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#30 From: "Viktor Haag" <viktor.haag@...>
Date: Wed Feb 27, 2008 12:38 am
Subject: Re: Re: Putting out the call
viktor_haag
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On 26/02/2008, Richard Iorio II <riorio2@...> wrote:
I already got one today for Colonial Gothic, but there is no rush. We
have no plans for this ending any time soon.

Well, I just don't feel write providing any submissions until I get my copy of the printed book, you know... ::grindgrindgrind::

8)

(PS -- I've been checking my mailbox a lot lately...)

--
V.

#29 From: "Richard Iorio II" <riorio2@...>
Date: Wed Feb 27, 2008 12:35 am
Subject: Re: Re: Putting out the call
ri2_99
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On Tue, Feb 26, 2008 at 5:49 PM, realcomaboy <realcomaboy@...> wrote:

> > Real submissions.
>
>  Cool.

That is what we think as well. :)

I already got one today for Colonial Gothic, but there is no rush. We
have no plans for this ending any time soon.

Richard

--
Richard Iorio II
President/Main Rogue

Rogue Games
Games so good they sneak up on you.™
www.rogue-games.net

#28 From: "realcomaboy" <realcomaboy@...>
Date: Tue Feb 26, 2008 11:49 pm
Subject: Re: Putting out the call
realcomaboy
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> Real submissions.

Cool.

#27 From: "Richard Iorio II" <riorio2@...>
Date: Tue Feb 26, 2008 9:09 pm
Subject: Re: Re: Putting out the call
ri2_99
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On Tue, Feb 26, 2008 at 3:02 PM, realcomaboy <realcomaboy@...> wrote:

> Sorry if I'm being inordinately dense, but are you looking for actual
>  submissions or proposals for submissions? Thanks.

Real submissions.

Richard

--
Richard Iorio II
President/Main Rogue

Rogue Games
Games so good they sneak up on you.™
www.rogue-games.net

#26 From: "realcomaboy" <realcomaboy@...>
Date: Tue Feb 26, 2008 9:02 pm
Subject: Re: Putting out the call
realcomaboy
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Sorry if I'm being inordinately dense, but are you looking for actual
submissions or proposals for submissions? Thanks.

#25 From: "Richard Iorio II" <riorio2@...>
Date: Tue Feb 26, 2008 8:54 pm
Subject: Re: Re: Putting out the call
ri2_99
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On Tue, Feb 26, 2008 at 2:36 PM, Viktor Haag <viktor.haag@...> wrote:

> > Just to clear up some confusion, neither James or myself saw, we have
> > dropped the term wiki and have replaced it with the  word article.
> > Though we are using wiki's for for the New World Almanack and the
> > Encyclopeia Galactica, they are not, by definition, a wiki. I
> > apologize for the confusion.
> >
>
> Ah! I see; that makes sense. So people will send you proposals for articles,
> which they will then write if accepted, with your editorial assistance, and
> then you and James will put them into your website (which will
> coincidentally be managed with wiki software, but which you Rogue will have
> editorial control over). Good plan.

That is it exactly. Wiki software allows for the easy management of
the articles and allows us to keep things in a nice orderly manner. We
call it a wiki, and though it might "technically" be one, James and I
never saw where the area of confusion could come up. I am glad you
asked and brought up the confusion. I really appreciate it.

> Thanks for clarifying, Richard!

My pleasure.

Richard


--
Richard Iorio II
President/Main Rogue

Rogue Games
Games so good they sneak up on you.™
www.rogue-games.net

#24 From: "Viktor Haag" <viktor.haag@...>
Date: Tue Feb 26, 2008 8:36 pm
Subject: Re: Re: Putting out the call
viktor_haag
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On 26/02/2008, Richard Iorio II <riorio2@...> wrote:
Me again.

Just to clear up some confusion, neither James or myself saw, we have
dropped the term wiki and have replaced it with the  word article.
Though we are using wiki's for for the New World Almanack and the
Encyclopeia Galactica, they are not, by definition, a wiki. I
apologize for the confusion.

Ah! I see; that makes sense. So people will send you proposals for articles, which they will then write if accepted, with your editorial assistance, and then you and James will put them into your website (which will coincidentally be managed with wiki software, but which you Rogue will have editorial control over). Good plan.

