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Post by sulldawga on Jun 11, 2013 20:20:37 GMT -6
I recently discovered the SWN game and am really enjoying it. I think I'd like to run a PbP game here, if there's interest.
I talked to Makofan, who I know shares my interest in SWN, and while he's super busy, he's agreed to co-GM the game with me if it gets enough players.
Anyone interested? Consider this more of an "interest check" rather than a full-on recruiting thread.
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Post by coffee on Jun 14, 2013 8:04:18 GMT -6
I'd be interested. Was looking over it just now, since you mentioned it, and I have a couple of ideas for characters.
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eris
Level 4 Theurgist
Posts: 161
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Post by eris on Jun 14, 2013 20:55:54 GMT -6
As I posted up in General, I'm interested, but don't know swn. If it's like Traveller, though, you can count me as very interested.
Tell me more!
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Post by sulldawga on Jun 14, 2013 21:23:50 GMT -6
We are planning on running this game like a true sandbox, or as close to it as we can get. The plan is to give you guys some hooks and then let you decide where the game is going.
Awarding XP is a little sketchy in SWN. The rules are pretty... open-ended. So Mak and I figured we'd sit down with the players and let you tell us what your characters' goals were. Then we'd give you XP for accomplishing those goals.
We don't have any preference for what sort of characters you play. The players dictate the action. All we ask is that it makes sense for all of you to be a group. You don't all have to have the same goals but if one of you wants to see every planet in the sector and another one wants to conquer a world and become god-emperor, then the game will suffer.
The sector isn't complete yet. I have a map and some ideas on what the different planetary rulers will look like but A. Mak and I need to sync up and make sure we're on the same page and B. I don't want to build an entire system and find out it's incompatible with the players' ideas for the game.
I have some ideas for plot hooks already, as does Mak, but there are a lot of holes. With a true sandbox setup, sometimes the party zigs when you expect them to zag and we'll just roll with the punches when that happens. I think the random generation tables are one of the strongest parts of the SWN rules so I don't expect to need too much pre-built. You guys will not lack for variety.
I bought the Suns of Gold book with rules on merchant campaigns. I have the Skyward Steel book for naval campaigns. I have the Polychrome book for rules on cyberpunk. I downloaded all the free Mandate Archive extras. I downloaded a ton of free Traveller stuff and the Terminal Space rules so I have a lot of extra tables for random roles in all sorts of situations. I feel confident that no matter what sort of style the party wants to play, I can adapt. And if you guys want us to dictate the tone of the game, we're more than ready for that, too.
I envision the party starting as dirtsiders at the beginning but if the party's goals all involve space travel, then you will have hooks that put you on the fast track to getting a ship. You won't have to wait a few levels to "earn" a ship or any crap like that.
So you guys tell us. What kind of game do you want to play? What sort of character do you want to run?
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Jun 15, 2013 8:24:06 GMT -6
I'm thinking of an Expert, a member of a comm crew. He unwittingly intercepted a top-secret communiqué and now he knows too much™. He's on the run and a little bit paranoid, but has managed to keep his wits about him just enough to stay out of trouble and off the radar of those seeking to terminate his existence.
May I ask, how often are turns? And what time of day?
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premmy
Level 5 Thaumaturgist
Posts: 295
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Post by premmy on Jun 15, 2013 8:48:03 GMT -6
I'm fine with playing anything. As a blind stab, maybe a Psionic of some sort, but also happy with anything else as the party requires.
What I'm curious about is whether the game at large should take a "tint" of some sort. I mean, would it depart from "standard SWN" in any direction - heavy emphasis on trading, espionage, space / fleet action, transhumanism, AI and robots, mechs, etc.? The two things I'm not particularly interested in are A, a strongly military-style game which is about carrying out orders from above, and B, any amount of Manga-style taint on the mechs.
