rust
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Posts posted by rust
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On a science fiction waterworld, there are probably many alternate energy sources which could be exploited, if you feel so inclined - wind, wave, geothermal, differential. All of which require lots of infrastructure which needs to be built and maintained out there in the Wet & Wild.
Yes, exactly - suitable locations have to be found, explored and secured,
the construction teams have to be protected, their camps will look like the
station in "Outland" and will have similar problems with drugs and crime ... >:->
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A quibble I have is that, based on your description of Pharos' volcanic activity, surely there would be the occasional volcanic islet or three.
I am thinking more of the kind of volcanism that exists in deep sea trenches,
like for example the "black smokers" with their own unique ecosystems based
on chemosynthesis instead of photosynthesis.
And I also think that on a planet without any continents to weaken them the
storms and waves would probably get powerful enough to destroy everything
close to the ocean surface, so coral reefs could probably not form within a
few dozen meters of the surface.
But in the end these are all rationalizations, I just decided that the planet is
without dry land and has some very shallow regions at best, because this is
how I imagined it first, and make up potential reasons why this could be so.
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Well the submersible ship would solve the antigrav concept.
The submersible spaceship is on my list, too, although it seems that a transfer
point on the ocean surface, where passengers and cargo would be transferred
from the spaceship to a submarine, would come cheaper in the long run - at
least in the Traveller system.
However, air dock, partially submersible dock and submersible spaceship do
not really solve my problem in the short run, because they only become pos-
sible once the colony has begun to either gain income from trade or to deve-
lop its own industry, because importing the necessary materials would require
a lot more money than my economic model would allow the colony to have.
Until then, the occasional tramp trader from a neighbouring system, with a
spaceship that is not designed to handle "water landings", will need a way to
trade with the colonists, and this is where I think I need the "antigrav magic"
- although I will make it possible for spaceships only.
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Thank you, a very interesting idea.
I am not sure whether the weather (hurricanes, etc.) would make such a
kind of dock possible, but on the other hand a dock floating on the ocean
surface would be in an at least as bad environment - unless it could sub-
merge deep enough beneath the waves without destroying the ships that
are docked at it at the time.
There are several concepts I am playing around with, and you have added
another good one, but all of them will become possible only after the colo-
ny has already been established and has begun to start some major con-
struction projects.
Until then I see no really good way to avoid the "antigrav magic", but it al-
so does not really worry me - if I use a faster than light drive that is some-
how based on the manipulation of gravity, I can just as well add this fea-
ture to it, I think.
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I did not miss your point, I am just not aware of any historical or ballistic information to support it.
Several documents mention the introduction of the bayonet as the reason
for disbanding the pike formations, because the musket with the bayonet
was now used to protect the infantry soldier from cavalry attacks.
To do this successfully, musket plus bayonet need a certain length, they
have to reach up to the horse's body with the stock on the ground and
the barrel inclined towards the attacking cavalry.
However, I have no idea whether this worked because the rifle plus bayo-
net had this length anyway, because especially long bayonets were deve-
loped to reach the required length, or because it influenced the decisions
concerning the length of the rifle and its barrel - probably a combination
of all three.
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I remember a discussion during my military days, when some soldiers complai-
ned about the new submachineguns that had replaced their rifles. In their
view, the lighter and smaller submachineguns were useless both as "silent
weapons" (e.g. when hitting someone over the head from behind, I guess ...)
and in close combat once one was out of ammunition. All the advantages of
their shiny new submachineguns did not impress them at all, they wanted
something big and heavy ...
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Having started this thread, I can just as well continue to ramble ...
With the planet itself as the "main NPC" of the setting, one needs (or at least
wants) some information about it.
The amount of detail offered by the world design system of a science fiction
roleplaying game varies widely, with Traveller at one end and GURPS at the
other end of the scale.
For example, my newly discovered water world looks like this in Traveller:
X96A000-0 Ba, Wa
It has no starport, is of above average size, has a breathable atmosphere,
is entirely covered by water, has no population, government, law level or
technology level (yet) and is treated as a barren water world for trade pur-
poses - and this is all the information one gets about the planet and its
system.
