Re: Stars Without Numbers
Posted: Mon Jan 11, 2016 3:16 am
=)
Do tell! hahaha
Do tell! hahaha
Castles & Crusades, The Crusader Magazine, Aihrde, and all other things SIEGE.
https://www.trolllord.com/forums/
My wife and I aren't going out or anything, so I plan on being "there".Penny-Whistle wrote:Game on tonight. New time 7:00 Central. Hope to see you there.
Perhaps you are on the look out for tribbles? I hear they make great pets.Rhuvein wrote:Yah mo be there.
This hobo needs credits.
I think our group should become space rustlers.
Rhuvein wrote:Great game tonight!
With our increased credits, perhaps we can find a planet to buy stuff as we travel back or to the next mission after finding the motherlode cache of credits in the cave we are exploring.
And I remind myself to continue reading the gamebook and reviewing all the good stuff that I should have at my fingertips when we're playing.
I'm really liking this game and how you are presenting it.
Well done!
Your party composition is new. You are all just beginning to establish safety procedures and protocols. As well as learning each person's relative strengths and weaknesses.Treebore wrote:Yep, I enjoy it as well. My biggest problem is trying to play my character like the "new guy" that he is, rather than trying to use all the lessons learned in all the other sci fi games I've played or ran. Such as the not leaving the ship unmanned part. I was thinking of all the things I have seen go wrong in other games, while trying to think why this character wouldn't leave the ship unmanned. Then I remembered Damage Control/Response. You never know when an electrical fire or other problems are going to occur, which is a large part of why, as someone brought up, you never just shut down a US Navy ship and leave it dock side. Any system left up and running can have some kind of failure at any time. While its rare, it can and does happen. Every fire I responded to while on my ship was due to such a failure, and I had 3 such fires in the 5 years I was on my ship. I also know our ship has many of the same systems as my old Submarine did, just far more technologically advanced. Hopefully that means it is even far less likely for such system failures to occur, but I doubt it completely eliminates them.
So while our GM may not have been having any intention of having such an event occur last night, it doesn't mean she won't in the future, so its best to establish such "protocols" now, such as ALWAYS keeping our ship locked up. Whether we are in it or not. Why? Because you never know when someone might decide they own your ship, and you shouldn't.
I'm not feeling like my character is being useless. After all, even when he is spending time on the ship, he is reconstructing the robot, which will come in as yet another handy resource once its operational. In fact, I am thinking of using that skill point to enable it to do maintenance/repair.Penny-Whistle wrote:Your party composition is new. You are all just beginning to establish safety procedures and protocols. As well as learning each person's relative strengths and weaknesses.Treebore wrote:Yep, I enjoy it as well. My biggest problem is trying to play my character like the "new guy" that he is, rather than trying to use all the lessons learned in all the other sci fi games I've played or ran. Such as the not leaving the ship unmanned part. I was thinking of all the things I have seen go wrong in other games, while trying to think why this character wouldn't leave the ship unmanned. Then I remembered Damage Control/Response. You never know when an electrical fire or other problems are going to occur, which is a large part of why, as someone brought up, you never just shut down a US Navy ship and leave it dock side. Any system left up and running can have some kind of failure at any time. While its rare, it can and does happen. Every fire I responded to while on my ship was due to such a failure, and I had 3 such fires in the 5 years I was on my ship. I also know our ship has many of the same systems as my old Submarine did, just far more technologically advanced. Hopefully that means it is even far less likely for such system failures to occur, but I doubt it completely eliminates them.
So while our GM may not have been having any intention of having such an event occur last night, it doesn't mean she won't in the future, so its best to establish such "protocols" now, such as ALWAYS keeping our ship locked up. Whether we are in it or not. Why? Because you never know when someone might decide they own your ship, and you shouldn't.
But I don't think of your characters as new guys at all. Your character had to have received extensive training just to be able to pilot a starship. If you want to leave him with the ship because his expertise demands it, then that seems perfectly reasonable to me. He is your character and you have total control over his actions. I am glad you are thinking of making another character so you can participate in the field trips. And if you don't find the time to create her, Todd has been completed and you are welcome to play him.
