Goodbye to C&C...

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serleran
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Goodbye to C&C...

Post by serleran »

and hello to Gamma World.

The CK of the group will be unable to do such as work is in the way of preparing, and he feels it is unfair to us if he cannot spend the time and effort to make the adventures interesting, so he's retiring from the position. I will not be taking over C&C duties, as I do not wish to CK it, at the moment, and another in the group does want to, and has wanted to for some time. So, in the interim, I'll be running a Gamma World game...

This is good news, as it means I'll be forced to work on Ruins and Radiation at the same time. :)

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Post by Ghul »

Ruins and Radiation? Do tell, is this a SIEGE engine post-apocalyptic game by Rob D.? The name is awesome in and of itself!

--Ghul

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Post by serleran »

Yes sir, it is. I cannot take credit for that name, though, as it was not my idea (I hadn't came up with one, but was tossing around some sort of alliterative name.)

Here is the tentative introductory section...
Introduction wrote:
In the beginning, there were bangs. Fire followed. Life as the world knew it vanished in the few seconds it took to realize pure radiation burns. Few, who had foreseen the coming storm, took refuge in hidden bunkers deep in the earth they huddled and waited, surviving with inhuman tenacity. Of these, some turned to cannibalism, showcasing the epitome of human nature. Others eked by the same technology that sealed their fate, escaping to the stars, their new home; they discovered new dangers, but also new hope for other forms of intelligence waited. The rest, the ones who remained, were consumed by living heat, leaving the shells of civilization to stand; some ruins still mark their passage, a foreboding welcome to hell.

The unlucky saw the darkening, the twisted demise of the sun and perished in masses. The wrath of millennia had come. Earthquakes. Volcanoes. Hurricanes. Disaster after disaster slaughtered the brave Uplanders. Still, they struggled, each generation birthing new atrocities, the land savagely denying them peace. The effort to survive affected the Uplanders, each succeeding child deformed at birth; in time, these mistakes would become potent tools of survival, a symbol of strength.

It took years to settle, barrage after barrage revisiting. A white age descended. Snow and fog crept, blanketing the mutilated landscape. Plague oozed, buried to the flesh of the ground, scarring it further. Time continued to ache. The Uplanders sought shelter, and found it in a haunted labyrinth of the fallen past, but awoke terror in doing so, starting with a beep, and ending with a roar.

Steel moved on its own the return of the robots arrived. Hundreds of people scattered, cut down by red light and quick lead. The machines marched, sensing others of their kind, activating them, and continuing. It did not take long; soon, the halls of yesterday were greeted by a second exodus.

Still, underground, the Inworlders, those who had cored the earth and survived its devastation, thrived. They had machines, knowledge, and an aggression to match the fury of the world, ignoring the Outworld, at first, until supplies dwindled and inbreeding proved less than satisfactory. A strong leader arose, and the flock obeyed slavishly. The seals between Inworld and Outworld were broken, and a new nightmare started.

It began as a war. The Uplanders were outmatched, but had numbers, magnified by the addition of allies: animals and plants of all types came to their side, morphed into sentient form by decades of radiation exposure. They battled ferociously against the onslaught of the Inworlders, losing ground but winning through attrition.

Entire settlements were laid to ruin, rebuilt from the ashes of the ancients, scavenged for useful items. The Inworlders took everything they could find, capture, or control. When they met the Army of Metal, the tide turned, and the Uplanders struck from the rear. Many thousands perished.

The Army of Metal had been stopped, but at a great and terrible price. The two foes turned to each other, neither knowing what to do, both weakened to near annihilation. It was then peace finally rested.

Pacts and agreements were made. The Inworlders would use their knowledge to build anew, and the Uplanders would secure safety, their newfound allies having proved an effective, if small, force.

So it was for a hundred years.

Time started to heal its wounds, the scars receding. Additional settlements sprang up, inspired by the success of the first, but needed by population. The warmth of the glow abated in many places, and they were excavated. It seemed as if the troubles of before were over, forgotten.

In many ways they were, for none living knew or remembered. Slowly, inherent tendencies took over, and the Inlanders, now known as Ces, began to feel superior to their brethren who were all different (in truth, it was not superiority that drove them, but a vile hatred and jealousy), exiling them from their homes. The Uplanders, known collectively as the Altered, resisted at first but eventually gave way and left, taking refuge elsewhere (some retreated to the abandoned ruins of the Ancients, and others formed settlements of their own). Other mutants, once seen as a powerful military, were offered enslavement or death; they chose death and a new war started, ending decades later in stalemate.

