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Dredj

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Posts posted by Dredj

  1. Not at all, this is exactly the kind of "input" I need to improve my setting ! :D

    I am not sure whether my colonists would appreciate the idea to use sound to

    produce energy, especially since they are trying to keep their colony as quiet

    as possible (I think the players consider this helpful to attract tourists to the

    planet in the future - once the pirates have been dealt with and the trade

    routes are open again).

    However, sound is used for the colony's typical hunting weapon, a sonic stun-

    ner, and to some degree for the undersea mining equipment, although the so-

    nar operators of the submarines that serve the mines definitely hate this.

    The colonists could collect the sound wave energy from footsteps, talking, etc. It doesn't have to be very loud (this is a sci-fi setting, after all:lol:) and could be from normal human activity. And think of how much sound a typhoon would make:eek:

  2. Oops, I forgot to answer that one ... :o

    Unfortunately Pharos IV has almost no axial tilt and no polar regions, the

    energy transport by the ocean currents is unhindered by continents, so

    the regions near the poles are only a little colder than the rest of the pla-

    net.

    While I like the idea, I have doubts that I could make it work for Pharos IV.

    I see. Does that mean that Pharos IV is wobbly?

  3. Thank you very, very much for all the interesting and useful informations

    and ideas, they really are most welcome ! :)

    The Pharos IV colonists have built their first power plant using an ocean

    current to produce energy some years ago, but it will mainly be used to

    replace the oldest of the fusion power plants they brought with them.

    I always wanted to use "green" energy for the development of the colo-

    ny, but until now I did not have the time (well, was too lazy ...) to do the

    necessary research, so your links come at the perfect time.

    The energy would not be the real problem when it comes to the proposal

    to use lasers to replenish the ozone layer, the main problem would be mo-

    ney. At the moment, the colony simply could not afford a project of this

    kind, and the leaders of the colony (a group of player characters, by the

    way) currently need all the money they can get to arm the colony in order

    to protect it from a newly appeared group of pirates / raiders.

    So, the laser-ozone-project will have to wait a couple of game-years, I

    think, with all those nasty pirates at the system's "border" ... >:->

    Ah, I see where you're going with this:thumb:

  4. And yet some more energy from seawater:Waves power sea water desalination plant :: Water

    And some more ideas that combine most of the above: Science turns sun, surf into green energy - Environment - smh.com.au

    No offense, but having enough energy on a all/almost all water planet that's being colonized by a space-faring civilization in the far-flung future, using 'green' technology that's already being developed today, would probably be a non-issue. And within a century, the colonists would have all the energy they need to rapidly replenish the ozone layer. And a lot of the mechanical technology behind these things is not very expensive. A waterworld colony with SPS style energy tech as back-up could be a techno-paradise that could become the intergalactic Silicone Valley, where new tech is being designed thanks to the overabundance of easy to maintain energy resources. Which could also be a reason why outside forces would want to take over Pharos IV. It could also be easy to get funding for the development of the colony, IF proper diplomatic protocols are followed (role-playing opportunity). The only real cost would be due to the remoteness of the colony, but, again, good diplomacy would overcome those costs.

    It could also be a great place for scientist all over the galaxy, sector, or whatever, to study terraforming and implement new world building theories (with possible catastrophic consequences).

    I realize that the costs of this stuff was already covered in this thread, but the components necessary to create the sustainable energy would be the very first things the colonists would bring with them. Once the colony has an economic foothold, then they can really bring out the "big guns". However, implementing these technologies vs. people and things that don't want them to be implemented could create some very interesting role playing situations.

    Also, I strongly recommend studying the concerns for living in "high frontier" space colonies, as those would be the same as the colonies on a planet that has hardly any ozone layer (people having to live indoors all the time).

    I discussed this stuff on other forums, so I hope I'm not being redundant on this one.:-) And I suspect you had many of these ideas already in mind.

  5. Here's a device that got patented that converts water into energy. It's a dry read and I only skimmed through most of it, but there might be something useful in it:Device for converting the energy of sea water - Patent 4162409

    Here's another device:Energy of Seawater Desalination

    And here's an idea:Wired 13.06: The Mad Genius from the Bottom of the Sea Btw, the third page of this overlong article sums everything up. And it's a great way to produce fresh water, too!