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Post by makofan on Jun 15, 2013 14:17:21 GMT -6
I'm not big into maNGA-mechs or non-free-AGENT characters either
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Post by sulldawga on Jun 15, 2013 20:17:25 GMT -6
Cameron, I don't have any problem with your character idea per se but I'm wondering what his goals are. I would think someone trying to stay off the radar and out of trouble wouldn't be interested in hooking up with a bunch of adventurers.
I'd like to see what the players want to do as far as posting. I'm hoping not to scare anyone off with posting rules that are too often or not often enough.
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premmy
Level 5 Thaumaturgist
Posts: 295
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Post by premmy on Jun 16, 2013 5:10:03 GMT -6
Cameron, I don't have any problem with your character idea per se but I'm wondering what his goals are. I would think someone trying to stay off the radar and out of trouble wouldn't be interested in hooking up with a bunch of adventurers. Just a suggestion: maybe he's trying to get a whole new identity permanently, but still needs to make a living somehow and now he has to avoid career venues where he might be found out. Therefore, he becomes a drifter / freelancer / underworld figure (as applicable). Personally, I should be able to make at least one post a day, sometimes several if the traffic warrants it. However, I'm on CET, so if you're all Americans, we can't really have coordinated "everybody's around" sessions very easily. EDIT: I'd like to roll up my attributes before settling on a character concept. Are we rolling by the book, or are there houserules? EDIT: Also, just in case it comes up, what about training packages from the various supplements? Also also, I've taken the dice out for a spin and rolled up a set of attributes that's REALLY nice for 3d6. Recently I've had an accident, fractured my die rolling arm, and I noticed that since the plaster came off, my rolls have much better average results than they used to before the accident. Go, gamers' superstition, go!
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Deleted
Deleted Member
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Post by Deleted on Jun 16, 2013 18:45:22 GMT -6
Premmy's suggestion sounds good to me. Let's say his over-arching goal is two-fold: either (a) establish a watertight false identity or (b) neutralize the individuals seeking to terminate him (though he isn't completely sure who they are).
Does this sound workable in your Master Plan?
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Post by sulldawga on Jun 16, 2013 21:09:04 GMT -6
I don't have a Master Plan. All I want is a party that works together toward whatever goals they choose. I don't see anything wrong with your character idea.
Bad news for your lucky dice-rolling arm, Premmy. GM rolls all the dice.
I'll be rolling your attributes by the book but the book is pretty flexible. You get to replace a low score in your prime requisite with a 14, which is pretty sweet.
We can discuss training packages as the need comes up but I don't have any inherent bias against them.
This is the first time I will have played the game, as GM or player, so no house rules yet. If something comes up where it makes sense to make adjustments, we'll make adjustments. I just want you guys to have fun.
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Post by coffee on Jun 17, 2013 7:52:53 GMT -6
My first thought going through the Character Creation section, was to be a cop, or an ex-cop. I don't see options for those, though.
But given Premmy's character idea, I'm not sure that would work out too well anyway.
I guess I, too, would like to see what kind of stats I get before selecting a character type.
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Post by sulldawga on Jun 17, 2013 8:58:39 GMT -6
My first thought going through the Character Creation section, was to be a cop, or an ex-cop. I don't see options for those, though. But given Premmy's character idea, I'm not sure that would work out too well anyway. I guess I, too, would like to see what kind of stats I get before selecting a character type. What sort of skills would a cop have? We can always build a custom background package. If you're a dirtsider cop, then you might be too low-level to know or care about Cameron's character. I will try to roll up some attributes for you guys at lunch today.