It has been half a century since those times, and again, the past has been forgotten. Life is crawling again. How long it survives is in your hands

This is the age of Ruins and Radiation, a SIEGE Engine Science Fiction Roleplaying Game.

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Post by Julian Grimm »

DROOL!
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Post by Ghul »

Very nice, Robert. Sets the tone perfectly. Hell, I'd buy that product in a heartbeat.

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Post by Omote »

Yeah, nice introduction. I can see game ideas springing into my mind even now!

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Post by Breakdaddy »

I have the Original Gamma World box around here somewhere and loved the game. Are you running the new or original?
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Post by serleran »

I'll be using the 4th edition rules, simply because it is closest to C&C; this is best for the group, as some are fairly new to roleplaying (or returning) and using a system that is close to one they are familiar with allows for quicker integration and smoother transition. Its not that I don't like previous versions, but I'd rather just start to play then start to teach new rules.

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Post by magehammer »

I just get butterflies every time I hear you are working on this, Serl. I am the one who has been a pain in your side to get Ruins and Radiation done because I know with you doing it, it will be top notch and everything I hope it can be.

I, of course, am being patient and this post is in no way a "hurry up, dude" sorta post. It is just a post letting you know that lurking out in the Ruins of civilization there is a gamer waiting to buy the fruits of your labors and send unsuspecting mutants and True Men into the radioactive wastes that will be Ruins and Radiation.

Now, I have to go wipe the drool off with my sleeve.

Game On!!!
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Re: Goodbye to C&C...

Post by Dagger »

serleran wrote:
This is good news, as it means I'll be forced to work on Ruins and Radiation at the same time.

Is this something that you are doing as a personal project or is it intended to be a Troll Lord product?

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Post by serleran »

I have not asked the Trolls to release said product as the product does not yet exist. It is still in developmental stages, with some cursory notes here and there, on different aspects. Once it is in a more refined structure, I might ask them to publish it, or I may ask for a license, so I can publish it myself, yet refer to the SIEGE Engine. That bridge is a ways off, and I am not burning either side. So, its both a "me project" and a possible TLG one, way into the future (there are many other things to happen first.)

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Post by finarvyn »

serleran wrote:
I have not asked the Trolls to release said product as the product does not yet exist. It is still in developmental stages, with some cursory notes here and there, on different aspects.

If you want a group to play-test, I think my Foragers might be up for it. I ran them in a GW game once and they had a blast (although I cleverly didn't tell them what rules I was using. They thought it was just me being clever. It would be easier to be clever with C&C-style rules, though...)
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Post by Col_Pladoh »

Whoa!

Rather than Gamma World, you should be playing the 4th Edition of Metamorphosis Alpha That's what our group has been doing of late since I have burned out on being the Lejend Master for my LA game campaign a time, so now I get to play as Jim Ward GMs the MA game for us
Cheerio,

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Post by serleran »

Now that's an idea I could deal with, if I had a copy of said MA edition. I have the first edition, only, and I only have 4 hours to game each session, so jumping in and playing straight away is of utmost importance... meaning, a game like the one they are used to is best, and I've ran a 4 session GW game for them before, so they already have some clue as to the rules. Hmm. I'll definitely check out the new edition, though. Is it in stores? I've not seen it.

Lucky, you, though Gary. :) I can dream to play in that game.

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Post by Col_Pladoh »

serleran wrote:
Now that's an idea I could deal with, if I had a copy of said MA edition. I have the first edition, only, and I only have 4 hours to game each session, so jumping in and playing straight away is of utmost importance... meaning, a game like the one they are used to is best, and I've ran a 4 session GW game for them before, so they already have some clue as to the rules. Hmm. I'll definitely check out the new edition, though. Is it in stores? I've not seen it.

Lucky, you, though Gary. I can dream to play in that game.

Ma is the basis for the GW game, so switching should be only a minor problem. If you can not get the new MA game from your FLGS, I can ask Jim what online sourde carries it. It is a hardbound book.

Of course you can drop by here most any Thursday around 6:30 PM and play in our group
Cheerio,

Gary

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Post by Breakdaddy »

Col_Pladoh wrote:
Whoa!

Rather than Gamma World, you should be playing the 4th Edition of Metamorphosis Alpha That's what our group has been doing of late since I have burned out on being the Lejend Master for my LA game campaign a time, so now I get to play as Jim Ward GMs the MA game for us
Cheerio,

Gary

Metamorphosis Alpha was an excellent game as I recall, but I haven't had a copy in years. Gamma World was our longest running non D&D game back in the day, and loads of fun.
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Post by Col_Pladoh »

Breakdaddy wrote:
Metamorphosis Alpha was an excellent game as I recall, but I haven't had a copy in years. Gamma World was our longest running non D&D game back in the day, and loads of fun.

