solomoncane wrote:
>
> Will the Piper & Foundation books be re-done after TS Revised hits the
> shelves?
>
No, mostly because the mechanical changes to the game will be very
slight. Nearly everything that's appeared so far will work exactly as it
has before. The revision is primarily a "clean-up" job -- fixing errata,
layout, new art, and generally making the game as good as it can be.
Most new rules in the revised book won't contradict what's come before.
The main possible exception will be starships, which will still be
roughly compatible with the original edition.
James
Whoa. Christmas came early this year.
--- In transmission_thousand_suns@yahoogroups.com, Richard Iorio II
<riorio2@...> wrote:
> Thanks. He will also being do art for another book, one that you wrote. :)
>
> Richard
On Thu, Nov 19, 2009 at 9:04 AM, realcomaboy <realcomaboy@...> wrote:
> Kudos for snagging him to do art for the revision.
Thanks. He will also being do art for another book, one that you wrote. :)
Richard
--
Richard Iorio II
President/Main Rogue
Rogue Games
Games so good they sneak up on you.
www.rogue-games.net
well, managed to find the Hypercard stack & extract the main text.
the original WordPerfect version had a few more tables & percentages for rolling
on each table... if i can find it
geez, i think i need an archivist... < LOL >
Has anyone picked up Google Wave and set up a TS Wave yet?
I just got mine, but basically haven't had time to figure out the ins and outs
to do anything yet.
Ok, an idiot. I gave the work address for the form. Here it is:
http://www.rogue-games.net/storage/pdfs/Rogue_Games_Idea_Submission_Agreemen.pdf
Sorry about the confusion.
Richard
On Tue, Nov 3, 2009 at 7:10 PM, Richard Iorio II
<riorio2@...> wrote:
> Hello!
>
> Rogue Games is going to be doing a lot of play testing over the next
> few months. This month, we will be kicking off three different play
> tests. The first play test will be for a new Thousand Suns Supplement
> in development. If you want to take part here are the details:
>
> * All participants will need to submit an Idea Submission Form. You
> can download it here:
> http://www.rogue-games.net/Rogue_Games_Idea_Submission_Agreemen.pdf
>
> * At least one member of the play test group must take part in a play
> test discussion group.
>
> * A willingness to put rules through their paces.
>
> * You can publicly talk about being part of the play test, but you
> cannot post the rules or share them with anyone outside of the play
> test.
>
> For taking part this is what you get:
>
> * All play testers get credited in the book.
>
> * All play testers get a free copy of the published book.
>
> So, what is this play test for? Thousand Suns: Starships.
>
> This play test will run between now and March 2010.
>
> --
> Richard Iorio II
> President/Main Rogue
>
> Rogue Games
> Games so good they sneak up on you.
> www.rogue-games.net
>
--
Richard Iorio II
President/Main Rogue
Rogue Games
Games so good they sneak up on you.
www.rogue-games.net
Hello!
Rogue Games is going to be doing a lot of play testing over the next
few months. This month, we will be kicking off three different play
tests. The first play test will be for a new Thousand Suns Supplement
in development. If you want to take part here are the details:
* All participants will need to submit an Idea Submission Form. You
can download it here:
http://www.rogue-games.net/Rogue_Games_Idea_Submission_Agreemen.pdf
* At least one member of the play test group must take part in a play
test discussion group.
* A willingness to put rules through their paces.
* You can publicly talk about being part of the play test, but you
cannot post the rules or share them with anyone outside of the play
test.
For taking part this is what you get:
* All play testers get credited in the book.
* All play testers get a free copy of the published book.
So, what is this play test for? Thousand Suns: Starships.
This play test will run between now and March 2010.
--
Richard Iorio II
President/Main Rogue
Rogue Games
Games so good they sneak up on you.
www.rogue-games.net
Thanks! I remember Shadis fondly... Anyway, wish me luck, I'm gonna try NaNoWriMo again, maybe a space opera, maybe a space western, but it will definitely involve world and critter building, coz that's what I likes! 8-P
Xie-xie!
