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Thread: New Sci-Fi BR game
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12-08-2004, 08:42 PM #11
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Excellent work, I'm impressed. I've been working on a sci-fi BR setting using some of the T20 Traveler rules. Which in and of itself is a load of complications. A couple of thoughts on your own setting and system. Obviously take them or leave them at your convenience. It's your setting/system so no worries on what, if any of it, you use. So here they are.
Mr Mercury, secretly supported by Omnicorp? Perhaps even better, an independant operator with his fingers in some Industrial holdings, via contracts for unions and members of his syndicate, in a secret alliance with the Neo-Celts? The tribes strike at industrial operations that Mr Mercury isn't involved with and he supplies them with extras in the way of money and gear?
Monorails, the lack of support bothers me. Monorails are terribly expensive to initially build, though the maintenace (real world) is below the average for mass transportation due to a lack of moving parts it still requires some influx of monies for supporting repairs/maintenance/and personel. Also, an uninterupted journey to far distant points is hard to come by in the real world. Stop offs exist for a variety of reasons. Refueling, taking on and letting off passengers and cargo. A vast reduction in movement costs for a unit using a monorail would work well, even something like four provinces per movement point, still a vast increase over normal province movement.
What is Media Points? A measure of influence among the common people? Isn't RP basically the same thing? Just curious as to what there use is.
Also, I don't know if you have access to it, but D20Modern, D20Future, and T20Traveler are great resources, especially on the technological front. D20Future especially has some great cybernetics and nanite based gear. Also T20Traveler gives a great model for future economics, what's valuable and how.
Just some thoughts that came into my head while I was reading though your site, if I think of anything more I'll give you a heads up. I have a few ideas for what you wanted Regents and Realms. I just want to flesh them out more before I send them your way. Otherwise, great work man, I look forward to more info and posts.
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12-09-2004, 12:24 AM #12
Ha, ha! - That obvious was it? Yes, Omnicorp are "global" in that direction too - The Syndicate are just another "division".
I fear I am just not as confident on rules as ideas, so I'm looking at the gargantuan task ahead of me and trying just to pick around the edges of it at the moment.
On the upkeep of monorails - well, I was assuming that a lot of taxes get plowed back into local services, and that the monorail generates extra economic benefits enough to pay for itself. In a a colony with virtually zero private transport, I also thought people would pay pretty well for the privelege of using monorail. That said, I'm not writing anything in stone at this stage (just less pesky book-keeping for the regent was my real thought.)
I may scrap media points and just stick to RP. I think that Media corps will be able to make "Realm Spell" equivalents like, say, a "Marketing Blitz" or a "Smear Campaign". Basically the Media will be good for swaying the public.
Thanks for the feedback, I look forward to any ideas you want to send my way."As soon as war is declared, it will be impossible to hold the poets back. Rhyme is still the most effective drum."
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12-11-2004, 05:40 PM #13
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Do you still use Regency Points? It occurs to me that
in a sci-fi birthright, Media might be the most
appropriate expression of RP. I mean, between having
large amounts of RP and cash, you should be able to
pull off just about any colony actions you want...
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12-11-2004, 06:43 PM #14
I was going to scrap RP and replace them with Media Points, but that seemed to be a bit unpopular.
Now I'm thinking of either giving Media extra ways to use RP, or extra ways to generate RP.
Bloodline will be gone, since it makes no sense in the setting, so I will have to come up with another way to limit maximum RP."As soon as war is declared, it will be impossible to hold the poets back. Rhyme is still the most effective drum."
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12-14-2004, 01:20 AM #15
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> Hrandal wrote:
> I was going to scrap RP and replace them with
> Media Points, but that seemed to be a bit
> unpopular.Now I`m thinking of either giving Media
> extra ways to use RP, or extra ways to generate
> RP.Bloodline will be gone, since it makes no sense
> in the setting, so I will have to come up with
> another way to limit maximum RP.