Thanks for clarifying, Richard!

--
V.

#23 From: "Richard Iorio II" <riorio2@...>
Date: Tue Feb 26, 2008 8:29 pm
Subject: Re: Putting out the call
ri2_99
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Me again.

Just to clear up some confusion, neither James or myself saw, we have
dropped the term wiki and have replaced it with the  word article.
Though we are using wiki's for for the New World Almanack and the
Encyclopeia Galactica, they are not, by definition, a wiki. I
apologize for the confusion.

Richard

On Tue, Feb 26, 2008 at 1:22 PM, Richard Iorio II
<riorio2@...> wrote:
> Howdy!
>
>  The following has just been announced on our website, but I wanted to
>  share it with you:
>
>  Rogue Games look for Rogues
>
>  With Thousand Suns hitting shelves this month, Rogue Games now has two
>  game lines ready for your enjoyment. Both offer different things to
>  different gamers, and both will be supported heavily by Rogue Games.
>
>  When forming Rogue Games, one of the things both of the Rogues wanted,
>  was to be fan friendly. Games are meant to be played and enjoyed, and
>  game ideas should be shared.
>
>  Today, Rogue Games is putting out the call to their fans. We want your
>  fan material!
>
>  Actually, we do not "want it;" we are looking for submissions for
>  adventures and wiki articles for both Colonial Gothic and Thousand
>  Suns. The articles and adventures will be hosted on the Rogue Games'
>  websites and wikis. All contributors will be credited. In addition
>  anything, you submit and we accept, becomes the property of Rogue
>  Games.
>
>  So what are the requirements?
>
>  Submissions
>
>  We will always respond to submissions.
>
>  Always.
>
>  Even if they are not suitable for posting. If you send a submission
>  and do not hear back from us in a timely fashion, please drop us a
>  line to remind us. Failure to reply is simply due to the busy schedule
>  the Rogue's have. If you take the time to submit something, we
>  willtake the time to respond.
>
>  So how do you submit material?
>
>  Via email. Wiki entries and adventures should be in RTF (Rich Text
>  Format) or MS Word format. You can email submissions to
>  submissions@.... Please put in your subject line one of
>  the following headers:
>
>  [Colonial Gothic Adventure Submission]
>  [Colonial Gothic Wiki]
>  [Thousand Suns Adventure Submission]
>  [Thousand Suns Wiki]
>
>  So there you go. Let your creativity flow and get too writing.
>
>  Any question please let me know. I hope you all start writing.
>
>  Richard
>
>
>  --
>  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

#22 From: "Richard Iorio II" <riorio2@...>
Date: Tue Feb 26, 2008 7:22 pm
Subject: Putting out the call
ri2_99
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Howdy!

The following has just been announced on our website, but I wanted to
share it with you:

Rogue Games look for Rogues

With Thousand Suns hitting shelves this month, Rogue Games now has two
game lines ready for your enjoyment. Both offer different things to
different gamers, and both will be supported heavily by Rogue Games.

When forming Rogue Games, one of the things both of the Rogues wanted,
was to be fan friendly. Games are meant to be played and enjoyed, and
game ideas should be shared.

Today, Rogue Games is putting out the call to their fans. We want your
fan material!

Actually, we do not "want it;" we are looking for submissions for
adventures and wiki articles for both Colonial Gothic and Thousand
Suns. The articles and adventures will be hosted on the Rogue Games'
websites and wikis. All contributors will be credited. In addition
anything, you submit and we accept, becomes the property of Rogue
Games.

So what are the requirements?

Submissions

We will always respond to submissions.

Always.

Even if they are not suitable for posting. If you send a submission
and do not hear back from us in a timely fashion, please drop us a
line to remind us. Failure to reply is simply due to the busy schedule
the Rogue's have. If you take the time to submit something, we
willtake the time to respond.

So how do you submit material?

Via email. Wiki entries and adventures should be in RTF (Rich Text
Format) or MS Word format. You can email submissions to
submissions@.... Please put in your subject line one of
the following headers:

[Colonial Gothic Adventure Submission]
[Colonial Gothic Wiki]
[Thousand Suns Adventure Submission]
[Thousand Suns Wiki]

So there you go. Let your creativity flow and get too writing.

Any question please let me know. I hope you all start writing.

