--- In VBAM@yahoogroups.com, "Tyrel Lohr" <tyrel@...> wrote:
>
> > I guess my issue with terraforming is the technological
advancements
> > needed to begin the actual work without damaging the ecosystem of
the
> > world should be quite high (my thoughts always draw to the
Outpost 2
> > PC game when talking about terraforming). But than again, I've
> > always assume that the RAW value of a planet is much more than
just
> > mineral riches on the planet. I mean, a terraforming project that
> > goes bad could be a real issue.
>
> On the subject of terraforming missions gone wrong, a possible way
of
> handling that would be to have any roll of natural '100' on the
terraforming
> result would have some sort of negative consequence (possibly roll
on a
> table?). Similarly, a natural '01' could have a positive special
effect.
> Possibly a roll on a table, with options of either severe climate
effects,
> RAW increase/decrease, Capacity increase/decrease, etc? Probably
just a 1D6
> roll with six different potentials listed. Does that sound like an
> interesting addition?
Sounds good to me. I think the d6 would work great for GMs that want
to make something go wrong on a natural '100'. Besides the GM can
always decide not to worry about it.
-Bren