Talk:Character creation

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--Edmiao 20:05, 25 February 2007 (MST) Are you still developing this system for sometime when we might play it in the far future or as a one shot?

--BenofZongo 20:57, 25 February 2007 (MST)just dicking around really: I try not to do too much system work when I'm not GMing, but if I have an idea I like, I want to put it down somewhere. I'm not planning a one shot, but I will probably use some variation of these rules for whatever I run next as a campaign.

--BenofZongo 12:28, 3 March 2007 (MST)Gabe, Dieter and I tested this group/character creation system last night (070303) and I think it worked basically the way I wanted it to (Gabe, Dieter, thoughts?). I definitely intend to use some variation of it the next time I'm up as GM: when that happens, I'll adjust the system to fit the Genre somewhat (if that's not possible, I guess it'll have to wait), and we'll run through it once or twice as a group so people get a feel for it, and then do it "for reals".

--Dieter the Bold 16:00, 3 March 2007 (MST) It was a fun bit of collaboration that led to some very serious storylines involving the whole group and members of the group. By the time we were done, we had a pimpin' ship, serious booty, an overall decent rep and tons of hooked webwork with each other. We also had some serious injuries and more than one pissed off faction at us. We ran the gamut from top high point character that could have been an astronavigator to someone with a 2 who would have been a min-maxed combat monster, but would start play with a full 10 Fate Points. The creation method really did get the whole group invovled right from the getgo and created a whole background and background characters that were interesting and believable.

--Dieter the Bold 19:50, 4 March 2007 (MST) I would also like to note, although it may have been clear to everyone else, but wasn't to me, that astronavigation is 100% safe with an astronavigator. Someone could try jumping without one, but it's suicide without the beacon system. With an astronavigator, it's 100% safe, and also pretty much the only way to make serious money in inter-system work.

--BenofZongo 21:48, 4 March 2007 (MST)Not entirely true, but close: IF you have a jump drive, and try to jump without a psychonavigator, you will die. IF you have both a jump drive and a psychonavigator and time to plot your course, you can jump safely. If you lack the time, it gets very risky. Conventional drives are used to cross the intervening space (as matt said, all you really need is enough fuel for the initial acceleration), it just takes forever (months), so these convoys are composed of huge interstellar freighters capable of making the trip worthwhile. For a small ship, the only reason to make the trip without a jump drive (meaning for everyone but a handful of ships in the Gemini) is for serious loot (like selling a precursor artifact you found in Castor on a Pollux world, for instance).

--Gdaze-- I thought the system was pretty fun. It was interesting to come up with stories on the fly. Although knowing the world better may have made it a bit easier to come up with stuff. Neat system though, I think it could work for the Hero system as well.

--BenofZongo 11:57, 5 March 2007 (MST)World detail will be much expanded if we ever get around to a one shot.