Vince the alien zookeeper, browncoat otaku and mad scribbler
"Humans need fantasy to be human. To be the place where the falling angel meets the rising ape." Death, "The Hogfather" - Terry Pratchett
"Peace. It does not mean to be in a place where there is no noise, trouble or hard work. It means to be in the midst of those things and still be calm in your heart." - Unknown
Look deeply enough into the black and you will see an entire platoon of browncoats... staring back at you.
2. detail bits for worldgen... take 2
Posted by: "userbimbob" userbimbob@... userbimbob
Date: Thu Oct 29, 2009 2:09 pm ((PDT))
OK, the file is now posted:
NARFS retrieved2.pdf
something from way back, it's an unfinished generic world design article for
SHADIS (anybody remember that one?) trying to develop a system-lite, mostly
descriptive way to populate a space opera style Galactic Imperium with colorful
(if not absolutely realistic) planets, and a few 'interesting' astronomical
elements
--- In transmission_thousand_suns@yahoogroups.com, Richard Iorio II
<riorio2@...> wrote:
>
> Could I post this on the wiki as well?
>
> Richard
>
sure, that would be fine... : )
j
On Thu, Oct 29, 2009 at 2:44 PM, userbimbob <userbimbob@...> wrote:
--- In transmission_thousand_suns@yahoogroups.com, vincentalienzk@... wrote:
>
>
> I was looking over this and saw 'surfing battle site'. I want to thank you for the image this inspired-
>
> Cowabunga!
>
> Vince the alien zookeeper, browncaot otaku and mad scribbler
"i admire the surreality of the underlying metaphor..."
heh, heh, heh... all because yahoomail can't format columns...
will post (properly) formatted PDF in files in a bit... : )
OK, the file is now posted:
NARFS retrieved2.pdf
something from way back, it's an unfinished generic world design article for
SHADIS (anybody remember that one?) trying to develop a system-lite, mostly
descriptive way to populate a space opera style Galactic Imperium with colorful
(if not absolutely realistic) planets, and a few 'interesting' astronomical
elements
hope you can have fun with it... : )
j
--- In transmission_thousand_suns@yahoogroups.com, "realcomaboy"
<realcomaboy@...> wrote:
>
>
>
> OK, now that you mention it, what is a "bullwinkle world"?
>
>
> > I was looking over this and saw 'surfing battle site'. I want to thank you
for the image this inspired-
>
why obviously, sir - a companion to/replacement for a "rocky" world... : )
and if i ever post my random timeline events tables, i'll probably have to
*cough* sanitize *cough* a few entries... i was possibly just a bit more, umm,
sarcastic back in the late 90's... < LOL >
anyway, that's the story i'm going with... ; )
J
--- In transmission_thousand_suns@yahoogroups.com, vincentalienzk@... wrote:
>
>
> I was looking over this and saw 'surfing battle site'. I want to thank you for
the image this inspired-
>
> Cowabunga!
>
> Vince the alien zookeeper, browncaot otaku and mad scribbler
"i admire the surreality of the underlying metaphor..."
heh, heh, heh... all because yahoomail can't format columns...
will post (properly) formatted PDF in files in a bit... : )
OK, now that you mention it, what is a "bullwinkle world"?
> I was looking over this and saw 'surfing battle site'. I want to thank you for
the image this inspired-
I was looking over this and saw 'surfing battle site'. I want to thank you for the image this inspired-
Cowabunga!
Vince the alien zookeeper, browncaot otaku and mad scribbler
It was like a jungle, a jungle in a bubble, floating in the atmosphere of Venus. Hannah Clinkenbeard, or Huck, as she liked to be called, could hear her sister, Melody, singing some song she'd learned from the crew of Columbia, about a bird of peace looking for a place to rest. It was pretty, but even though Melody sang very well, she did not fill it with the same longing that Chief Petty Officer Logan had brought to his performance, three nights ago. Huck wondered who or what the man had been thinking of, while he sang.
