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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Hello Alex, > 4 - Provide a series of game session reports for Tim Collinson et al to > enjoy. Seems to be done. What I wasn't supposed to enjoy your after action reports? My apologies for enjoying the updates.;-) Tom Rux > On 07/08/2020 5:49 AM Alex Goodwin <xxxxxx@multitel.com.au> wrote: > > > 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). > > > -- > > ----- > The Traveller Mailing List > Archives at http://archives.simplelists.com/tml > Report problems to xxxxxx@simplelists.com > To unsubscribe from this list please go to > http://www.simplelists.com/confirm.php?u=zZOCJCw2BI9jPrGTB4OJoibiHbbTEiok