  6. Does Pharos IV have polar regions? If so, pycrete might be useful:

    Pykrete - Wikipedia, the free encyclopedia

    There was mention of using lasers for recreating the ozone layer, but you said that there wasn't enough energy. Maybe SPS could be a solution:

    The Space Settlement FAQ by Mike Combs

    or

    Ocean thermal energy conversion - Wikipedia, the free encyclopedia

    Salt water as fuel? Erie man hopes so--this latter one could even be used as a weopan!

    Maybe even orbital colonies for growing things like fruits and vegetables for the colonists along with space elevators:

    Space elevator - Wikipedia, the free encyclopedia

    Hope these help.

  7. I also second the publishing of big maps. Especially modern and topographical. I'm kind of wondering, myself, why there isn't more of them floating around? Especially good ones?

    Is there any sites to go for for free city and town (modern) maps?

  8. Which "Delta Green" (Pagan Publishing) or "Cthulhu Modern"? By "Cthulhu Modern" I meant " 1990's Handbook" which was published by Chaosium in '95. I was lucky enough to get a copy used recently, and spent way to much. Not just on that book either, as I chanced across a whole pile of old Chaosium & 3rd party supplements and spent a small fortune. :(

    Here's a couple I found on Rpgnow.com

    RPGNow.com - Chaosium - Cthulhu Now

    RPGNow.com - Chaosium - 1990's Handbook

  9. I haven't gotten around to running anything like that yet. But I ordered an old game that's perfect for that setting--supposedly better than WoD or anything White Wolf puts out.

    Stellar Games Nightlife

    And it even came out before any of White Wolf's products hit the market!

    It looks like it's D100 all the way and a gold mine of source material for an urban supernatural setting. I guess the Nightlife Magic book has a magic system that may be the most flexible magic system put into a role playing game. This is all just hearsay, but this comes from people on forums, some of whom don't even like D100 systems, who say the setting is awesome and the magic system is incredibly intense.

    Since it's D100, it shouldn't be too hard to port over to BRP.

    Here's a Wikipedia page about it:Nightlife (role-playing game) - Wikipedia, the free encyclopedia

    Btw, I think it's totally feasible to run an urban horror game in BRP. Just take the vampires and werewolves, etc., from the CoC rule book and put them in an urban setting where they battle over turf gangsta (or robber baron) style. As that seems to be the gist of most urban supernatural games

  10. Nope.

    Chaosium asked for the manuscript to be complete by August 1st. Barring calamity, it certainly will be.

    After that, it's got to go through editing, proofreading, art must be assigned, and a cover commissioned. Then it's into layout, final proofreading, and the print process which can take a month or two.

    Given that Chaosium's a small company, and that they're also supporting Call of Cthulhu, and will have at least another half-dozen projects in the works at the time... it's way to early to propose a release date.

    Given, also, that BRP was absolutely supposed to ship in late 2006, then summer 2007, then end of year, then first quarter 2008... I think it's a great idea to not announce a release date until it's known.

    (Call of Cthulhu fans can pipe in with similar anecdotes about Pulp Cthulhu...)

    It's surprising how much I'm learning about the rpg industry through this forum.:lol:

    I'm interested in Pulp Cthulhu. Is that released?

  11. I'd rather see a fantasy world that got a reasonable distance away from D&D, one with its own character. Glorantha was a little too strange and convoluted, but maybe something with its own distinct flavor ... or maybe a neglected sub-genre, like:

    [*]Non-european fantasy (e.g. Chinese, Japanese, Arabian Nights, Ancient Greek, Indian, African, Central/South American)

    I just get tired of pseudo-medieval Europe with elves, dwarves, orcs, etc.

    Maybe you would like to check this setting out:

    Precis Intermedia :: Steampunk Musha (PDF)

    I was considering porting this setting over to BRP.

  12. They did two Blood Brothers anthologies of non-Mythos adventures.

    I suspect also that they might not want to delve too deeply into horror, as they've licensed BRP for Deadworld, and a new horror setting might impact their Call of Cthulhu sales.

    I didn't think of that:o:p

    Argh! We have to wait till next year for Deadworld's release. Oh well, I can buy the whole series on disk and get inundated in the Deadworld universe, by then.

    DEADWORLD home page

    I looooove zombies!

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