Scum and Villainy out-of-character (OOC) thread.

RuinZealot

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What is the network like in planet?
Is it a planet wide network or isolated pockets?
How available is information on the network?
 

Nobby-W

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What is the network like in planet?
Is it a planet wide network or isolated pockets?
How available is information on the network?
AI WARS

The AI wars were a series of cycles where ubiquitous surveillance regimes crept into society to the extent of having a profound corrosive and destructive effect, often ending in major upheavals or bloody revolts against the incumbent regime. In extreme cases this ran to mass lynchings of technology company or SIGINT department staff.

Starting with the backlash against the AIBastus and Social Credit scoring systems of the 21st century the AI wars ran off and on for about 300 years. Many colonists left in order to get away from the dystopian horrors of these societies.

The net effect is that strong AI, ubiquitous internetworking and especially large-scale automated surveillance programmes have a poor reputation in many regions, with perhaps the most extreme example being the United Federation where strong AI and mass surveillance is outright banned in the constitution.[1]

Automated mass surveillance systems are regarded by many as barbaric in the way that we might regard medieval torture instruments as barbaric, and ubiquitous internetworking systems are often viewed with suspicion as an enabling technology. Public availability of such internetworking systems is therefore patchy. Some polities tolerate them, others ban them outright or tightly regulate their use. In almost all cases they are viewed as somewhat disreputable, purveyors of unreliable information and agents of surveillance.

In some cases this has led to attempts to suppress A.I. technology, and often it is not healthy to admit to being proficient in the field. Commercial development of A.I. systems is uncommon in most regions outside the Solar Commonwealth with 'Terran AI' technology being somewhat rare and sought after by parties wanting the capabilities.[2]

However, public data networks are such a powerful utility that they are typically available in some form but may or may not have a wide variety of useful information sources connected for free access.

Interstellar communication requires physical data movement by courier ship, so data communication on this basis is done through store-and-forward systems similar to UUCP or FIDONet of pre-stellar times. This does allow characters to have an accessible mailbox that is replicated across nodes (albeit with some propagation delay) and can be used for electronic communication. The interstellar services replicate your mailbox across all nodes and you can turn up to a starport and receive messages. Generally it is not advised to transmit confidential information in plaintext on these services.

Rhaquos is not a wealthy planet. There are cellular wireless comms systems with asynchronous messaging facilities and some switched data comms functionality, but there is not a lot in the way of public information services connected to the network. Some basic items such as news services are available for subscription.
________________________________
1 - Needless to say the authorities and other parties put considerable effort into skirting the edges of their constitutional remit like most governmental or other powerful entities.
2 - Parties wanting to use strong AI technology tend to keep a low profile.
 
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I went back to the book to get premises, I imagined an internet approximate with fewer players, but just as refined. I wanted to search for Okon, but I didn’t want to drive too far out of the establish world you had envisioned.
The above is all great and interesting world building.
 

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I went back to the book to get premises, I imagined an internet approximate with fewer players, but just as refined. I wanted to search for Okon, but I didn’t want to drive too far out of the establish world you had envisioned.
The above is all great and interesting world building.
There are some searchable resources, although social networking systems like Facebook are largely consigned to the annals of history. There is also good old-fashioned footwork, around the market or other locations where these people would be known.

The Tannhauser-verse is an exercise in world-building in no small part; there has been quite a bit that has gone into it.
 
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Sorry gang. Ended up working 12 hours today. Had a deployment Monday that was a catastrophe. So, today was kicking things into organized piles.
 

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Acheron Gazetteer

This map shows the locations of the major items in Acheron encountered so far.

AcheronGazetteer.png

1. Rue Faucon du Millenaire 14 - Lar Correia's Residence
2. Ikonia Market - Long standing open-air market for all things related to archaeology and treasure hunting in the region.
3. Terres Desolees - A shop selling outdoor gear to the treasure hunting market.
4. University of Acheron - Campus on the outskirts of town.
 

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Religion in the Neutral Zone

Many settlers were re-homed and left virtually abandoned, often with little of value to buy offworld resources with; many colonies started extremely poor and remained so for years. This was partially through negligence, partially by design. As such, they colonies were a fertile ground for religion and many Terran religions found a home in space.

The most successful were the big 4: Buddhism, Christianity (mainly Catholicism and various evangelical sects), Hinduism and Islam. In many cases the colonists brought the religion with them; in other cases proselytisers picked up converts. Various other religions have sprung up, including Panthetic Zoroastrianism (star worship), Transcendental Natural Solipsism and cults venerating the Forerunners.

Most government is nominally secular, with religion playing a secondary role, although this varies.
 

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Ministry of Antiquities

Formed in 2720 to control the sale and offworld transport of Amarantin artifacts from Rhaquos, the Ministry of Antiquities has a wide brief including powers of arrest and search-and-seizure. Run by Kimball Zawi since its inception, it has become the subject of numerous accusations of being treated as his personal feifdom through to outright theft and banditry.