I suspect you'll be leaving the planet sooner rather than later to make sure the apples are in good shape for final delivery. Your pilot's unique skills are more and more likely to come into play as the party begins to spend more time travelling.
I hope nobody suggested he was. I am going to spend some time this week thinking about how to assign xp to a split party.Treebore wrote:I'm not feeling like my character is being useless. After all, even when he is spending time on the ship, he is reconstructing the robot, which will come in as yet another handy resource once its operational. In fact, I am thinking of using that skill point to enable it to do maintenance/repair.Penny-Whistle wrote:Your party composition is new. You are all just beginning to establish safety procedures and protocols. As well as learning each person's relative strengths and weaknesses.Treebore wrote:Yep, I enjoy it as well. My biggest problem is trying to play my character like the "new guy" that he is, rather than trying to use all the lessons learned in all the other sci fi games I've played or ran. Such as the not leaving the ship unmanned part. I was thinking of all the things I have seen go wrong in other games, while trying to think why this character wouldn't leave the ship unmanned. Then I remembered Damage Control/Response. You never know when an electrical fire or other problems are going to occur, which is a large part of why, as someone brought up, you never just shut down a US Navy ship and leave it dock side. Any system left up and running can have some kind of failure at any time. While its rare, it can and does happen. Every fire I responded to while on my ship was due to such a failure, and I had 3 such fires in the 5 years I was on my ship. I also know our ship has many of the same systems as my old Submarine did, just far more technologically advanced. Hopefully that means it is even far less likely for such system failures to occur, but I doubt it completely eliminates them.
So while our GM may not have been having any intention of having such an event occur last night, it doesn't mean she won't in the future, so its best to establish such "protocols" now, such as ALWAYS keeping our ship locked up. Whether we are in it or not. Why? Because you never know when someone might decide they own your ship, and you shouldn't.
But I don't think of your characters as new guys at all. Your character had to have received extensive training just to be able to pilot a starship. If you want to leave him with the ship because his expertise demands it, then that seems perfectly reasonable to me. He is your character and you have total control over his actions. I am glad you are thinking of making another character so you can participate in the field trips. And if you don't find the time to create her, Todd has been completed and you are welcome to play him.
I suspect you'll be leaving the planet sooner rather than later to make sure the apples are in good shape for final delivery. Your pilot's unique skills are more and more likely to come into play as the party begins to spend more time travelling.
Good post and I'm with you now. After digesting what you said last night and reading this, it seems that until we really know the game and technical aspects - we probably should have someone on board when we leave.Treebore wrote:Yep, I enjoy it as well. My biggest problem is trying to play my character like the "new guy" that he is, rather than trying to use all the lessons learned in all the other sci fi games I've played or ran. Such as the not leaving the ship unmanned part. I was thinking of all the things I have seen go wrong in other games, while trying to think why this character wouldn't leave the ship unmanned. Then I remembered Damage Control/Response. You never know when an electrical fire or other problems are going to occur, which is a large part of why, as someone brought up, you never just shut down a US Navy ship and leave it dock side. Any system left up and running can have some kind of failure at any time. While its rare, it can and does happen. Every fire I responded to while on my ship was due to such a failure, and I had 3 such fires in the 5 years I was on my ship. I also know our ship has many of the same systems as my old Submarine did, just far more technologically advanced. Hopefully that means it is even far less likely for such system failures to occur, but I doubt it completely eliminates them.
So while our GM may not have been having any intention of having such an event occur last night, it doesn't mean she won't in the future, so its best to establish such "protocols" now, such as ALWAYS keeping our ship locked up. Whether we are in it or not. Why? Because you never know when someone might decide they own your ship, and you shouldn't.
Emm, that could be trouble!Penny-Whistle wrote:Perhaps you are on the look out for tribbles? I hear they make great pets.Rhuvein wrote:Yah mo be there.