Richard


--
Richard Iorio II
President/Main Rogue

Rogue Games
Games so good they sneak up on you.™
www.rogue-games.net

#21 From: "John Gardner" <juicinator@...>
Date: Tue Feb 26, 2008 4:50 am
Subject: Re: Question on character creation
ploni_almoni...
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Thanks!  And if I haven't already said it on other forums, thanks for a
great game!!!!

--- In transmission_thousand_suns@yahoogroups.com, James Maliszewski
<jmalisze@...> wrote:
>
> John Gardner wrote:
> >
> > So, just to clarify (and as a reference point for all character
> > abilities), 6 is terran human average?
> >
> Correct.
>

#20 From: James Maliszewski <jmalisze@...>
Date: Tue Feb 26, 2008 4:47 am
Subject: Re: Re: Question on character creation
maliszew
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John Gardner wrote:
>
> So, just to clarify (and as a reference point for all character
> abilities), 6 is terran human average?
>
Correct.

#19 From: "John Gardner" <juicinator@...>
Date: Tue Feb 26, 2008 4:39 am
Subject: Re: Question on character creation
ploni_almoni...
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So, just to clarify (and as a reference point for all character
abilities), 6 is terran human average?

--- In transmission_thousand_suns@yahoogroups.com, James Maliszewski
<jmalisze@...> wrote:
>
> John Gardner wrote:
> >
> > You get 25 points to divide between 5 abilities. If, as the rules
say,
> > 7 is the average for a terran human, then creating an average
character
> > (totally across the board) is impossible, even with bonus points
> > derived from choosing a race. Choosing someone who is exceptional
in 1
> > or 2 scores makes for well below average ratings in the other 3
or 4
> > abilities.
> >
> The text is incorrect. Originally, I gave Terrans more Ability
Points at
> character creation (30 instead of 25). That gave them 6 as an
average.
> Then, remember that Terrans get 10 bonus points with which to buy
> additional skill and Ability Ranks. Most people, I found, spent
them on
> Abilities, so that averages to +1 to all Abilities, bringing the
total
> to 7 originally and 6 now.
>
> So, yes, the text is slightly in error.
>
> James
>

#18 From: James Maliszewski <jmalisze@...>
Date: Tue Feb 26, 2008 4:17 am
Subject: Re: Question on character creation
maliszew
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John Gardner wrote:
>
> You get 25 points to divide between 5 abilities. If, as the rules say,
> 7 is the average for a terran human, then creating an average character
> (totally across the board) is impossible, even with bonus points
> derived from choosing a race. Choosing someone who is exceptional in 1
> or 2 scores makes for well below average ratings in the other 3 or 4
> abilities.
>
The text is incorrect. Originally, I gave Terrans more Ability Points at
character creation (30 instead of 25). That gave them 6 as an average.
Then, remember that Terrans get 10 bonus points with which to buy
additional skill and Ability Ranks. Most people, I found, spent them on
Abilities, so that averages to +1 to all Abilities, bringing the total
to 7 originally and 6 now.

So, yes, the text is slightly in error.

James

#17 From: "John Gardner" <juicinator@...>
Date: Tue Feb 26, 2008 4:07 am
Subject: Question on character creation
ploni_almoni...
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Hi ... I'm new to the group and I have been enjoying my first read-
through of the rules (already a big fan).  I'm looking forward to
running a game in this system ... however, I'm seeing a problem with
character creation.

You get 25 points to divide between 5 abilities.  If, as the rules say,
7 is the average for a terran human, then creating an average character
(totally across the board) is impossible, even with bonus points
derived from choosing a race.  Choosing someone who is exceptional in 1
or 2 scores makes for well below average ratings in the other 3 or 4
abilities.

Am I missing something? Or does the mechanic simply encourage players
to create characters with low scores in several abilities?

#16 From: "Richard Iorio II" <riorio2@...>
Date: Mon Feb 25, 2008 8:31 pm
Subject: Re: Quick question for the publishers on the page count
ri2_99
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It means there is a mistake on the website; I must have missed that. I
will fix it.

Thanks for pointing it out.