______________________________________________________
1. a few detail bits for worldgen
Posted by: "userbimbob" userbimbob@... userbimbob
Date: Thu Oct 29, 2009 2:03 am ((PDT))
step 1: roll 3 d100, 1 for each column
put these into details
1 axial tilt [50%] balkanized overpopulated
2 day length [50%] important trade nexus orbital debris
3 industrial center barren lush jungles
4 deadly subtropical luxury resort
5 base airborne metropolis exotic
6 extensive forests anagathics hydroponics
7 ice plains ancient site pre-industrial
8 androids (50% stupid) calm anti-tech colony
9 excellent shore leave aquatic sentient extreme seasons
10 huge tides entertainment giant mining drones
11 belligerent race ethnic colony flare star
12 fleet headquarters fleet academy long rivers
13 major space battle major race bullwinkle world
14 buro civil war clan
15 minimum security prison minor race clones
16 cluster surfing battle site
Richard Iorio II wrote:
>
>
> I like this. This is the type of chart I like: simple, direct and to
> the point. I know James has told me that he is thinking about doing
> more of this type of random chart generators in a few of the
> other projects we are working on.
>
Yes, these are ideas similar to ones I'm currently adding to the revised
edition (which is moving along well). I'll be posting excerpts to it
probably next month. I had hoped to have them available sooner, but my
work on Shadow, Sword & Spell has distracted me somewhat and I also
wanted to wait until Greg's starships manuscript was complete before
plowing ahead on certain aspects of the revision.
James
I like this. This is the type of chart I like: simple, direct and to the point. I know James has told me that he is thinking about doing more of this type of random chart generators in a few of the other projects we are working on.
Richard
On Thu, Oct 29, 2009 at 4:02 AM, userbimbob <userbimbob@...> wrote:
step 1: roll 3 d100, 1 for each column
put these into details
1 axial tilt [50%] balkanized overpopulated
2 day length [50%] important trade nexus orbital debris
3 industrial center barren lush jungles
4 deadly subtropical luxury resort
5 base airborne metropolis exotic
6 extensive forests anagathics hydroponics
7 ice plains ancient site pre-industrial
8 androids (50% stupid) calm anti-tech colony
9 excellent shore leave aquatic sentient extreme seasons
10 huge tides entertainment giant mining drones
11 belligerent race ethnic colony flare star
12 fleet headquarters fleet academy long rivers
13 major space battle major race bullwinkle world
14 buro civil war clan
15 minimum security prison minor race clones
16 cluster surfing battle site
17 cold waterworld festivals minor comm transit node
18 cool waterworld corrupt creature infested
19 cults old colony holovideo production
20 open world cyborgs dangerous
21 swamps synthetic food production decadent society
22 combat drugs dust storms eccentric orbit
23 enclave cannibalism capitol
24 hothouse world artifact border world
25 foggy caves large humanoids
26 arcologies giant arcologies citadel
27 belt pirates binary system customs station
28 birthplace giant fish comets
29 dramatic seasons globular cluster marginal
30 godzilla gray market habitats
31 failed terraforming arctic political intrigue
32 sparsely settled martial artists lobsters
33 hidden ruins fantastically expensive mixed population
34 high winds legendary gigantic trees
35 only world in system open cluster high security prison
36 history reference mined-out belt exile world
37 hiveworld forests gentle seasons
38 hollow planetoid nomads homeworld
39 hostile non-industrial oxygen poor atmosphere
40 sea farming nova harsh
41 secret base patrol station hunting lodge
42 ice age planetary catastrophe infrequent visited
43 double planet institute domed startown
44 intelligent cetaceans largest computer [42] glaciers
45 intense dust storms deep canyons interdicted
46 temperate invaders isolated system
47 jungles major trade port drugs
48 land yachts amazon society planetoid impact
49 information services lethal military rule