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Post by sulldawga on Jun 17, 2013 10:42:12 GMT -6
Rolls (in order of STR, INT, WIS, DEX, CON, CHR)
So I like Waysoftheearth's idea of showing you all the dice and then allowing you to change any one die roll to a "6". Thus, you could take a 6,6,1 and change the 1 to a 6 to make it an 18. We'll do that here as well.
coffee (I can re-roll all of these for you if you want, as there are a couple really low rolls in there, but I wanted to give you the choice since there are some nice high rolls in there as well) 2,1,3 6,4,5 2,2,1 6,2,5 4,5,1 6,5,6
eris 6,1,3 3,5,2 6,2,6 5,1,6 4,4,6 2,5,2
premmy 6,4,6 2,1,6 3,3,5 2,6,2 5,2,4 5,4,1
Cameron (I figure you can turn the 4 INT into a 9 and still have 17 WIS and 16 CHR) 3,6,2 1,2,1 6,5,6 3,4,1 4,2,4 5,6,5
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eris
Level 4 Theurgist
Posts: 161
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Post by eris on Jun 17, 2013 10:43:19 GMT -6
I recently discovered the SWN game and am really enjoying it. I think I'd like to run a PbP game here, if there's interest. I talked to Makofan, who I know shares my interest in SWN, and while he's super busy, he's agreed to co-GM the game with me if it gets enough players. Anyone interested? Consider this more of an "interest check" rather than a full-on recruiting thread. I need to find and read the rules, but my pc goal is mostly to travel and explore...merchant or spacer? Eris
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Post by sulldawga on Jun 17, 2013 11:01:21 GMT -6
I need to find and read the rules, but my pc goal is mostly to travel and explore...merchant or spacer? Eris You can still go in any direction with that goal but the one that popped first into my mind was that you're the navigator/pilot in the group. The Expert class makes sense there. INT and CHR are the prime attributes so you could use your free "6" to raise one score up to 14, and then replace the other one with a 14 as per the rules.
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premmy
Level 5 Thaumaturgist
Posts: 295
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Post by premmy on Jun 17, 2013 12:37:59 GMT -6
Guess I'll be a fighter. I have the best STR in the bunch, and no one has a better DEX, so I just as well might. Will post again when I have a character concept, I'll take a gander at the book for inspiration.
EDIT: So, I'm thinking of something relatively simple that could cooperate with most any parties. He was born on a world that for a long time has regressed into Mad Max-style barbarism, but is pulling out of it by now. There is a number of large cities with significant economic activity, and some spaceports have been rebuilt and contact with the rest of Humanity is being forged anew - but there are also expansive stretches of wastelands where the strong prey upon the weak. He was one of the many who live day to day as bandits, reavers, mercenaries and motor tribe warriors. Then he had his big chance, signed up on a free trader ship that was looking for a gun, and flew away never looking back. By now he's already integrated rather well into postech society, but is still living day to day as a hired gun. As such, he could easily team up with a posse that seeks a big score, regardless of how legitimate the job is.
Questions: 1st level? Do we roll for HP or do you give max? How much starting gear / money?
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eris
Level 4 Theurgist
Posts: 161
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Post by eris on Jun 17, 2013 13:10:25 GMT -6
I need to find and read the rules, but my pc goal is mostly to travel and explore...merchant or spacer? Eris You can still go in any direction with that goal but the one that popped first into my mind was that you're the navigator/pilot in the group. The Expert class makes sense there. INT and CHR are the prime attributes so you could use your free "6" to raise one score up to 14, and then replace the other one with a 14 as per the rules. That makes sense: Name: Mike KaminskiClass: Expert (re-roll a failed skill check once per hour) Background: Astrogator's Mate Background (Skills: Culture/Spacer, Navigation, Science, Vehicle/Space) Training Package: Explorer Training Package (Skills: Athletics, Combat/Any, Culture/Any, Navigation, Perception, Persuade, Tech/Postech, Vehicle/Any Skills: Culture/Spacer 1 Navigation 1 Science 0 Vehicle/Space 1 Athletics 0 Combat/Projectile 0 Perception 0 Persuade 0 Tech/Postech 0 STR 6,1,3 = 10 INT 3,5, 6 = 14 WIS 6,2,6 = 14 DEX 5,1,6 = 12 CON 4,4,6 = 14 CHR 2,5,2 = 14 HP: 6 Equipment: Leather Jack Armor Knife Revolver Ammo (20) Atmofilter Backpack TL4 Binoculars TL3 Glowbug Survival kit Rope (20m) TL4 Vacc suit Lazarus patch Powercell, type A Compad Credits: 110
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Post by sulldawga on Jun 17, 2013 15:10:08 GMT -6
Questions: 1. What Homeworlds do we have to pick from, or does it matter? 2. When we get the skills listed from Background and Training is the first one level 0 or level 1? Now that I've read, I know the answer to this. It starts at level 0. 3. You're going to roll HP and $$$ for us, correct? Homeworlds - I'm still building them. Might be a couple days before I give you options as I'm going to a baseball game tomorrow night. Dice rolls - Me and/or Makofan roll everything. Once you guys get to a point where you need them to continue building your PC, I'll roll HP and cash. So just ask.