Richard

On Mon, Feb 25, 2008 at 2:29 PM, Viktor Haag <viktor.haag@...> wrote:
>
>
>
>
>
>
> I just noticed something odd:
>
> My PDF goes up to (numbered) page 267. But on Rogue's website it says that
> the printed rulebook is 220 pages. Why the discrepancy? Does this mean that
> the printed product was reformatted somehow? Is there material in the PDF
> that's not in the rulebook?
>
> Just curious,
>
> --
> V.



--
Richard Iorio II
President/Main Rogue

Rogue Games
Games so good they sneak up on you.™
www.rogue-games.net

#15 From: "Viktor Haag" <viktor.haag@...>
Date: Mon Feb 25, 2008 8:29 pm
Subject: Quick question for the publishers on the page count
viktor_haag
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I just noticed something odd:

My PDF goes up to (numbered) page 267. But on Rogue's website it says that the printed rulebook is 220 pages. Why the discrepancy? Does this mean that the printed product was reformatted somehow? Is there material in the PDF that's not in the rulebook?

Just curious,

--
V.

#14 From: "Brennan" <Brennan@...>
Date: Mon Feb 25, 2008 6:12 am
Subject: Re: Welcome
veilheim
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James,

For me there's sort of a deeper thought process going on here as
well... I'm interested in the expandability of the system to include
new things (plug-ins, we could call them) -- available as individual
PDFs or whatever -- that allow someone to lean on the community and
you guys producing materials which extend the setting without breaking
the setting.

For example, lets say I go with the "Second Federation" government.  I
want to develop a plug-in about the noble houses in this environment.
  The two ways I could do this is to refer to the variables of the
setting, or I could simply state my assumptions about the setting that
must be true for this particular plug-in to be valid.

Later, I want to write a scenario that makes use of this noble house
material I developed.  For the scenario to be effective, your setting
must be "configured" with Government = Second Federation, +Noble House
Plug-in.

Even later, I write a scenario that uses the "Criminal Cartels of the
Second Federation" plug in, along with my plugin.  Now, when I publish
the scenario, I have my requirements for play of Government = Second
Federation, +Noble Houses, +Criminal Cartels.

And because "later" is merely an expired equine requiring sufficient
beatings, I could even develop new materials about the secret
societies of the noble houses, called Secret Societies of the Elite.
This isn't a scenario, rather an additional plug-in.  Even the plug in
could display my requirements -- Government = Second Federation,
+Noble Houses.

I'm roughly thinking that the taxonomy of this process may not be as
daunting as it first appears... I'll take a further look through the
materials to see if there's a clean way to define the variables. I
suspect the key is getting it more or less right at the outset, and
the rest should work out okay.  What we might want to say is that
there's a depth limit -- because this could get pretty out of hand, I
agree with you, if not handled with some care.  What we could say is
something like...

Core Setting Variables
-------------Major Topic
----------------------Minor Topic (greater detail of sub topic)
--------------------------- Specific Detail (Person, Place, Thing)

Any more depth than this would likely get completely out of hand.

Okay, I think its fair to say I'm rambling now...  Anyhow, just my
thoughts.

Brennan


--- In transmission_thousand_suns@yahoogroups.com, James Maliszewski
<jmalisze@...> wrote:
>
> Brennan wrote:
> >
> > For example, let's say that I have a scenario that I'm creating... I
> > look at my plot and say "in order for this to work, the variable
> > "Psionics = Feared" needs to be in place. So in my scenario heading,
> > I would include my requirements that for someone to use this scenario,
> > they would need to have that variable be true in their campaign.
> >
> > Does this make any sense? I love the idea of an extensible campaign
> > setting that allows for "tool box like" elements to be added into the
> > environment.
> >
> Yes, it does make sense. It was something I actually considered at one
> point, but dismissed it as impractical or at least potentially
unwieldy.
> However, you make a good case for it and I'm starting to think it
should
> be reintroduced into the game, on the wiki if nowhere else.
>
> Let me think on this some more.
>
> James
>

#13 From: James Maliszewski <jmalisze@...>
Date: Mon Feb 25, 2008 5:27 am
Subject: Re: Re: Welcome
maliszew
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Sophie wrote:
>
> I know one of the things I've noticed while looking into Savage Worlds
> is that they have a great series of One Page adventures for people to
> print off and run with. Any chance you're thinking of doing something
> similar?
>
I do plan to start including short adventures and encounters on the
wiki. I'm in the process of finishing up a long-ish adventure that was,
at one point, going to appear in the rulebook. It'll be available for
free on the website within the next couple of weeks. Once I'm done that,
though, what I plan on doing is producing some short adventure outlines
to give people a kickstart when they lack ideas of their own. One of the
things I always loved about classic Traveller was the patron encounters
and I think Thousand Suns needs its own version of those, but I'm still
dithering over the format.