50 extensive ruins mothballed ships no surface life
51 warehouses no seasons heavily fortified
52 river delta hero off trade routes
53 periodic ice ages robotics industry pirates
54 star cluster starbase plague
55 plains pleasure planet major library
56 pocket empire trade nexus prime world
57 black market agricultural primitive
58 weapon restrictions private world iron age ruins
59 quarantine [50%] prohibited quiet
60 warrior race dense cluster ruins
61 rainy temples mothra
62 mild seasons ruined starport sailing
63 near vacuum terraformed forest rare crystals
64 rebellion untamed poisoned water
65 thick cloud layer storms reduced ecosystem
66 refugees genetic research relay station
67 maximum security prison theocracy neutral port
68 mega-city resource poor vast surface shipyard
69 revolutionaries unremarkable world short growing season
70 slave markets high tariffs archeological site
71 small patrol station violent feudal culture special woods
72 rich library many rivers
73 rift valley martial law tourism
74 rugged very basic orbital dock no spaceport
75 vice marine base shallow seas
76 smugglers unpopulated very earthlike
77 unfriendly natives polluted sector capitol
78 variant race space yakuza space mafia
79 warm waterworld tide-locked world ringed gas giant
80 dissidents restricted waterworld
81 riots trading powerful families
82 rodan deserted orbital rotten shore leave
83 year length [50%] terraforming project sport
84 sprawl strategic location terran prime
85 frequent storms gang wars terrorists
86 subspace relay station tranquil multiple impacts
87 natural disaster ultratech exports travel warning
88 tribal nav hazard savannas
89 trinary system vacation resort memory banks
90 tropical urban smart predator
91 tundra mercenary exporter spiky trees
92 unusual spiny trees meteors
93 uncharted arena bronze-age ruins
94 underground starport listening post vast tunnel complex
95 undersea habitats spectacular ruins vital element
96 derelict ship well preserved ruins windy
97 steam-age ruins stone age ruins garden world
98 tunnel cities ugly cities desolate
99 active volcanoes abandoned colony worthless
100 hot waterworld doomed world cultural
step 2a: roll d6 -2 for number of moons
step 2b: roll d20 for moon type
1 - 4 small
5 - 6 large
7 - 8 ice ring
9 -10 dust ring
11 -12 gravel ring
13 -15 tiny
16 - 20 none
step 3: roll d20 for hydrosphere
1 - 4 desert almost no free water on surface
5 - 8 arid a mostly dry planetary surface
9 - 13 moderate no dominant terrain type
14 -17 wet a mostly wet planetary surface
18 - 20 waterworld almost no land on surface
step 4: roll d20 for atmosphere
1 none
2 - 3 trace
4 - 5 very thin
6 - 8 thin
9 - 14 standard
15 -16 dense
17 very dense
18 super dense
19 tainted
20 exotic
step 5: roll d20 for size
1 asteroid
2 - 3 planetoid
4 - 5 very small
6 - 7 small
8 - 10 small standard
11 - 14 standard
15 -16 large standard
17 - 18 large
19 very large
20 giant
step 1: roll 3 d100, 1 for each column
put these into details
1 axial tilt [50%] balkanized overpopulated
2 day length [50%] important trade nexus orbital debris
3 industrial center barren lush jungles
4 deadly subtropical luxury resort
5 base airborne metropolis exotic
6 extensive forests anagathics hydroponics
7 ice plains ancient site pre-industrial
8 androids (50% stupid) calm anti-tech colony
9 excellent shore leave aquatic sentient extreme seasons
10 huge tides entertainment giant mining drones
11 belligerent race ethnic colony flare star
12 fleet headquarters fleet academy long rivers
13 major space battle major race bullwinkle world
14 buro civil war clan
15 minimum security prison minor race clones
16 cluster surfing battle site
17 cold waterworld festivals minor comm transit node
18 cool waterworld corrupt creature infested
19 cults old colony holovideo production
20 open world cyborgs dangerous
21 swamps synthetic food production decadent society
22 combat drugs dust storms eccentric orbit
23 enclave cannibalism capitol
24 hothouse world artifact border world
25 foggy caves large humanoids
