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Messages - Schwarzkreuz

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How much will it costs afterwards?

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brainstorming & development / Re: [untitled] 2.01b
« on: January 16, 2015, 01:13:11 PM »
Very sleek. I like the clearness in which you build up your game and the FAQ section is fine. A bit more art and a nice cover and its already near to something rounded up for my taste.

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brainstorming & development / Re: Evil of the Stars (sci-fi horror)
« on: January 16, 2015, 08:07:14 AM »
Ha! I tried to test run it in its character and sector creation phase and I realy felt a bit overwheled. I am happy to send you a report on a new version. Going back and forth was a bit tiresome in the beginning and I lost track of the taggs. Evil of the Stars was much more accessable to me in its more progressed form as you posted it here.

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Hi Spigot, I do have the New Sun RPG Supplement for GURPS, its indeed inspiring, but I hadnt this in mind initially :D
If you like to helpout, are you also on G+ which I frequent ofter than the board here?


I had 2 ideas after flipping through AW DW and ClassWarfare and looking at my Charasheet. I focus mostly on 2-3 Themes for the Moves of my classes, which means, it would be possible to keep them as compendiums classes anyway. So instead of creating "fixed" classes, I could build a career-system for the characters, where your main career Pretorian (Space-Paladin/Politician), Claymore (Spacecrusader / Heavy Infantery) and the Kris Naga (Assasin / Infiltrator) also unlocked the major elements like ranks and general skills, while 1-2 compendium careers offers more specialisation and unlock different equickments.?

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First Sketch of the Charasheet

EDIT:

Now the most finished one, waiting for the Moves to be complete.


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brainstorming & development / Re: Evil of the Stars (sci-fi horror)
« on: January 13, 2015, 04:11:07 PM »
After reading most of Deptrunner, i think some Summery or Concluding Table would be nice to catch the vast amount of options in a easier to use form. I felt abit lost at the many detailed options and tags, and their influence on trade. I felt similar lost when I read tremulus. But maybe its only me who is bad at remembering and tracking tags and shortforms...?

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brainstorming & development / Re: Beyond: Adventures in Hazardous Space
« on: January 13, 2015, 04:06:50 PM »
I like your clear and direct writing style and would like to see more Tools to generate settings and Adventures.

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The first 3 classes will be the Preatorian, who will be a leading character with hight combat & defence skills, but also social & negotiation moves. The Loreseeker is handling the tasks of engineering, piloting, decrypting ancient lore and all technical stuff, while the Voidwalker is a psi specialist, mindprobing, telepatic communication, detect lies, sensitive for the Voidstream and its creatures.

Preatorian Stereotypes: Imperial Ambassador / Paladin / Assasine
Loreseeker Stereotypes: Pilot & Engineer / Gadgeteer / Master of Ancient Lore
Voidwalker Stereotypes: Psi-Corps / Investigator / Ecliarchon (Priest/Healer)

Each PC group must at least include one Preatorian Stereotype.
The Attribute Equlibrium is an indicator for the Characters balance of energies. For the Preatorian to keep his modified body and his reassembled mind working, for the Loreseeker to not fall into the grip of corupting knowledge, for the Voidwalker to fend off the mindtwisting influence of the Void.
Overall, it is also the saveroll agains psicic atacks.

The overall themes of adventures are:
Crimeinvestigation, Hunting Monsters and Cultists, Searching ancient Knowledges, Defending Imperial Colonies.

The underlining tone is also established by moral questions as the Preatorian and its team are confronted with corruption and the decay of the empire.


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Attributes:

FOR   Force
DEX   Dexterity
INS    Insight
PRE   Presense
EQU  Equilibrium  /  VOI   Voidbound   / CON   Conduit Hivemind

The Characterclasses:

(Design-Notes: Nope, they are NO Spacemarines, but near that concept. They are the humanshaped sheaths of the Imperial Swords)

The Preatorian

Chosen bearer of one of the thousand blades of the empire. They are the agents of the imperial will, its champion and most honored warrior. So you were told, while nanoengineers altered your mortal flesh and inhuman brutal training was conducted on you. There is barely anything left of the person you was before, only your role remains. To be the choosen sword of the empire.

There is tumult among the stars, demons hidden in the void ready to invade our reality, cultists and heretics who worship the primal dark and the lurking curruption from within the many headed court of the stars and its infinite bureaucracy. You and your brothers and sisters are the only beacon of the imperial order in a vast and starlit universe.

Not age nor illness shall befall you, as your mortal hull is no more. Only by battle and force can you find true death, and sometimes, when your order can retain your body, you will be reborn in a body of steel and join the eclesian forces of the undying.

Subclasses:

Claymore: +1 Force, Claymore Moveset
Called Slayers of Dragons or Imperial Paladin

Dagger: +1 Dexterity, Dagger Moveset
Called Kris Naga or Blackblades

Scythe: + 1 Equilibrium, Scythe Moveset
Called Reaper or Deathangels

Other Factions:

(DN: A brief summery of the general opinions of the Swords on the other factions within the empire)

Loreseeker: They are keeping the flame of civilisation ablazed, searching the unknown and utilize the renmains of the ancient realms of long pasts. Their minds are cycling in strange ways, and sometimes they stray off their paths. Beware of cults of the metal gods, enstranged man-machine-fusions and machnineries beyond comprehension.