James

#12 From: James Maliszewski <jmalisze@...>
Date: Mon Feb 25, 2008 5:24 am
Subject: Re: Re: Welcome
maliszew
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Brennan wrote:
>
> For example, let's say that I have a scenario that I'm creating... I
> look at my plot and say "in order for this to work, the variable
> "Psionics = Feared" needs to be in place. So in my scenario heading,
> I would include my requirements that for someone to use this scenario,
> they would need to have that variable be true in their campaign.
>
> Does this make any sense? I love the idea of an extensible campaign
> setting that allows for "tool box like" elements to be added into the
> environment.
>
Yes, it does make sense. It was something I actually considered at one
point, but dismissed it as impractical or at least potentially unwieldy.
However, you make a good case for it and I'm starting to think it should
be reintroduced into the game, on the wiki if nowhere else.

Let me think on this some more.

James

#11 From: "Sophie" <sophmelc@...>
Date: Mon Feb 25, 2008 5:10 am
Subject: Re: Welcome
sophmelc
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Hi All,

I've been working on a setting of my own for a month or so now and was
looking for system to just 'plug and play'. So far I think I've found
it with Thousand Suns, so looking forward to seeing what comes out of
this group.

Richard and James, what you've done so far is great. I can't wait to
get the time to sit down with a group of people and give this a go!

I know one of the things I've noticed while looking into Savage Worlds
is that they have a great series of One Page adventures for people to
print off and run with. Any chance you're thinking of doing something
similar?

#10 From: "listlurker" <mysecretid@...>
Date: Sun Feb 24, 2008 9:33 pm
Subject: Re: 12 degree rolling and degree of success
listlurker
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Hi Viktor,

I understand about the perils of being "arithmetically challenged". Hell, one of my long-time gaming group is a world-class quantum physicist, and even he botches basic arithmetic at times (for which we tease him endlessly). His retort? "This is just arithmetic, it isn't real math!!!" :)

I thought this might help: years ago, I had a friend whose parents owned a variety store. Being able to do arithmetic quickly in order to make change was crucial, and they taught me a simple trick. It's intuitive, it seems, to everyone except the arithmetically-challenged, of which I count myself one.

Instead of subtracting, add upwards.  You need a 13 and you roll a 5?  +5 makes 10,  +3 makes 13,  so 8.

Something about the way the arithmetic-challenged brain works (my own included) means that adding comes more quickly and naturally than subtraction for most. Dunno why, but it does.

Somebody hands you a $20 bill and wants change for $3.82?

+8 cents makes $3.90, +10 cents makes $4.00, +16 bucks makes $20.00 --> $16.18 change

Hope this helps!

Malcolm

#9 From: "listlurker" <mysecretid@...>
Date: Sun Feb 24, 2008 9:13 pm
Subject: Re: Welcome
listlurker
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Brennan wrote:

<< For example, let's say that I have a scenario that I'm creating...
I look at my plot and say "in order for this to work, the variable
"Psionics = Feared" needs to be in place.  So in my scenario heading,
I would include my requirements that for someone to use this scenario,
they would need to have that variable be true in their campaign.

Does this make any sense?  I love the idea of an extensible campaign
setting that allows for "tool box like" elements to be added into the
environment.

Brennan>>

Hi, Malcolm here, appearing for the first time ...

I agree with Brennan that it would benefit any future TS scenarios to
have some sort of clear "plot element" labelling system on the product
(back?) cover, and in the product description. Something even
non-game-owners could suss out.

Brennan uses the example of "Psionics: Feared" -- one the scenarios
I'm currently working up would likewise carry a label, "Alien
Sentients: Optional", meaning that GMs could factor in whatever
sentient alien species (as PCs or NPCs) for the adventure that they
chose, but that the adventure _as written_ features only human characters.

This not only makes the adventure more immediately useful off the page
to a broader range of Thousand Suns GMs (and other SF gamers looking
for adventure materials), but it also preserves the TS stance of not
dictating home-play content any more than is necessary.