This hobo needs credits.
I think our group should become space rustlers.
I have those a lot as I'm sure you guys do ~ and then if I don't write it down, I forget!Penny-Whistle wrote:brainstorm in passing.
Thanks for the offer, I will mull it over (during a bubble bath with Myrtle).Penny-Whistle wrote:Let me know if you are interested in giving Hawthorn a physical disability or if that was just a brainstorm in passing. I would be willing to give him some kind of equivalent advantage in compensation. No problem if you want to keep him intact of course but I definitely can see story possibilities opening up if he does use a hovering device. You all have such great imaginations. This is turning into an interesting adventure.
Very excellent!Treebore wrote:Name: Maureen Glasko.
Psychic Level 2
While I would agree that could be entirely possible for advanced tech ships, the chapter on space ships starts off saying all my fears I brought up are well founded. So apparently Tech 4 ships are not very close to being fully automated for such problems.Rhuvein wrote:Good post and I'm with you now. After digesting what you said last night and reading this, it seems that until we really know the game and technical aspects - we probably should have someone on board when we leave.Treebore wrote:Yep, I enjoy it as well. My biggest problem is trying to play my character like the "new guy" that he is, rather than trying to use all the lessons learned in all the other sci fi games I've played or ran. Such as the not leaving the ship unmanned part. I was thinking of all the things I have seen go wrong in other games, while trying to think why this character wouldn't leave the ship unmanned. Then I remembered Damage Control/Response. You never know when an electrical fire or other problems are going to occur, which is a large part of why, as someone brought up, you never just shut down a US Navy ship and leave it dock side. Any system left up and running can have some kind of failure at any time. While its rare, it can and does happen. Every fire I responded to while on my ship was due to such a failure, and I had 3 such fires in the 5 years I was on my ship. I also know our ship has many of the same systems as my old Submarine did, just far more technologically advanced. Hopefully that means it is even far less likely for such system failures to occur, but I doubt it completely eliminates them.
So while our GM may not have been having any intention of having such an event occur last night, it doesn't mean she won't in the future, so its best to establish such "protocols" now, such as ALWAYS keeping our ship locked up. Whether we are in it or not. Why? Because you never know when someone might decide they own your ship, and you shouldn't.
Another part of me wondered (and maybe you did too, Tree) if you had a concern that if we left the ship, that the GM might take an opportunity to have an in-ship problem come up. I didn't say anything in game, as perhaps that's metagaming.
More food for thought:
Back to learning/knowing the game and this leaving the ship thing - I'm thinking that advanced computers would monitor the ship's internal and external systems and provide all safety measures like putting out any fires, administering security and pretty much anything else that could come up - and of course, it would be in constant communications with us.
Thanks, I'll have to read that chapter. I think I only paged through it to get a rough idea about our ship.Treebore wrote:While I would agree that could be entirely possible for advanced tech ships, the chapter on space ships starts off saying all my fears I brought up are well founded. So apparently Tech 4 ships are not very close to being fully automated for such problems.
I asked Kevin Crawford a "hypothetical" questionTreebore wrote:BTW, I THINK I understand the Psychic Rules, but am not sure. IE I think my rank within each discipline determines which powers are available to me, it pretty clearly states the skill rank can be equal to my class level, and in addition to normal skill points, it seems to pretty clearly say a Psychic gets to spend a point on their Primary Psychic ability as well as one other, which is what I did.
Edit: So what I am asking is if you, Penny, think I am properly interpreting the rules, or do you think they say something else? While it seems pretty clear, there is room for seeing it differently, so I want to know if we are on the same page, or if not, how I can get on it.
I just know them. I'll probably engage in mastering down the road, for now I just want to get a feel for what can be done with the PP she has.Penny-Whistle wrote:I asked Kevin Crawford a "hypothetical" questionTreebore wrote:BTW, I THINK I understand the Psychic Rules, but am not sure. IE I think my rank within each discipline determines which powers are available to me, it pretty clearly states the skill rank can be equal to my class level, and in addition to normal skill points, it seems to pretty clearly say a Psychic gets to spend a point on their Primary Psychic ability as well as one other, which is what I did.