If one interprets media as channels of communication,
distribution, and generation of information, then we
can divide two seperate features here: the first,
Media of a more popular content-oriented sort might
provide RP and/or aid loyalty. Perhaps holdings would
produce more RP in a province with higher loyalty?
The other half, Logistics, might represent
communication as a barrier to control including
transportation, callaberations, beurocratic
efficiency, etc. and might replace bloodline.
I`m imagining now Media as a seperate holding, where
as Logistics being an overall colony score because its
most convinient that way but I don`t know if that`s
very consistent with even the most casual application
of common sense, though. Surely, if anything your
control of particular areas might be differing but
your overall content should be applicable to whereever
you can might need it through any channel of effective
communication (hence the RP theme).
So maybe, your overall Media score should represent
the maximum RP you can have or generate, whereas your
Logistics holdings in a particular area might
represent how many RP you can distribute into that
area for domain actions?
I dunno. Just rambling, really...
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12-16-2004, 03:04 PM #16
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Originally posted by Hrandal@Dec 11 2004, 07:43 PM
I was going to scrap RP and replace them with Media Points, but that seemed to be a bit unpopular.
Now I'm thinking of either giving Media extra ways to use RP, or extra ways to generate RP.
Bloodline will be gone, since it makes no sense in the setting, so I will have to come up with another way to limit maximum RP.
Since a powerful regent with many holdings is likely to have more influence than a regent with few holdings and regents of different types will draw inlfuence from different segments of society so the basic mechanic for accumulating RP in Birthright can be used with minimal modification. I would come up with a formula based on Charisma and/or the number of ranks the character has in one or more skills to limit the amount that can be gained and held. Basically, the individual regent's personal charisma and political-economic skill controls how quickly they are able to garner influence and how much influence they are able to bank.
I'm looking forward to hearing how your project works out. I've messed with the idea of doing this sort of modern or sci-fi equivelent to the Birthright system a couple of times myself. (Fading Suns would be such a perfect setting for such a thing!
-- Brennan
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12-16-2004, 07:08 PM #17
In a similar vein, one's Influence score (I think Influence is an excellent term for a modern or sci-fi replacement for bloodline score) could be based on the Leadership feat, or at least use that formula: character level + Charisma modifier + any circumstantial modifiers. For this setting, the other modifiers would become quite important. Building on Brennan's ideas, you could grant a +1 to this score for having 5 ranks in key social/political skills, for instance (such as Administrate, Bluff, Diplomacy, Intimidate, Lead, Perform, Sense Motive, and Warcraft). Performing great deeds or services to the public might also grant some temporary or permanent bonuses to Influence.
If Influence is equivalent to bloodline, then keep in mind it represents potential rather than actual power. Actual power derives from one's total holdings, and is limited by Influence.
Some ideas, anyways...I've collaborated with Justinius on some of those T20 Traveller conversions...fun and interesting to think about. Good luck with your campaign, I hope the project gets off the ground and sees some live playtesting.
Osprey
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12-17-2004, 03:24 AM #18
Influence sounds as good a name as any, and probably more accurate than Regency Points.
I've got RP at the moment, but since rules are the part that are taking the most work, I'm sure I'll see many changes before its finished.
I've actually just written a bunch of Media "Realm Spell" ideas which should be going up on the site in the next few days, along with a more effective list of rules ideas. No mechanics yet, but they shouldn't be hard to figure out.
At the moment I'm trying to decide how much of the BR character section to keep, and how much to scrap.
As to Bloodline, what I'd been thinking was that a character would have a certain number of points to spend on "Regent Skills" (probably about 5-10 points for a decent regent.) These skills would correspond mainly to holding types or a few other things, and would form the basis of certain domain level rolls. The number of points would also roughly correspond with character level/bloodline strength in normal BR. What I'd imagined was that a character could hold RP up to 10 times their total Regent Skill Points.
Its still undecided - thats the simplest idea I've had at the moment.
Thanks for taking an interest guys!"As soon as war is declared, it will be impossible to hold the poets back. Rhyme is still the most effective drum."
