Astromancer
Mongoose
SSWarlock said:And there's always Cthulhu Rising. Just take out the Cthulhu Mythos-related parts.
Why!
SSWarlock said:And there's always Cthulhu Rising. Just take out the Cthulhu Mythos-related parts.
yojimbo said:
Astromancer said:Why!SSWarlock said:And there's always Cthulhu Rising. Just take out the Cthulhu Mythos-related parts.
Astromancer said:yojimbo said:
I never got to see this game, I'd heard of it, and I bought most of RuneQuest3rd and all of RingWorld. With these rules as guidelines, since they are meant to blend smoothly, why not just blend any prefered edition of Runequest with RingWorld and make that your SpaceQuest?
soltakss said:Astromancer said:yojimbo said:
I never got to see this game, I'd heard of it, and I bought most of RuneQuest3rd and all of RingWorld. With these rules as guidelines, since they are meant to blend smoothly, why not just blend any prefered edition of Runequest with RingWorld and make that your SpaceQuest?
Because the original Ringworld rights are owned by Chaosium, Ringworld is no longer a licensed setting and Chaosium probably won't want their material used with RQ - they have their own BRP system which is compatible with RQ but different.
Future World is OK, the setting is a reasonable one but the rules are sketchy and quite light.
Actually, I think the rights to anything RingWorld are owned by the SciFi channel.
Supposedly the SciFi channel is making a RingWorld movie.
I own Chaosium's RingWorld game. It's too bad that Chaosium can't do anything with this game or that Mongoose can't buy the rights to it or publish new supplements.
Only one RingWorld supplement was ever published. There's also a RingWorld adventure in an issue of Different Worlds magazine.
Utgardloki said:As far as gods in science fiction are concerned, I have been coming back to the idea that there would be creatures with the power of gods, who are so far beyond human technology that there is nothing that humans could do about them. There would not be a reason why EVERY such race would seclude themselves the way the Organians did in the Star Trek episode "Errand of Mercy". But they might regard humans the way that humans regard ants.
Astromancer said:Utgardloki said:As far as gods in science fiction are concerned, I have been coming back to the idea that there would be creatures with the power of gods, who are so far beyond human technology that there is nothing that humans could do about them. There would not be a reason why EVERY such race would seclude themselves the way the Organians did in the Star Trek episode "Errand of Mercy". But they might regard humans the way that humans regard ants.
For the devout (which thank GOD I'm an atheitist) there are already Gods in science fiction.
Propose you set your game in a distant solar system in the year 20,372CE inhabited by colonists of Hindu/Indian, Yoruba, Thai, Japanese, and Brazilian origins, with the origional Brazilian colonists all being followers of various syncretic Afro-Amerindian faiths.
Have these pollythesistic space settlers discover new ways to access the inner divinities of the collective unconscious. In otherwords, use RuneQuest magic in an otherwise hard scifi campaign. It's only incongruous if you say it is.
Heh. I always liked Kirk's being slapped down by the so-called 3rd world Organians...Astromancer said:the culture background/satiric point of ST:tOS episode Errand of Mercy is the arrogance of the Cold War powers toward the third world. Because the Klingons, like the Soviets, were dipicted as worse (even though the fact is unimportant), rather than being a simple anti-US diatribe, most folks miss the satiric point.
When looking at Traveller-style character generation, the rules in the new SRDs refer to Degrees of Effect and allocate results accordingly. Now, I take this as being the number that a target is exceeded by, so if I have a target of 7 and I roll 10 then I have 3 degrees of Effect. Is that right?
Loz said:Not quite. Traveller Effect is (Number Rolled+/- DMs) - 8. So if you roll 9 and have a +1 DM your Effect would be 2.
Loz said:Effect doesn't gel neatly with RQ precisely because of crits (fumbles are less tricky to account for). Personally I think you would be better to simply lose Effect as a mechanic for Space RQ - although that lmay leave you with a problem where Traveller-style damage from weapons is concerned, because, in Traveller, you add your Effect to your rolled weapon damage, reflecting the quality of the shot, location hit, and so on.
Loz said:You could ramp-up weapon damage to account for that, although, with a basic gun doing 3d6-3 (average damage therefore being 9) you're going to have a reasonable chance of inflicting a major wound with a successful hit (armour prevailing, naturally), so adjusting weapon damage isn't, perhaps, necessary. And, if you crit with a weapon roll, maximum damage is going to be quite nasty (15 points in the 3d6-3 gun case). Also, for melee weapons, your Space RQ character may have a Damage Modifier too.
Loz said:Not sure this helps Simon - but I fully understand the challenge!