A lot has been happening, and I've not yet found the time to set up the pages, but, I still intend to.
Last IM I had with Jez Gordon, the Tunnels & Trolls product, Porphyry, is on target.
I've started gaming in the Urutsk: Space Age, where colonial sleeper-ships are aimed towards prospective worlds. The PCs have already had a meet-n-greet with a Peoples' Automatic Union sphere ship, and taken aboard a cybernetics-free human woman who was materialised out of thin air by nanobots as the PCs watched. The young woman, Melinda, indicated that instead of PAU, they were calling themselves the Mode Frequency. The team that explored the spherecraft determined that the ship was at least 8k relative years old, while the PAU have only left Urutsk ('Homeworld'), a generation ago, like the rest of the ships, due to the Shorrannin invasion. With information gifted by the Mode Frequency, Captain Reynolds has sent ahead an exploration/contact team on a modified shuttle. The planet in question is code-named: Emerald Heights, due to its enormous space-scraper trees. Emerald Heights is inhabited, and some of the cultures are Starfaring.
The Urutsk: Space Age is envisioned as the core Urutsk game, written with Advanced Dungeons & Dragons in mind, and the other eras would be expansions off this hub. I'm writing up Generalist class, and knocking the XP tables down one level, so that everyone starts at 0th and graduates to 1st. The Starship Crew Positions get a Class and Profession treatment. Advanced armour and arms and gear will feature things such as Blasters, Light Battlesuit Armour, and Networked Dataslates. Etc.
Sunset Lagoon, my Villains & Vigilantes via Tunnels & Trolls game of SuperPunk/CyberPower is set in a variant of the Blade Runner/Prometheus/Alien shared universe, and is a bit weird to explain. At present, the PCs are playing actors portraying explorers of a Lost World found inside a mountain cyst, but are actually exploring likesame, and contacting alien biotech and other weirdness. The character range from Night Wolf, a lawyer turned vigilante, to a battlesuit operator sent by the ElectroMagnetic realm as an Apostle of the Singularity, to Amber Magic, a botched genetic test tube baby who can open teleport doors and has a scorpion tail. All of my players rock!
Porphyry is on Friday nights, and the PCs have recently left Casperburg, the riverine pirate stronghold, and are headed back to Ownys, to confront the witch who has been plaguing them with nightmares and random wilderness encounters since they disrupted her human sacrifice gig and nearly killed her. It is a dark setting, but has a lot going for it, especially for Players with initiative and a drive to forge connections, rebuild, and make something of themselves. It is at the crossroads of Old and New School, but is still a brutal game of easy death and cheap life. The Burn has really screwed the world, Porphyry, up, but Humanity still has a chance.
My Man, Myth & Magic, Urutsk: Summer Era game (Sunday nights) has landed the PCs on an island on another world, and they are grid-crawling their way through a cliff-side city roughly equivalent to Phonecian or early Greek tech. One PC has already been chosen by a Dryad to serve as her priestess, and the party are exploring a geocentric map translated into the layout of the sky temple.
I'm playing in Jeffrey Osthoff's Aeternal Realm of Sylvaeon game, which is due to transition to BRP, but is currently operating under OSRIC/AD&D. My Grey Elf Paladin of the White Lady/Druid is 2/2, and together with her great companions, is hex-crawling through a cool, low-magic, high-fantasy setting.
Michael Henry's INDO game is set on an Indonesian island, in what appears to be the '30's, and is a blend of native mythology and '30's Pulp Action. I'm playing a Psionic Monk who adores Ushas, the goddess of the dawn. We've got an OD&D Elf, Dragoslav, played by Duke Barclay, an Arduinian Shaman, plyed by Jeffrey Osthoff, and other wandering PCs.
Okies. Catch you good folks later. :D