This may be sufficient for an occasional visit during a planet hopping space
opera campaign, but not for my purposes, and so I turn to GURPS Space for
a more detailed data set, and once my trusted pocket calculator has defea-
ted the hordes of hostile formulas, I get this:
World Type: Standard (Garden)
Diameter: 14,928 km
Gravity: 0.97 G
Density: 4.58 g/cc
Axial Tilt: 11 degrees
Atmospheric Pressure: 1.29 atm
Atmospheric Composition: Nitrogen-Oxygen, occasionally polluted by volcanism
Hydrographic Percentage: 100 %
Climate Type: Warm
Temperature Range: 21° C – 42° C
Resource Value Modifier: Abundant (+1)
Habitability Score: + 5
- and this is only the physical "makeup" of the planet, the data sets for its
(future) population and for all the other bodies of the system will be just as
comprehensive, if not more so.
While this is almost too much of a good thing, it helps to imagine the world,
and provides some inspiration for a campaign there.
For example, an atmosphere occasionally polluted by volcanism ... sea mount
volcanoes, seaquakes and tsunamis ...
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It looks to me that if you are not going to use the Mythos much, BRP will probably let you do as much and more.
True, of course. However, for those players who were interested both in mo-
dern historical or pseudo-historical settings and in the BRP system, Call of
Cthulhu was the only available supported system, and it usually also had by
far the best researched supplements - and this has not really changed yet.
For example, if you want to play something like "Casablanca", the "Secrets
of Morocco" supplement is the best setting material you can get, and if you
want to send your Victorian adventurer into the Himalaya, nothing beats "My-
steries of Tibet" when it comes to details about the local culture.
This combination of system and supplements has convinced many players to
use Call of Cthulhu as their favourite "modern world game" while ignoring the
Mythos part of it.
And I think that many authors of Call of Cthulhu supplements were well awa-
re of this, because the Mythos stuff is often just added to the end of an
otherwise perfectly "non-cthulhoid" setting description.
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I have always run COC without the mythos, as a straight horror rpg; vampires, zombies, haunted houses, etc.
This is what I like most about CoC, one can use it for the entire roleplaying
spectrum, from historical campaigns through "soft" and "hard" horror up to
fantasy (especially if one includes more magic and the Dreamlands) and even
some science fiction - typical BRP, one good rules system "to rule them all".
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Germany only, or also Italy and Provence?
Each of the three history chapters contains a description of important events
and developments of the period, then a more detailed look at the Holy Roman
Empire, and this includes events in Italy, although it is not mentioned often -
except when it comes to the Popes, whoever wrote that part of the book
really loved detail.
Then follow shorter descriptions of what happened in Scandinavia, Russia, By-
zantium, The Caliphate, the Iberian Peninsula and the British Isles, usually one
half page to one page each.
Finally each of the history chapters has a description of something especially
important for the age or especially useful for roleplaying.
In the early middle ages this is the Viking Raids, in the high middle ages the
Crusades, and in the late middle ages the Plague.
In the end, I think that Italy (except the popes - every single one of them
got a few lines) and the Provence are mentioned "in passing" whenever an
event there was important for the Holy Roman Empire, but there is not much
detail about them.
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Er... So is it something like 'BRP Mediaeval Europe'?
In a way, yes.
It contains chapters about the Early Middle Ages (600 - 1050 AD), the High
Middle Ages (1050 - 1250 AD) and the Late Middle Ages (1250 - 1600 AD),
about Secular Life (e.g. cities, knighthood, etc.), about Religious Life (e.g.
the Vatican, monasteries and orders, etc.), about Non-Euclidian Life (the
Mythos part of the book, about 30 pages), about Medieval Characters (in-
cluding professions, skills, equipment, etc.) and two adventures.
The regions outside of Europe (the Caliphate, etc.) are mentioned and des-
cribed, but not in much detail, the focus is on Europe, and here understan-
dably on the Holy Roman Empire.
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Any compatibility with Cthulhu Dark Ages? or is it an altogether different take on the mediaeval mythos?
I never bought Dark Ages, but according to what I did hear from others,
"Mittelalter" has no connection at all with Dark Ages. Besides, the Mythos
is hardly mentioned in "Mittelalter", it is mainly a very good history book
with roleplaying material.
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Is it an original German CoC supplement, or a translated one?
It is an original one, no translation.
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The recently published German CoC supplement "Mittelalter" (= Middle Ages)
contains more than 300 pages of background information, medieval profes-
sions, adapted skills, equipment and everything else one would need for a
historical campaign in Europe between 600 AD and 1600 AD.
Whether one uses the Mythos material is purely a matter of taste.
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rust,
Just what do players do during a CoC game?
The player characters can do whatever a player character could do during
the period.
If one simply ignores the Mythos altogether, Call of Cthulhu is an excellent
"BRP Gaslight", "BRP 1920" or "BRP Now", with all the gaming opportunities of
the historical period between the Victorian Age and today.