26 arcologies giant arcologies citadel
27 belt pirates binary system customs station
28 birthplace giant fish comets
29 dramatic seasons globular cluster marginal
30 godzilla gray market habitats
31 failed terraforming arctic political intrigue
32 sparsely settled martial artists lobsters
33 hidden ruins fantastically expensive mixed population
34 high winds legendary gigantic trees
35 only world in system open cluster high security prison
36 history reference mined-out belt exile world
37 hiveworld forests gentle seasons
38 hollow planetoid nomads homeworld
39 hostile non-industrial oxygen poor atmosphere
40 sea farming nova harsh
41 secret base patrol station hunting lodge
42 ice age planetary catastrophe infrequent visited
43 double planet institute domed startown
44 intelligent cetaceans largest computer [42] glaciers
45 intense dust storms deep canyons interdicted
46 temperate invaders isolated system
47 jungles major trade port drugs
48 land yachts amazon society planetoid impact
49 information services lethal military rule
50 extensive ruins mothballed ships no surface life
51 warehouses no seasons heavily fortified
52 river delta hero off trade routes
53 periodic ice ages robotics industry pirates
54 star cluster starbase plague
55 plains pleasure planet major library
56 pocket empire trade nexus prime world
57 black market agricultural primitive
58 weapon restrictions private world iron age ruins
59 quarantine [50%] prohibited quiet
60 warrior race dense cluster ruins
61 rainy temples mothra
62 mild seasons ruined starport sailing
63 near vacuum terraformed forest rare crystals
64 rebellion untamed poisoned water
65 thick cloud layer storms reduced ecosystem
66 refugees genetic research relay station
67 maximum security prison theocracy neutral port
68 mega-city resource poor vast surface shipyard
69 revolutionaries unremarkable world short growing season
70 slave markets high tariffs archeological site
71 small patrol station violent feudal culture special woods
72 rich library many rivers
73 rift valley martial law tourism
74 rugged very basic orbital dock no spaceport
75 vice marine base shallow seas
76 smugglers unpopulated very earthlike
77 unfriendly natives polluted sector capitol
78 variant race space yakuza space mafia
79 warm waterworld tide-locked world ringed gas giant
80 dissidents restricted waterworld
81 riots trading powerful families
82 rodan deserted orbital rotten shore leave
83 year length [50%] terraforming project sport
84 sprawl strategic location terran prime
85 frequent storms gang wars terrorists
86 subspace relay station tranquil multiple impacts
87 natural disaster ultratech exports travel warning
88 tribal nav hazard savannas
89 trinary system vacation resort memory banks
90 tropical urban smart predator
91 tundra mercenary exporter spiky trees
92 unusual spiny trees meteors
93 uncharted arena bronze-age ruins
94 underground starport listening post vast tunnel complex
95 undersea habitats spectacular ruins vital element
96 derelict ship well preserved ruins windy
97 steam-age ruins stone age ruins garden world
98 tunnel cities ugly cities desolate
99 active volcanoes abandoned colony worthless
100 hot waterworld doomed world cultural
step 2a: roll d6 -2 for number of moons
step 2b: roll d20 for moon type
1 - 4 small
5 - 6 large
7 - 8 ice ring
9 -10 dust ring
11 -12 gravel ring
13 -15 tiny
16 - 20 none
step 3: roll d20 for hydrosphere
1 - 4 desert almost no free water on surface
5 - 8 arid a mostly dry planetary surface
9 - 13 moderate no dominant terrain type
14 -17 wet a mostly wet planetary surface
18 - 20 waterworld almost no land on surface
step 4: roll d20 for atmosphere
1 none
2 - 3 trace
4 - 5 very thin
6 - 8 thin
9 - 14 standard
15 -16 dense
17 very dense
18 super dense
19 tainted
20 exotic
step 5: roll d20 for size
1 asteroid
2 - 3 planetoid
4 - 5 very small
6 - 7 small
8 - 10 small standard
11 - 14 standard
15 -16 large standard
17 - 18 large
19 very large
20 giant
Option #2, as long as the Max Damage Values (or something close to them) remain.