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12-17-2004, 05:10 PM #19
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Possible regent skills/specialties:
Diplomacy (skill which influences your interaction
with other regents, and with checks to influence
province/holding attitude)
Espianage (skill which provides bonuses on espianage
domain actions, and allows you more options with the
action)
Military (skill which influences the success/failure
of your troop attacks and defense, makes defensive
fortifications more efficient, and increases the
potential tech level of troops)
Authority (provides bonuses to avoid rebellion and
acts as a defense modifier against hostile attempts to
influence attitude in your domain. Helps to prevent
random events. Increases amount of levies that can be
raised.)
Environment (increases recycling/habitation
efficiency, granting bonuses to Rule actions and
raising the maximum province/holding level. Prevents
troop damage for moving across hostile terrain and
allows more efficient movement across terrain.)
Efficiency (skill which lowers the maintenence costs
of holdings and/or troops, prevents need for
additional supply, and lowers attrition damage in
combat)
Economics (lowers excessive overhead costs of certain
domain actions.)
Loyalty (provides bonuses to overall domain attitude.
Minimum requirement for certain media-based Special
Actions, including Media-based Attacks and
Counterattacks. Increases efficiency of Psychic
Prototypes.)
Research (provides emphasis on higher bonuses for
research actions, allowing new Special Actions, Troop
Types, and Special Holdings available. Number of tech
advances cannot exceed ranks in Research emphasis.)
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While I wrought out these fitful Danaan rhymes,
My heart would brim with dreams about the times
When we bent down above the fading coals
And talked of the dark folk who live in souls
Of passionate men, like bats in the dead trees;
And of the wayward twilight companies
Who sigh with mingled sorrow and content,
Because their blossoming dreams have never bent
Under the fruit of evil and of good:
And of the embattled flaming multitude
Who rise, wing above wing, flame above flame,
And, like a storm, cry the Ineffable Name,
And with the clashing of their sword-blades make
A rapturous music, till the morning break
And the white hush end all but the loud beat
Of their long wings, the flash of their white feet.
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12-17-2004, 05:50 PM #20
At 08:43 AM 12/17/2004 -0800, Lord Rahvin wrote:
>Environment (increases recycling/habitation efficiency, granting bonuses
>to Rule actions and
>raising the maximum province/holding level. Prevents troop damage for
>moving across hostile terrain and allows more efficient movement across
>terrain.)
Something like this might also help revitalize potential source levels of
provinces, increase the ability of "virtual guilds" from high source
holdings to generate income, help combat the effects of population increase
and/or allow the increase of population without damaging source potential.
I like adding new skills where appropriate, but I wonder in this case if
this might not be best handled by the effects of a regent having ranks in
the survival skill in order to preserve a domain level/adventure level
interaction of character skills.
>Efficiency (skill which lowers the maintenence costs of holdings and/or
>troops, prevents need for
>additional supply, and lowers attrition damage in combat)
>
>Economics (lowers excessive overhead costs of certain domain actions.)
Seems like both of these could be aspects of the administration skill.
>Loyalty (provides bonuses to overall domain attitude.
>Minimum requirement for certain media-based Special
>Actions, including Media-based Attacks and
>Counterattacks. Increases efficiency of Psychic
>Prototypes.)
>
>Research (provides emphasis on higher bonuses for
>research actions, allowing new Special Actions, Troop
>Types, and Special Holdings available. Number of tech
>advances cannot exceed ranks in Research emphasis.)
I wrote up a research skill a while back (which I still think D&D is sorely
lacking) but it concentrated more upon the ability to find information in
an archive rather than perform the kind of experimental
investigation/development that it looks like you`re intimating
here. Knowledge skills might work in a few cases here, though they tend to
lend themselves to information rather than experimentation.
There are a few D20 character classes that are engineers, tinkerers,
technicians, etc. and have things like a repair skill and the ability to
create prototypes and other inventions. Maybe something in those might
indicate where this kind of thing might be best portrayed?
Gary
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