Parental Advisory - As The Beat Goes On Alex Goodwin (08 Jul 2020 12:49 UTC)
Re: [TML] Parental Advisory - As The Beat Goes On Thomas RUX (08 Jul 2020 13:19 UTC)
Re: [TML] Parental Advisory - As The Beat Goes On Alex Goodwin (08 Jul 2020 14:11 UTC)
Re: [TML] Parental Advisory - As The Beat Goes On kaladorn@xxxxxx (08 Jul 2020 15:36 UTC)
Re: [TML] Parental Advisory - As The Beat Goes On kaladorn@xxxxxx (08 Jul 2020 15:37 UTC)
Re: [TML] Parental Advisory - As The Beat Goes On Alex Goodwin (08 Jul 2020 15:45 UTC)
Re: [TML] Parental Advisory - As The Beat Goes On James Catchpole (08 Jul 2020 21:40 UTC)
Re: [TML] Parental Advisory - As The Beat Goes On kaladorn@xxxxxx (08 Jul 2020 23:33 UTC)
Re: [TML] Parental Advisory - As The Beat Goes On Thomas RUX (08 Jul 2020 21:36 UTC)

Parental Advisory - As The Beat Goes On Alex Goodwin 08 Jul 2020 12:49 UTC

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).

--