse" of David Weber's Honor Harrington-
series as its background, but it could easily be "moved" to any other back-
ground where a remote human colony on the very edge of the explored space
is possible.
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Thank you, and I hope my colonists will one day be able to visit The Green -
most of them have never seen any kind of forest, and can only dream of the
things that might be discovered there.
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There is at least one other shop in Germany that offers BRP:
You will find BRP under Englische Rollenspiele / Cthulhu.
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Hello Puck, and thank you for your interest.
Most of the colonists live on Floaters, huge rafts with several decks, which
are linked together to form settlements. There are also some domed habitats
on the sea floor, mostly to operate the crystal mines (crystals are the main
export of the colony), and there are the Faders, a kind of "sea gypsies", who
live on their catamaran ships.
The people need diving equipment underwater, but there are many types of
submarines and submersibles, and some of the most difficult and dangerous
tasks are handled by aquabots (aquatic robots) or by trained dolphins and
wrillabees (the latter from the Ringworld RPG).
Typical underwater weapons are gauss harpoons (where magnetism is used
to accelerate a metal dart) and sonic stunners.
The colony itself is a rather peaceful and perhaps even somewhat boring pla-
ce (people go about aquafarming, fishing, mining - the usual drudgery), the
only exceptions are the exploration of the planet and of some abandoned ru-
ins of unknown origin, the encounters with the potentially intelligent "octopo-
ids" of the deep sea trenches, and the diplomatic and political games with the
various powers which would like to control the colony.
True adventures happen offworlds: Raiders and pirates from a nearby failed
interstellar state, trade missions through more or less hostile regions, a con-
flict with a megacorporation which produces genetically modified slaves, and
similar stuff.
The focus of the campaign is the development of the colony under adverse
conditions. Up to now we have played some fifty game-years, from the first
landing to the independence and afterwards, and have produced about fifty
pages of "canonical" material, some maps and lots of unedited notes.
For the technology of the colony I used GURPS material, for roleplaying we
currently use a modification of Cthulhu Rising, but of course I plan to "trans-
late" the setting into the new BRP. We do have some homebrewed underwa-
ter rules, based on the Ringworld RPG, but not very detailed.
Quick Vehicle Write-Up Rules
in Basic Roleplaying
Posted
Again, thank you very much - especially for the Swiftsure submarine, which
provides an excellent design example for my water world setting.
I was looking for the Vehicle Design Rules and Vehicle Modification Rules (both
version 4.1) you mentioned in your file, but unfortunately I seem unable to
find them ?
Thank you !