I realise the following contains references you folks don't yet have available, but I occasionally write these, 'for the record', as it were. I hope it is at least moderately interesting.
After 'refreshing' the Spectral Index to make it more intuitive, I rolled up a 'long-form' character and spotted a tweak or two in the order of tables, or a formatting glitch that needed correcting.
--I then decided to see if the background skills (Environmental Activities, and Training points) could be abused RaW, and when I saw that it could, I then placed a hard limit on the letter code (skill level in common parlance) that could be purchased. Now (although 'levelled' figures can increase Training through Adventure Points), starting folk (such as NPCs and the Base PC), cannot be more than an average of 75% proficient in any given Activity. When I upload the Spectral Index this will all make good sense.
I must make certain that even casual readers of the Players' Manual will not be able to confuse the 'long form' character generation routine with the 'roll-and-go' (ostensibly 'old school') method which allows for importation of many/most other 3d6-based characters.
--That EPT thread on Dragonsfoot sent shivers down my spine. I don't want to deal with anything of the sort.
My decision to switch over to a Gamma World scale for a figure's 'HPs' and weapons damage makes me very happy, and opens up a lot of great official and fan-based GW material for cross-pollination, so to speak.
--Since I've always favoured GW over D&D, this is a sort of 'homecoming' for me in a similar way to many OS bloggers'/gamers' re-discovery of 'the old ways.' That Mutant Future is enjoying the fan-success that it is only bolsters my confidence in my decision.
Now, parallel to that change, the implementation of many of the ideas/principles found in Ward's MA articles in The Dragon, and a general memory of Jorune chargen, 'long form' PCs are very playable without one drop of Point Design prior to game-start, which was one of my goals that hadn't been made clear in the beta .pdf, to my chagrin.
Since UWoM is another creature altogether, and I am not in the Orthodox Old School church, ;) I strongly believe in games that have official settings:
* Tekumel
* Greyhawk (don't kid yourselves, you know 1e was keyed to reflect Greyhawk)
* The Vilani Imperium
* Glorantha
* The Warden
* Gamma Earth/Terra via its series of adventures literally expanding the known world's map
* The Morrow Project's earth
* The world of Palladium
* Car Wars' earth
* Jorune, among others.
--Having a strong setting in no way diminishes one's ability to 'sandbox', and some of the above required one to do so if only due to the grandeur of the setting.
With a strong setting comes the knowledge of the world's baseline and the origins from whence a character arose. The parents/guardians, the local environs, pastimes and home-education in familial trades/crafts and culture-ways, as well as years of hearing of the daily goings-on 'at work', if not actually apprenticing in that field. Then the local society and its concerns, diversions, interests, mores and standards of conduct, pastimes, philosophies, religious thoughts and ideals (if any), sexual congress rites, and burial practises, etc.
--In game terms, even if a young (teens) character is rolled, these things are already resident within the person, and figure into their ability to navigate the considerable dangers upon Urutsk, while the player is still the one in charge, and the one challenged. The details of a character's background are a goldmine for gaming possibilities.
So, for gamers who enjoy Urutsk as a backdrop, but want to roll 3d6 six times in order and optionally pick a class, it'll work fine, as will it for folks who'll find rolling up a native in their full glory to be rather nifty.
A blog for The Urutsk Cycle and Related Subjects,
including the URUTSK: World of Mystery RPG.
Shipwrecked survivors of a galaxy-spanning empire (ruined when the core exploded) settle upon a wetlands world occupied by humans and other species. They then poke through ruins of their Ancient ancestors as they strive to regain space and then, starflight.
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Showing posts with label Gamma Terra. Show all posts
Showing posts with label Gamma Terra. Show all posts
Tuesday, December 15, 2009
Tuesday, June 2, 2009
[RPG] Discussion of the Nature of the Game & What to Expect-
Today, I hope to write-up a few of my Life Lab random creatures for Friday's game. I know the simultaneous and interlaced 8 die set of tables has worked well enough, but by cranking out a few critters I hope to put a first polish on the thing. The decision to allow the Referee to create their own creatures wasn't solely based on the fact that I don't anticipate writing up two and one-half score monsters to make the book 'complete' any more than I plan on writing my own versions of spells -- you folks have plenty of critters and spells available to run this in your own ways. However, I think that the Life Lab will prove more useful in the long run to the Referee than simply including an initial large list of critters. I try and help others 'empower' their games.