Is this just for combat and DV?
I want to make sure I understand this. If we look at page 15 of the current
book, "For example, if your character's TN is 14 and you roll 11, your degree of
success is 3," right? So the sentence now becomes "For example, if your
character's TN is 14 and you roll 11, your degree of success is 2." That seems
non-intuitive.
I'm trying to think of other places this might trickle down to, like Opposed
Tests, starship combat (probably okay there), damage to Resolve and so on.
--Robert
--- In transmission_thousand_suns@yahoogroups.com, James Maliszewski
<jimmythegeek@...> wrote:
>
> Here's a question for everyone.
>
> I'm toying with the possibility of changing the degrees of success
> mechanic slightly, since there's a small bit of confusion about it that
> comes up occasionally. As it stands, if you roll exactly the same number
> as your TN, you achieve 0 degrees of success, which would,
> mathematically, result in 0 damage being done in combat.
>
> I am considering too possible fixes:
>
> 1. 0 degrees of success is the same as 1 degree of success, so rolling
> exactly the TN or 1 below it has the same result.
>
> 2. Degrees of success are additive to a base result. Thus, a weapon with
> a DV of 10 would deal 20 points of damage on a Test that yields one
> degree of success, but only 10 points of damage when a roll is exactly
> the same as the TN.
>
> What do people think? Which solution is better? Is there even a problem
> to begin with?
>
> Thanks,
> James
>
Option 2. Option 1 requires people to remember a special case, whereas
2 doesn't. Option 2 also lets you play with the damage curve on
things--you can have weapons with a high base damage and little
variability, or a low base and lots of variation.
On 2009-10-12, at 4:37 PM, James Maliszewski wrote:
> Here's a question for everyone.
>
> I'm toying with the possibility of changing the degrees of success
> mechanic slightly, since there's a small bit of confusion about it
> that
> comes up occasionally. As it stands, if you roll exactly the same
> number
> as your TN, you achieve 0 degrees of success, which would,
> mathematically, result in 0 damage being done in combat.
>
> I am considering too possible fixes:
>
> 1. 0 degrees of success is the same as 1 degree of success, so rolling
> exactly the TN or 1 below it has the same result.
>
> 2. Degrees of success are additive to a base result. Thus, a weapon
> with
> a DV of 10 would deal 20 points of damage on a Test that yields one
> degree of success, but only 10 points of damage when a roll is exactly
> the same as the TN.
>
> What do people think? Which solution is better? Is there even a
> problem
> to begin with?
Option #2
--
_____________________________
Rev. Keith Johnson
keithalanjohnson AT gmail.com
http://keithalanjohnson.blogspot.com/
"We are what we repeatedly do. Excellence, therefore, is not an act,
but a habit." -- Aristotle
I'd go with option #2. Tidy and simple to explain, and leaves players
happier for getting the slightly better roll.
BRT
James Maliszewski wrote:
> Here's a question for everyone.
>
> I'm toying with the possibility of changing the degrees of success
> mechanic slightly, since there's a small bit of confusion about it that
> comes up occasionally. As it stands, if you roll exactly the same number
> as your TN, you achieve 0 degrees of success, which would,
> mathematically, result in 0 damage being done in combat.
>
> I am considering too possible fixes:
>
> 1. 0 degrees of success is the same as 1 degree of success, so rolling
> exactly the TN or 1 below it has the same result.
>
> 2. Degrees of success are additive to a base result. Thus, a weapon with
> a DV of 10 would deal 20 points of damage on a Test that yields one
> degree of success, but only 10 points of damage when a roll is exactly
> the same as the TN.
>
> What do people think? Which solution is better? Is there even a problem
> to begin with?
>
> Thanks,
> James
>