Edit: So what I am asking is if you, Penny, think I am properly interpreting the rules, or do you think they say something else? While it seems pretty clear, there is room for seeing it differently, so I want to know if we are on the same page, or if not, how I can get on it.What a nice person! He wrote back straight away.
"Psychics get the actual powers automatically as they level up- +1 level in their primary discipline, and +1 more level in any other discipline of their choice. Thus, a 3rd level Psychic has six levels of disciplines- 3 in her primary, and 3 more spread among whatever other disciplines she's developed.
As a consequence, if that Psychic has a +2 attribute modifier, she has 15 PP right now, less whatever she's spent mastering her abilities. She gets 3 at first level (1+2), 5 more at second (3+2), and 7 more at 3rd (5+2).
If she now decides she wants to master some of her powers, so she can use them freely without spending PP, she can permanently expend some of those PP to burn in the talent. 1st level powers cost 1 PP to master, 2nd cost 3, and she can't master 3rd level powers until she gains a level, since you can only master abilities of lower level than you are.
With hopes that this clarifies,
Kevin Crawford"
So, yeah. Your understanding appears perfect. Nicely done. Did you 'master' those powers or do you just 'know' them?
I did review the starship section along with system/world building and your ideas based on my suggestions seem appropriate per the rules, if you were to incorporate them.Penny-Whistle wrote:So, to build on Rhuvein's suggestion ... suppose that in THIS universe the ship is fully capable of looking after itself for short periods of time. The hull is stronger than the vast majority of weapons found planet-side. The locks have been enhanced through Ingrid's tinkering and super mathmo skills. For internal issues: it has a fire prevention system with sensors and fire extinguishers. When locked, the motion detectors are automatically activated and will inform you if you have vermin or a stowaway on board. I am certain Treebore could think of many more possibilities. It might be kind of fun to make a list of Bad Things That Could Happen and how the ship might take care of each problem. These details still can add to the fun. Example, while you were away there was a fire in Hawthorn's room. When you return to the ship he finds his little space filled with foam. As soon as he touches the foam he has a serious allergic response. It was never safety tested for Halflings ...
I'll give the veto power to Treebore on this idea. If this breaks the verisimilitude for you then we will just carry on.
I'm fine with doing this. Just the book says that maintenance is a big issue, and break downs of one or another are still very common. I would think, so agree with, a hi tech ship being fully capable of monitoring itself, detecting a failing component before it even fails, replacing or repairing itself before the failure even occurs, preventing the fire by detecting the increase in heat before actual combustion, etc... makes perfect sense to me in a hi tech ship.Rhuvein wrote:I did review the starship section along with system/world building and your ideas based on my suggestions seem appropriate per the rules, if you were to incorporate them.Penny-Whistle wrote:So, to build on Rhuvein's suggestion ... suppose that in THIS universe the ship is fully capable of looking after itself for short periods of time. The hull is stronger than the vast majority of weapons found planet-side. The locks have been enhanced through Ingrid's tinkering and super mathmo skills. For internal issues: it has a fire prevention system with sensors and fire extinguishers. When locked, the motion detectors are automatically activated and will inform you if you have vermin or a stowaway on board. I am certain Treebore could think of many more possibilities. It might be kind of fun to make a list of Bad Things That Could Happen and how the ship might take care of each problem. These details still can add to the fun. Example, while you were away there was a fire in Hawthorn's room. When you return to the ship he finds his little space filled with foam. As soon as he touches the foam he has a serious allergic response. It was never safety tested for Halflings ...
I'll give the veto power to Treebore on this idea. If this breaks the verisimilitude for you then we will just carry on.
But, I'm happy to agree to let Treebore veto the idea! Now that we have another PC added to the party, then the pilot probably should stay with the ship!