That isn't to say that I won't be producing setting-specific spells and creatures, but rather, that it isn't as high a priority to meet the same standard 50+ monsters and 5+ levels of spells for two caster classes as have the recent Retro Clones and Simulacra.
It is perhaps best to think of UWoM as an Arduinian sort of bolt-on accessory to your existing rules set, although, like Arduin, it will contain my own rules-set as a sort of variants offering to the community -- just like it used to be in the olden days when I was but a youff'.
Likewise, since my vehicle rules use a slight variation on my creature format, it means that I have less work to do when the time comes to write-up the Morrenhom Stryders and what few war wagons exist in the early Autumn era.
Also, unlike the recent bout of games in the Classic/Old/Disco/Punk-era vein, and much more like beloved Empire of the Petal Throne, and Skyrealms of Jorune, it has a very distinct setting to it. While I can understand and appreciate the mentality that setting-less-ness is a hallmark of the Punk-era games (again, Tekumel a conspicuous exception), by the time I really was in full omnivorous RPG swing, there was an increased tendency to include more details of a setting with/within games. I would argue that the Starship Warden and even Gamma Terra were settings, and these are almost as old as the hills, as they say.
Is there a story to the setting? Yes and No. In my fiction, it is all pointing to a specific 'big picture', but I have intentionally not pinned the play of the game in any specific direction, as the setting is literally galactic and multi-dimensional in nature, all there for play-groups to explore and define and create as they please. In essence, I've opened a scrying pool into another reality and left it up to you, the reader, to do with as seems best to your sensibilities.
While I hope to continue to expand the material into the latter Autumn era and into Winter, Spring, and Summer, I very well may never complete that work, and it still wouldn't hamper the game. Although new rules/guidelines for dealing with the changing technology and other assorted things that mark the setting's progression would appear, it will all be modular and capable of being used independently in your established games, regardless of which rules-set(s) you employ.
So, ultimately, I'm neither concerned with UWoM being 'OS' (or whatever), nor it possibly being labelled 'too exotic' as has been the case with both EPT and Jorune.
That isn't to say that I won't be producing setting-specific spells and creatures, but rather, that it isn't as high a priority to meet the same standard 50+ monsters and 5+ levels of spells for two caster classes as have the recent Retro Clones and Simulacra.
It is perhaps best to think of UWoM as an Arduinian sort of bolt-on accessory to your existing rules set, although, like Arduin, it will contain my own rules-set as a sort of variants offering to the community -- just like it used to be in the olden days when I was but a youff'.
Likewise, since my vehicle rules use a slight variation on my creature format, it means that I have less work to do when the time comes to write-up the Morrenhom Stryders and what few war wagons exist in the early Autumn era.
Also, unlike the recent bout of games in the Classic/Old/Disco/Punk-era vein, and much more like beloved Empire of the Petal Throne, and Skyrealms of Jorune, it has a very distinct setting to it. While I can understand and appreciate the mentality that setting-less-ness is a hallmark of the Punk-era games (again, Tekumel a conspicuous exception), by the time I really was in full omnivorous RPG swing, there was an increased tendency to include more details of a setting with/within games. I would argue that the Starship Warden and even Gamma Terra were settings, and these are almost as old as the hills, as they say.
Is there a story to the setting? Yes and No. In my fiction, it is all pointing to a specific 'big picture', but I have intentionally not pinned the play of the game in any specific direction, as the setting is literally galactic and multi-dimensional in nature, all there for play-groups to explore and define and create as they please. In essence, I've opened a scrying pool into another reality and left it up to you, the reader, to do with as seems best to your sensibilities.
While I hope to continue to expand the material into the latter Autumn era and into Winter, Spring, and Summer, I very well may never complete that work, and it still wouldn't hamper the game. Although new rules/guidelines for dealing with the changing technology and other assorted things that mark the setting's progression would appear, it will all be modular and capable of being used independently in your established games, regardless of which rules-set(s) you employ.
So, ultimately, I'm neither concerned with UWoM being 'OS' (or whatever), nor it possibly being labelled 'too exotic' as has been the case with both EPT and Jorune.
Labels:
Arduin,
Arduinian,
Creature Generator,
EPT,
Gamma Terra,
Life Lab,
Morrenhom,
Retro Clones,
Simulacra,
Skyrealms of Jorune,
Starship Warden,
Stryders,
Tekumel,
Urutsk,
UWoM
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