The new MA game comes in a hardbound book and has all mannae if intresting and useful now information. We just finished a multi-session adventure Jum recently designed. Next Thursday we begin a new setting in my LA game campaign.

Cheers,

Gary

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Post by Breakdaddy »

Col_Pladoh wrote:
The new MA game comes in a hardbound book and has all mannae if intresting and useful now information. We just finished a multi-session adventure Jum recently designed. Next Thursday we begin a new setting in my LA game campaign.

Cheers,

Gary

I was completely unaware of this new edition. I will definitely be checking this out.
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Post by Breakdaddy »

ROFL, I particularly like this quote from the MA webpage:

This version of the rules uses a system called 3d6, and is most definitely and deliberately not d20 or d20 compatible.

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Post by gideon_thorne »

Col_Pladoh wrote:
The new MA game comes in a hardbound book and has all mannae if intresting and useful now information. We just finished a multi-session adventure Jum recently designed. Next Thursday we begin a new setting in my LA game campaign.

Cheers,

Gary

Ok, you talked me into it. Might get a book here soon and read up before LGGC and try and sit in on a game. ^_^
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Post by Julian Grimm »

Definately going to be looking into it.
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Post by Col_Pladoh »

Jim will be delighted that so many are looking into the new edition of the MA game. I for one do not think that those who play it will be disappointed. That will be needed in the near future, though, are modules to support play, and perhaps a supplemental book giving GMs variant plans for other space colonist vessels and different types of ship pods or levels.

Cheerio,

Gary

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Post by Julian Grimm »

Col_Pladoh wrote:
Jim will be delighted that so many are looking into the new edition of the MA game. I for one do not think that those who play it will be disappointed. That will be needed in the near future, though, are modules to support play, and perhaps a supplemental book giving GMs variant plans for other space colonist vessels and different types of ship pods or levels.

Cheerio,

Gary

I've been interested in MA since I first heard about it. The new edition seems to be a great entry point to the game.
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Post by gideon_thorne »

Col_Pladoh wrote:
Jim will be delighted that so many are looking into the new edition of the MA game. I for one do not think that those who play it will be disappointed. That will be needed in the near future, though, are modules to support play, and perhaps a supplemental book giving GMs variant plans for other space colonist vessels and different types of ship pods or levels.

Cheerio,

Gary

Oh good. I just happen to have some spacecraft designs around here. *digs under piles of stuff*
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Post by Col_Pladoh »

gideon_thorne wrote:
Oh good. I just happen to have some spacecraft designs around here. *digs under piles of stuff*

Just make sure that they are huge, can contain many different biomes in various configurations...and then see if Jim is in a position to have a support product published.

Cheers,

Gary

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Post by Emryys »

Breakdaddy wrote:
This version of the rules uses a system called 3d6, and is most definitely and deliberately not d20 or d20 compatible.

I'd be interested in looking at a generic version of these rules.... perhaps another product
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Post by Col_Pladoh »

Emryys wrote:
I'd be interested in looking at a generic version of these rules.... perhaps another product

Frankly, I find the system far too unique to be used generically, as all of the spirit and soul would be excised.

Cheers,

Gary

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Post by gideon_thorne »

Col_Pladoh wrote:
Just make sure that they are huge, can contain many different biomes in various configurations...and then see if Jim is in a position to have a support product published.

Cheers,

Gary

Hmmm. I'll talk to the main man and see what he might need.

I have a few designs for ships of the Millinium Falcon sized variety, but I think it would be fun to come up with some designs for 'generation' ships. ^_^
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Post by Col_Pladoh »

gideon_thorne wrote:
Hmmm. I'll talk to the main man and see what he might need.

I have a few designs for ships of the Millinium Falcon sized variety, but I think it would be fun to come up with some designs for 'generation' ships. ^_^

Good Show!

As a matter of fact I did one myself. The maps are lost but the concept remains fresh in my mind.

Scale of the Starship Warden is in kulometers with about 20 decks. Is is after all, Science Fantasy
Cheers,

Gary

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Post by serleran »

Heh, well, if I ever see Jim, I'll have to see about getting a signed copy. 'Course, I'm not dissuaded from making my own PA game, but I consider it a compliment to Jim, in a way... seeing as his original game, and its descendants have inspired such fun for a long time. Thanks for the heads-up on the new MA, Gary. Also, makes me want to see about development for it, too... ;)

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