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Post by sulldawga on Jun 17, 2013 21:11:10 GMT -6
Actually, for HP, I think I'll give the max at 1st level. But I'm sticking to the rule that we re-roll all hit dice every time a PC levels.
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Post by coffee on Jun 18, 2013 8:05:19 GMT -6
Are these the stats in order? Or do we arrange them?
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Post by sulldawga on Jun 18, 2013 8:40:44 GMT -6
Are these the stats in order? Or do we arrange them? They are already in order.
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Post by coffee on Jun 19, 2013 0:51:42 GMT -6
Decided to skip the cop angle and go with a spacer.
Rik Turbot Expert
2,1,3.....S = 6 -1 6,4,5.....I = 15 +1 2,2,1(6)..D = 10 -- 6,2,5.....W = 13 -- 4,5,1.....Co = 10 -- 6,5,6.....Ch = 17 +1
Background: Engine Crew Training: Pilot
Combat/Gunnery - 0 Culture/Spacer - 1 Exosuit - 1 Gambling - 0 Navigation - 0 Tech/Astronautics - 0 Tech/Postech - 1 Vehicle/Grav - 0 Vehicle/Space - 0
HP: 6
(Not that it matters much to me, but the book's listing of ability scores is different; they have Dex and Wisdom switched.)
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Post by sulldawga on Jun 19, 2013 9:43:46 GMT -6
Rolls (in order of STR, INT, WIS, DEX, CON, CHR) Isn't this order the same as in the book?
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Post by sulldawga on Jun 19, 2013 20:35:16 GMT -6
I just sent Makofan my outline for the known worlds within the sector. Once he gives me the thumbs up, I will build out the 12 or so systems within the sector that you know about at the beginning of the game and you can choose which homeworld you're from.
After that, as long as all four of you are aboard, we can get started!
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Post by coffee on Jun 20, 2013 0:02:10 GMT -6
Rolls (in order of STR, INT, WIS, DEX, CON, CHR) Isn't this order the same as in the book? In the book they put Dex before Wis. Don't know why; they just do. Again, not that it matters (especially to me; neither of mine get bonus or penalty...)
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Post by sulldawga on Jun 20, 2013 6:26:21 GMT -6
In my PDF copy, they put WIS before DEX so we'll go with that.
On what page in your book does DEX come before WIS?
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premmy
Level 5 Thaumaturgist
Posts: 295
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Post by premmy on Jun 20, 2013 6:49:56 GMT -6
After that, as long as all four of you are aboard, we can get started! Still need starting equipment and money.
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Post by sulldawga on Jun 20, 2013 7:46:18 GMT -6
coffee - 1 eris - 3 premmy - 2 Cameron - 2
So coffee starts with 500 credits, eris has 700 credits, premmy and Cameron have 600 credits.
You can buy anything on the equipment list in the core rules that's Tech Level 4 or lower.
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Post by coffee on Jun 20, 2013 7:55:07 GMT -6
That's weird. On page 10, Wisdom comes first.
I've been looking at the Character Sheet (p. 208), which lists Dex first.
Must be a typo on the sheet. (Guess I should look before I leap, huh?)
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