If a GM wants to swap out human NPC #2 for a myrmidon or a hen jaa in
my adventure, it's easily done, but the scenario itself never relies
on the presence of sentient species X (or any sentient species at all,
for that matter) as part of the campaign background to go forward.

In this, I'm taking a page from the early Classic Traveller adventures
I bought in droves. The fact that they let me swap in "customizations"
easily -- and the fact that they always included material I could use
(maps, deck plans, equipment) whether I ran the adventure or not --
kept me buying those adventures on faith for years.

So, yeah, letting people know the general parameters of a Thousand
Suns adventure before they buy it seems a smart idea. I suppose it's
no different than putting "Designed for 4-6 players of levels 4-6" on
the front of those classic D&D adventures. I heard they actually sold
a couple of those at the time ... :-)

Malcolm

#8 From: "Brennan" <Brennan@...>
Date: Sat Feb 23, 2008 7:11 pm
Subject: Re: Welcome
veilheim
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First off, guys, damn... nice work here.  I don't care for the game
itself, but that's only because I'm a savage worlds addict.  The setting
is what grabbed me.  I literally felt like I was transported back to
being 12 and picking up that LBB of The Spinward Marches.  Great feeling.

James, I've been thinking along the lines you mention here, and the
idea that came to me was this... what would happen if you treated this
like programmers do?  You've defined the setting, the basic
"program"... so what happens if you define setting "plug-ins".  You
define the various basic setting elements as "variables" or
"keywords", the create plug ins that have requirements of certain
variables or other plug-ins.

My thinking here is that it gives you the opportunity to extend the
setting in any number of ways without laying down what would be an
"official" setting.

For example, let's say that I have a scenario that I'm creating... I
look at my plot and say "in order for this to work, the variable
"Psionics = Feared" needs to be in place.  So in my scenario heading,
I would include my requirements that for someone to use this scenario,
they would need to have that variable be true in their campaign.

Does this make any sense?  I love the idea of an extensible campaign
setting that allows for "tool box like" elements to be added into the
environment.

Brennan


<jmalisze@...> wrote:
>
> Interestingly, one of the things that we're looking into is a way to
> include lots of ideas and innovations from players and fans of the
> game. I very much want to avoid creating the impression of an
> "official" setting and this would go a long way toward that.

#7 From: "Viktor Haag" <viktor.haag@...>
Date: Wed Feb 20, 2008 8:50 pm
Subject: 12 degree rolling and degree of success
viktor_haag
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Back when James was discussing 1K Suns on his blog, we had a brief chat about the die mechanic. One thing I nitpicked about was the way of deriving degree of success from a roll: how much you roll under your target number.

For most folks who can quickly do all arithmetic in their heads, this isn't an issue. For some reason, I've always found this way of handling die rolls to add that little hiccup to the flow of my gaming table. ("Lesse, my TN was thirteen and a I rolled a five, so.... umm... ah! Eight!")

On James' blog I suggest two alternatives, which both have pros and cons:

- Use a single coloured die that always gives you the degree of success (roll one white D12 and one red D12... the red D12's result always gives you the degree of success). This has the elegance of being instantly visible. It has the disadvantage of limiting degrees to a smaller range than the standard system, and also plotting the degrees on a line instead of a curve.

- Use the roll you make when you succeed as the degree. With a TN of 13, you roll a 12? Your degree is 12. Once again, the pro is that it's instantly visible. The disadvantage is that it skews degrees a bit towards the high end because the natural bump in the curve settles in results from 9 to 15.

Then, in the shower yesterday I remembered another way (thanks, Paul Mason!)

- Take the value on the highest die you roll. If you roll doubles, add your dice together! This gives you a nice spread between 2 and the TN that the methods above don't.

I used this latter system when I ran Paul's "Outlaws Of The Water Margin" game, and it worked very naturally indeed, and added a nice degree of excitement to the game, because the doubles added extra spice.

I have a suspicion that when I run 1K Suns, I may use this "Mason Dice" methodology instead of the "how much do you beat your TN by"? Bears more thinking about beforehand, but I think the benefits may outwit the disadvantages for me...

--
V.