Voidwalker: The Choir of the Empire serves with its invisible eyes and their voices reaches beyond mortal limits. Only years of training and disciplin can rescue these voidborn from the claws of madness and demons. Forged like the Swords, they are the emissaries of the empire. But beware when they loose their focus and wander of into darkness, dont hesistate to slay them.

Enforcers: Shadows of the Swords, but many in number. They are the arms of the empire that reaches out to the uncounted worlds. While less disciplined and easy to stray from the true paths, they are holding together the empire.

Technocrats: What use has knowledge, when it starts to rule you? They seek out the ancient technology only for their own goals. They are a selfobsessive caste within the imperial court.

Drifters: Freelancing Voidwalkers. Dangerous and unreliable, dont count on them if the stakes are hight. Most of them have unpleasant tendencies to question your authority, forgive them and try to educate them in the imperial ways.

Conduit: Mutated anomalies of strange behavior. They are somehow connected to each other by a kind of hivemind, which grants them the ability of FTL-Communication. The imperial dependance on this weird creatures is a weak point that you are well aware of. Keep your watch over their every move, you never knwo what they are hiding.

Fartraders: Scum that is ruled by their greed. Dont listen to their talks of guild honor and brotherhoods, they know no true layalty, when coins changing hands.


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As usually I am realy slow at designing and therefor want to create a "short Quickstarter" or Booklet RPG like those crafted by John Harper.
Most of us know that they can tinker for eternities on their projects, but I realy want to get it done and into motion. Additionally, all my projects suffer from my lack of english-language skills, which makes it hightly impotant to find a friendly regular editor among the crowd (if you feel spoken to, let me know ;) )

Swords of a Starlight Empire

I felt inspired by Harper's Danger Patrol, Star Force, Lady Blackbird and Ghost Lines RPGs, which partly do have sequel/prequel/side RPGs forming a series of Games. Epidiah Ravachol's Vast & Starlit and Swords Without Master, got me think of the title for this small project. I am well aware of Ashen Stars and several other Games resolving around "Heroes try to save the Day in a forsaken Starempire" or "Starpolice" kind of games. Non the less, they all do not grasp a modern yet styled pulp feeling that I am looking for.

The first iteration, 'Dread Stars' aims a pagecount of 22-32 Papes to be a booklet in digest-format (5.5 x 8.5 inch).
A group of PC are seeking to unveil the true dangers of the no-mans-land called the Dread Stars. Expanded tables will provide the meat on the narrative bones, so that the MC/GM will have plenty options to fill it up to a campaign.

Another pet-idea is 'Swords of a Starlight Empire - Rites of Passage' and is an adaption of Jason Lutes 'Funnel World' conversion of DW and DCCRPG elements. The main point here is to introduce a handfull of hightly mortal characters from a mundane background to the terrors among the stars. Each player can generate a handfull of random (Level Zero) Everyday-Persons, with the possibility to raise them into advanced Characters, who may join the Swords or another class of character after survival.

I dont realy claim on beeing very innovative with anything I do, but I love to butcher games to create versions and hacks I would like to play.

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brainstorming & development / Re: Apocalypse World Prequel: Eden
« on: January 12, 2015, 04:06:30 PM »
Somehow I have to think of those poor souls who always get slaugthered in post-apo films and novels.

Johnstone's Evil of the Stars has some 'Stress' rules, which could be handy for your design as inspiration. He also has an element he calls the Echnaton, a grand desaster or evil that befalls the community of explorers in his game. You could leave similar blanks about the Archangel and the true nature of the Eden, letting te players filling in.

The Setup reminds me of The Postapo Setting in Cloudatlas, Waterworld and The Beach. The human mind is not meant for peace nor is its soul forge for true altruism. Thats mostly the feel I get from those Settings.

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Ok, I am back, actually I was never gone.
Dreadfull World has undergone some important changes. For first, I wanted to reintroduce some more competative skills regarding conflickt solving and combat, as it is something I always liked to be more tactical. This is a bit contradicting to the core rules of moves but lets see what will result.

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Hi, well, I never hide that I am a terrible writer :D I do not even have full language skills in english but that dont prevent me from messing with it, anyway. And I devellope things visually first, thats just the way my brain works.

Here is Characterclass sketch:
The Praetorian


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I realised by defending my choice of Campbell`s Work as a base of Designing my Games, which parts are usefull and which not. THanks for the critiques on my notes and sketches so far!

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What happens to your narrative, for instance, when they meet the Mentor only to then kill him before he can impart his wisdom?

And herein lies the rub - it's not your (singular) narrative but your (plural) narrative (i.e. both you and your players). Your agenda as the MC is not to tell a particular story in which the players partake, but rather to play to find out what story unfolds.

I can clearly see your point of critic. I am never intending to enfore the law of a premade narration on the palyers, thats boring railroading and is contradicting the structure of AW. For example, I read the Adventure Servants of the Cinder Queen yesterday (DW Adventure by James Lutes) and liked how the different constructed Characters had a fluent motivation and devellopement curve, while the players could interact with them, or simply not. For me its about making the narration for a character consistant, not static, so the palyers could kill of the Mentor. But that would have more consequences than just missing information but be an important choice that alters the course of the adventure. Its for me about networking and interaction of the PC and NPS, each significant NPC will have some waypoints, which I use the points of the Journey, to flesh that out.

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