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rust

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Posts posted by rust

  1. 20 hours ago, lawrence.whitaker said:

    As I've said earlier, you shouldn't find much at all has changed from RQ6, so hopefully you won't have too much adjustment work ahead of you.

    Just downloaded the updated version of the PDF from DriveThruRPG, and there was no adjustment necessary at all. :)

  2. Got the PDF, and it really looks good, although a very few pages seem slightly empty (e.g. page 12). Tomorrow I will take a closer look to see which of the elements important for my settings may have changed, and then I will begin to finish the Mythras-based system for my Bhotana setting. Overall I am quite happy, and thank you very much for your good work. :)

  3. 26 minutes ago, lawrence.whitaker said:

    I'm going to delay the announcement by one day, because there are a few things on the website and store Pete and I have had to take care of. I intend providing all promised details tomorrow evening, which while a little later than planned, also happens to coincide with my birthday.

    Alas, I will have to hold my breath another day. :(

    But, more important: Happy Birthday, Loz. :)

  4. 22 minutes ago, David Scott said:

    Hi Peter, I can't seem to find this reference.

    History of the Heortling Peoples, page 25, last paragraph of the description of the Heortling Army.

    • Like 1
  5. 21 minutes ago, M Helsdon said:

    There's only one reference in the wiki to 'saddle':

    Yes, but the mention of stirrups in the Glorantha Wiki implies the existence of saddles, because stirrups without any kind of saddle would make precious little sense.

  6. 1 hour ago, Darius West said:

    I find it far more problematic that CoC has so many different communication skills i.e. Fast Talk, Intimidate, Persuade, Charm, when arguably the whole point of RPGs is for players themselves to do the communicating, so why have any communication skills at all?  What is the point of calling it a role playing game if despite the player's best efforts to communicate well, it all comes down to a dice roll anyhow?  Or more importantly, even if you were okay with that philosophical contradiction, why have 4 skills when one would suffice, i.e. Persuade (except without the ludicrous restriction that it takes 4 hours to perform).  I mean, really isn't persuasion that what every communicaton skill is aiming to do anyhow ?  Aren't charm, intimidation and fast talk merely communication tactics, not skills in themselves?

    In my view dice rolls for communication skills make sense when the character has a higher communication skill than his player or when the player prefers the impartial dice roll to the referee's arbitrary judgement of his roleplaying performance. As for the number of communication skills, I think there should be two such skills, one for the communication between the character and one person or a small group and one for the communication between the character and a large group (= public speeches / oratory), because these two types of communication are really different.

    • Like 2
  7. 30 minutes ago, clarence said:

    Hmm, haven't heard about that one. Can you fill me in?

    "Stella Bellum" anglicized = Star Wars ;)

    If you do not know it, several people have PDF copies they may be willing to send you.

    • Like 1
  8. And another house rule: Special Event

    The Mythras system normally uses Background Events as an option. I tried to come up with a list of such events for the Thalassa setting, but had to give it up because I did not manage to come up with a sufficient number of suitable events. Besides, I think that the design of a background event for a specific character should be the task of the player. After some tinkering I decided to use a simple house rule which combines a background event and a connection between two player characters and rewards the player's effort:

    When a player describes a background event which connects his character with another player's character and where one of his character's skills had an important role and was used successfully, the character gets 5 bonus points for this skill.

    • Like 1
  9. 6 hours ago, clarence said:

    With a change from submarine-like domes to more open and light designs, I suppose a city can consist of both older and newer domes? Will inhabitants prefer the new, spacious ones? 

    The settlements will indeed consist of a mix of old and new types of domes, although only for some years. The older, submarine-like domes will only be inhabited for a couple of years and will afterwards be used for technical services or as storage space. Once the first phase of the colony's development has been finished all of the colonists will live in the bigger, more comfortable domes.

  10. 7 hours ago, Vile said:

    As the resident landscape architect I must ask, how deep are the dome cities and how much light will reach them there?

    The domes are in a depth of ca. 150 meters, so there will be only rather dim natural light, although a little more of it than there would be on Earth, because Thalassa's star Poseidon is stellar type F. The main reason for the park's transparent roof is more the "aquarium effect", which enables the visitors of the park to watch the sea life and the underwater vehicles outside. There are also several minor parks deep inside the dome, mainly in the areas marked "Hydroponics" and "Recreation", and there is some greenery in the "Quarters" areas.

    Thank you very much for the link. :)

    • Like 1
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