#6 From: "James Maliszewski" <jmalisze@...>
Date: Wed Feb 20, 2008 4:20 pm
Subject: Re: Welcome
maliszew
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Interestingly, one of the things that we're looking into is a way to
include lots of ideas and innovations from players and fans of the
game. I very much want to avoid creating the impression of an
"official" setting and this would go a long way toward that. I've
already contacted some fellow writers and asked them to do some
thumbnail sketches of settings for use with Thousand Suns and I'm keen
to get that project under way. I also want to do adventures and other
anthologized support for the game, since my emphasis from the
beginning has been on getting people to play and have fun with it in
whatever way best suits their vision of Imperial SF, not mine. I feel
very strongly that roleplaying games should support and encourage your
imagination rather than constrain them.

#5 From: Hamish Cameron <hamish@...>
Date: Wed Feb 20, 2008 4:10 pm
Subject: Re: Welcome
first_anarch...
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Viktor Haag wrote:
> I'm Viktor Haag and a fan of the game (from what I've seen so far). It
> will be some time before I can put 1000 Suns to serious play (months,
> probably), but that won't stop me from lurking here and enjoying other
> people's discussions about the game!

Hi everyone,

I'm Hamish Cameron (Anarchangel on many forums) and my situation is
pretty much identical to that described by Viktor: a fan of what I've
seen with serious play some time off who plans to lurk and enjoy for a
while. Those were some good meta-post components, Viktor!

Hamish

#4 From: "Viktor Haag" <viktor.haag@...>
Date: Wed Feb 20, 2008 3:20 pm
Subject: Re: Re: Welcome
viktor_haag
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On 20/02/2008, James Maliszewski <jmalisze@...> wrote:
I'm here too (obviously) and will start kicking off some discussions
over the next week or so. Right now, I'm trying to play catch up on
some other work and establish some parameters for future Thousand Suns
content. I'm actually overwhelmed with the possibilities right now, so
I'm instead focusing on the somewhat boring planning side of things so
that we have a solid foundation on which to build. Then I can go wild. :)

One thing that I believe you and Richard could do is (after some careful thought, obviously) clearly setting out here what kinds of avenues others would have to contribute to the 1000 Suns oeuvre. What kind of books does Rogue intend to put into play, how can folks contribute, and what can folks do on their own?

For example, with its "meta setting" approach, it seems to me that 1000 Suns could take the approach of publishing (in PDF, and some print) the sort of "campaigns" and "adventure compendiums" that fuelled Call Of Cthulhu. Presumably, this would also give Rogue a way to solicit contributions from others, and get a larger mass of folks working on material for the line.

Just a thought.

--
V.

#3 From: "James Maliszewski" <jmalisze@...>
Date: Wed Feb 20, 2008 2:51 pm
Subject: Re: Welcome
maliszew
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I'm here too (obviously) and will start kicking off some discussions
over the next week or so. Right now, I'm trying to play catch up on
some other work and establish some parameters for future Thousand Suns
content. I'm actually overwhelmed with the possibilities right now, so
I'm instead focusing on the somewhat boring planning side of things so
that we have a solid foundation on which to build. Then I can go wild. :)

#2 From: "Viktor Haag" <viktor.haag@...>
Date: Wed Feb 20, 2008 1:55 pm
Subject: Re: Welcome
viktor_haag
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On 20/02/2008, Richard Iorio II <riorio2@...> wrote:
Morning,

I guess I will start the ball rolling. Welcome to the group and James
and I hope you enjoy the game. We have some cool things in the works
for this game. This group is for you, so share your ideas, ask
questions, but more importantly let's have some fun.

Hello all,

I'm Viktor Haag and a fan of the game (from what I've seen so far). It will be some time before I can put 1000 Suns to serious play (months, probably), but that won't stop me from lurking here and enjoying other people's discussions about the game!

--
V.

#1 From: "Richard Iorio II" <riorio2@...>
Date: Wed Feb 20, 2008 1:21 pm
Subject: Welcome
ri2_99
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Morning,

I guess I will start the ball rolling. Welcome to the group and James
and I hope you enjoy the game. We have some cool things in the works
for this game. This group is for you, so share your ideas, ask
questions, but more importantly let's have some fun.

Richard

--
Richard Iorio II
President/Main Rogue

Rogue Games
Games so good they sneak up on you.™
www.rogue-games.net

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