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A Suffocating Problem ...


rust

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rust,

would you like a fractal map for the planet. I got a fractal mapper around somewhere. It even does a nice little ball that you could put next to the data.

In fact, I got a program for planets, too.

Chaos stalks my world, but she's a big girl and can take of herself.

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Thank you very much for your offer, but I am not sure it would fit well into the

style of our campaign. We usually work with a Traveller-style icosahedron map

and derive the regional and local maps from there, with the hexes as the basic

elements. A small version of Samar's "master map" would look like this:

post-246-140468074969_thumb.png

"Mind like parachute, function only when open."

(Charlie Chan)

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Here it is in english, with some comments for the space nerds amongst you. >:>

The star Turan: Type: F9 V ( this type of star puts out more UV than Sol ).

Age: 3.85 billion years

Mass: 1,15

Temperature: 6,100 K

Luminosity: 2,09

Radius: 0,006

The planet Samar:

Yearly length: 676,46 days

Day length: 19,34 hours

Inclination : 7 degrees

Diameter: 15,028 km

Extent: 47,188 km

Surface: 709 million km

Gravity: 0.94 G

Atmosphere: Nitrogen carbon dioxide atmosphere

Hydrography: 0% (Aquifer and polar ice caps)

Climate: Average temperature 12° C

Land forms: Rock deserts, sand deserts, mountains.

Volcanism: Moderate.

Tectonics: Very little.

Raw materials: Crystals, light alloys (aluminium, titanium)

Biosphere: No native lifeforms. Bioterraforming in progress ( the geneered organisms are resistant to UV and tolerant to salt ).

The other planets:

Alpha orbit 0.32 Rock world, diameter 6,210 km no atmosphere, no water, no moon.

Beta orbit 0.55

Ödwelt, diameter 9,490 km no atmosphere, no water, 2 moons.

Gamma orbit 0.93 Greenhouse world, diameter 14,340 km dense toxic atmosphere, water 1 moon Samar, orbit 1.58 Desert planet, diameter 15,028 km exotic atmosphere, polar ice caps and Aquifer. Colony since 2376, Terraforming program, no moon.

Epsilon orbit 2.69 Cold rock world, diameter 5,830 km no atmosphere, polar ice caps, 1 moon.

Zeta orbit 4.57 Cold rock world, diameter 4,750 km no atmosphere, no water, 3 moons.

Eta orbit 7.78 Small gas giant, diameter 48,500 km 4 large moons, 13 small moons.

Theta orbit 13.23 Ice world, diameter 2,070 km no atmosphere. No moon

Wormhole orbit 36.59

Starsystem Recalada: duration of transit is 3 days.

Edited by Conrad
http://www.basicrps.com/core/BRP_quick_start.pdf A sense of humour and an imagination go a long way in roleplaying. ;)
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Rust, you might check out this game for subsystems to purloin: http://www.rpgnow.com/product_info.php?products_id=90214{1}1

I think it's even a D100 game. Anyway, it looks very much like it relies on the type of realism you try to give your settings. So there might be some good ideas in there.

Thank yiu very much. :)

I did borrow some ideas from Stellar Wind, for example concerning the reaction

drive starships and the natural hazards of the planet.

"Mind like parachute, function only when open."

(Charlie Chan)

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To give a more serious explanation, I prefer BRP for my settings because it is a

very resilient system which endures even major changes and because it was not

designed for a specific science fiction setting.

There are many very good science fiction roleplaying systems out there, but al-

most all of them were designed for a specific setting, and have the assumptions

of this setting at their core. While changes are possible, they often lead to an

unpleasant chain reaction which easily gets out of control.

As a simple example, in Traveller the average travel time between neighbouring

planets is about two weeks. I could change this to the average travel time of my

Samar setting with its slow reaction drives, twelve months, but then Traveller's

entire economy and trade system would implode, because all of its rules (prices

of passages and freight transports, prices and potential profits of trade goods,

maintenance requirements of starships ...) are based upon those two weeks of

average travel time.

So, when I begin to make major changes to one of those systems, I tend to end

up with at least as much work as I would have if I would design my own system

- and my own system fits my own setting a lot better than any tortured and mu-

tilated system which was originally written for a completely different setting.

BRP has a nice basic percentile game mechanic and does not mind at all if I add

subsystems, whether ones I designed (e.g. new skills, rules for learning, for re-

search and development, for prospecting ...) or ones I borrowed from other sy-

stems (e.g. most of the technology, in the Samar setting it comes from GURPS),

or delete subsystems (e.g. hit locations, strike ranks, etc.).

"Mind like parachute, function only when open."

(Charlie Chan)

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To give a more serious explanation, I prefer BRP for my settings because it is a

very resilient system which endures even major changes and because it was not

designed for a specific science fiction setting.

I thought the orginal explanation was quite good. I7ve been the the same boat with many RPGs. Trying to do something with it that wasn't what it was designed for. The problems are susally with something written up that gets in the way of what I want to do. So the answer made sense to me.

It was still funny. But then the truth often is.

Chaos stalks my world, but she's a big girl and can take of herself.

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