Parental Advisory - As The Beat Goes On Alex Goodwin (08 Jul 2020 12:49 UTC)
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Re: [TML] Parental Advisory - As The Beat Goes On
Thomas RUX
(08 Jul 2020 13:19 UTC)
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Re: [TML] Parental Advisory - As The Beat Goes On
Alex Goodwin
(08 Jul 2020 14:11 UTC)
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Re: [TML] Parental Advisory - As The Beat Goes On
kaladorn@xxxxxx
(08 Jul 2020 15:36 UTC)
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Re: [TML] Parental Advisory - As The Beat Goes On
kaladorn@xxxxxx
(08 Jul 2020 15:37 UTC)
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Re: [TML] Parental Advisory - As The Beat Goes On
Alex Goodwin
(08 Jul 2020 15:45 UTC)
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Re: [TML] Parental Advisory - As The Beat Goes On
James Catchpole
(08 Jul 2020 21:40 UTC)
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Re: [TML] Parental Advisory - As The Beat Goes On
kaladorn@xxxxxx
(08 Jul 2020 23:33 UTC)
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Re: [TML] Parental Advisory - As The Beat Goes On
Thomas RUX
(08 Jul 2020 21:36 UTC)
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I find myself in somewhat of a weird situation. Parental Advisory: Vector Thrust has only its epilogue to go, and has achieved essentially all of its goals that I set for it at the start: 1 - Sell players on playing an RPG setting that's older than most of my group (The Old Farts - Mr Sweep and Wombat - excluded). Done. 2 - Avoid the uncanny-valley culture shock of 3I-era gaming. Done. 3 - Generate a whole bunch of yarns that will be recycled over at least the next 10 years. Done. 4 - Provide a series of game session reports for Tim Collinson et al to enjoy. Seems to be done. 5 - Relax assumption that "high tech" implies "uniform" high tech, like what Firefly managed. Not so sure about this one - I haven't really had the chance for people to row up on horseback as starships land. 6 - Relax assumption that "FTL travel" automatically implies "faster-than-travel comms". Done with a vengeance. 7 - Give my players something they want to play and them have fun doing so. Done. 8 - Give me something that's fun to run. Done. 9 - Give players a sampling of most of the common things to do in a Trav game. Almost done - they misjumped before the space combat bit I'd planned, but spec trading, exploration, night shift, and personal combat all figured. As the great statescritter, Animal, has asked, "WHAT DO?" Unlike that well-groomed, well-spoken, statescritter, I find drums a little too metallic, so his suggestion of "EAT DRUMS" doesn't work for me. I've got a couple of ideas, so *deep breath* , superstar DJ, here we go. Idea The First (Parental Advisory: Crystaliron Rose) Using the Dynasty rules from MGT1, PA:VT transitions to a high-low setup - most of the PA:VT PCs get punted up to the high level to start helping me figure out the future history, and driving low-level roleplaying scenarios (where the second bunch of PCs turn up). Obvious concern there is high-level knowledge leaking down to the lower level. Second would be adapting MGT1 rules across to MGT2. Tim C, any ideas/comments? Idea The Second (Parental Advisory: Rupert Management) - blame^H^H^H^H^Hthank Herr Collinson for this one As Interstellar War 2: Electric Boogaloo kicks off, a different bunch of PCs to PA:VT are aboard a light TCN warship as various honchoes/honchesas, along with a bunch of post-3rd-year officer cadets and freshly-commissioned officers from the "proper" branches of the TCN (not those scruffy Scouts). --