The Mythos, going insane and all that stuff is just one way to play CoC, it
can just as well be exploring Dark Africa, running guns to Latin America,
tramp trading in the South Sea or searching for Jack the Ripper - you name
it, CoC does it.
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Back in those days, you might not have had the time to reload after a shot before the enemy was upon you.
Yep, especially when you were on the "receiving end" of a cavalry charge,
and were attacked with sabres or lances, both still quite common on the
battlefields of the period.
Since the use of the rifle to defend against such attacks was a part of a
soldier's rifle training, and he would probably have fought much worse if he
had to use a club or spear instead of his rifle, I would allow the Rifle skill for
the parry.
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As for using muskets or rifles to parry, most European armies of the period
trained their soldiers in "Gewehrfechten" (German, means "rifle fencing" - I
did not find the English word), techniques to use a musket or rifle with a
bayonet as a close combat weapon, similar to a combination of a club and
a spear, and this included techniques to parry similar weapons.
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Something that you have to do but don't really like? Something that everyone else says is really cool but you don't see the point of? Something that is depressing at every possible level?
Spot On.
Sir, I will have to challenge you to a duel now, for insulting my favourite
roleplaying game. :eek:
As the insulted party I have the choice of arms, and I decided to use poi-
soned marshmellows at a distance of 250 feet. :cool:
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A somewhat obscure source: An article about the Jewish Company of the
Shanghai Volunteer Force in 1863 mentions that this force was armed with
a "short version" of the "30-03 Enfield".
It seems they either mean the Musketoon version of the 1853 Pattern Enfield,
or - more likely, I am afraid - they went astray completely and confused the
Enfield of 1853 with the Enfield of WW II ...
Otherwise I have found no connection between "Enfield" and "Shanghai", al-
though I suspect that Ward's and later Gordon's Ever Victorious Army was
armed mostly with 1853 Pattern Enfields, because the unit of up to 6,000
soldiers is mentioned as using British arms - and these would probably be En-
fields.
It would be logical if the Chinese had attempted to copy the Enfield, as the
rifle used by most of the foreign soldiers in and around Shanghai, but this is
of course only speculation.
By the way, shouldn't this one have the information we are looking for:
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Jiangnan Arsenal questions.
My most reliable (= academic) source has only the information below - sorry,
copy and paste was disabled.
More could probably be found here, but I do not know how to get access to
this:
Thomas Kennedy, "The Establishment and Development of the Kiangnan
Arsenal, 1860-95" (Columbia University Ph.D. dissertation in History, 1968)
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If I remember right, you jumped from water worlds to desert worlds to ice worlds. Does Pharos IV has a really, ahem, erratic climate?
No, not really. I have made a "full turn" and am now back to the setting I
started the series with in 2007, therefore the "revised" above ^^.
There has been so much excellent roleplaying material published since 2007,
both for BRP and my other favourite system Traveller, that I decided to ma-
ke a complete overhaul of this setting, introducing both that material and
all the things I had learned about setting design and campaigns during the
last three years.
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Yep, I also think that I could do without FTL drives, fusion power and anti-
grav without damaging the setting.
However, there is the "player demand" to keep space technology simple and
easy to handle, and so I reluctantly introduced the "magic", but restricted
its use to spaceships by making it huge and extremely expensive - much too
huge and expensive for planetary use, except perhaps as an occasional fu-
sion reactor on an industrial planet.
The scenario that finally convinced me to introduce the "magic" was the ne-
cessity to enable "normal" spaceships to visit Pharos IV. With an antigrav that
allows them to hover above the ocean surface and enough fusion power to
do so for some time, I avoided the problem that only specially designed spa-
ceships can land / "water" on an ocean surface (e.g. ability to float, cargo
doors above the waterline, and so on).
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Do you think the ship rules presented in D6 Space Ships would work well with BRP and D100?
For those who do not know them, you can download them for free from
Drive Thru RPG:
How Could BRP Be More Popular...?
in Basic Roleplaying
Posted
Well, actually ... :shocked:
However, CoC obviously is the BRP version that does something right, so we
should take a look at it, and the line "compatible with Call of Cthulhu" could
well influence sales of BRP material over here.
On the other hand, BRP supplements like Rome - well researched and well pre-
sented - are as good as the CoC supplements and cover the historical genre
without having to mention the Mythos, so the main problem here is probably
to tell the potential customers that they do exist.