Critics have complained about items simply disappearing with no entry in the official antiquities register and mysterious certified artifacts of uncertain provenance appearing on the open market offworld. However, Zawi's connections (and alleged kickbacks to other government officials) have prevented any substantive investigation taking place.
 

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Dries

Formally known as First Wave peoples, the 'Dries' are also known as Desert Folk, Sand Folk or Sand Men. Descended from genetically altered human stock, modified to suit dry conditions and thinner atmosphere better while the world was terraformed, they have been marginalised by successive waves of colonists, pushed out of the arable regions or relegated to a second class status. 'Dries' is a somewhat derogatory term.

There are First Wave minorities in most cities, but the main population still live a largely nomadic life style in the deep wastes, centred around subterranean water sources, wadis and oases and either subsistence moisture farming or nomadic herding.

Physically, the adaptations show little outward sign, but First Wavers tend to have longer eyelashes and nose hairs, plus larger chest capacity for the thinner atmosphere. Kidney function was improved to enhance water retention, plus some other physiological changes made to reduce sweating and enhance desert survivability.

Several genetic alteration programmes of this type were undertaken in the early phases of colonisation programmes, before terraforming processes were perfected. The practice has been discontinued for about 300 years, but there are a number of worlds with minority alterant populations.
 

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Alexandjr Dejaart

Known as 'Hubba' for obscure reasons (although not normally called such to his face), Alexandjr Dejaart is a local small time gangster on the make. Mainly dealing in loan sharking, vice and shakedowns and protection in the markets and on digs he is considered a nuisance in the industry. It is suspected he has offworld contacts and is involved in smuggling artifacts. Presumed to have a number of local police and politicians in his pocket, he seems to be teflon coated with the authorities apparently turning a blind eye.

Rumoured to be a former bandit, he is noted for being vicious, foul-tempered and vindictive. His henchmen can often be seen strutting around town; their body language marks them as obvious. Although not the only gangster in the region, he has control of most organised crime in and around Acheron.
 
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Chevre Betaal

A herbivore native to Rhaquos and known as 'Beetle goats' for their armoured carapace. They are cold-blooded, with the armour protecting them while torpid. Typically they browse in small herds of 10-20.

Physically, adults weigh 40-60kg and resemble a cross between an armadillo and an ankylosaurus. They are noted for being edible - a white meat similar to Terran reptiles - but bad tempered, prone to charging and lashing with horns. Their proteins are all Levo and contain no amino acids toxic to humans. They can be domesticated and are sometimes herded.

Chevre Betaal have an endemic bacterium and other parasites that must be cooked or killed with a marinating process, making eating wild chevre betaal somewhat risky if it can't be cooked properly. A common trail food is jerked Chevre Betaal, rubbed with a seasoning and sundried, a process that is supposed to sterilise the meat and render it safe. There have been instances of people getting sick from improperly jerked Chevre Betaal.
 

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Some notes for something else

Quarter Q1 Q2 Q3 Q4 Q5
Inception 12.5% 25.0% 25.0% 25.0% 12.5%
Q1 25.0%
Q2 25.0% 25.0%
Q3 25.0% 25.0% 25.0%
Q4 25.0% 25.0% 25.0% 25.0%
Q5 25.0% 25.0% 25.0% 25.0%
Q6 25.0% 25.0% 25.0%
Q7 25.0% 25.0%
Q8 25.0%

Earning
Q1 3.125% 3.125%
Q2 3.125% 6.250% 9.375%
Q3 3.125% 6.250% 6.250% 15.625%
Q4 3.125% 6.250% 6.250% 6.250% 21.875%
Q5 6.250% 6.250% 6.250% 3.125% 21.875%
Q6 6.250% 6.250% 3.125% 15.625%
Q7 6.250% 3.125% 9.375%
Q8 3.125% 3.125%

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Dumarest Nusantara Starport Hotel.


Quarter Q1 Q2 Q3 Q4 Q5
Inception 12.5% 25.0% 25.0% 25.0% 12.5%


Quarter Q1 Q2 Q3 Q4
Inception 25.000% 25.000% 25.000% 25.000%
Earning Q1 12.5%
Q2 25.0% 12.5%
Q3 25.0% 25.0% 12.5%
Q4 25.0% 25.0% 25.0% 12.5%
Q5 12.5% 25.0% 25.0% 25.0%
Q6 12.5% 25.0% 25.0%
Q7 12.5% 25.0%
Q8 12.5%


Quarter Q1 Q2 Q3 Q4 Total
Inception 25.000% 25.000% 25.000% 25.000%
Q1 3.125% 0.000% 0.000% 0.000% 3.125%
Q2 6.250% 3.125% 0.000% 0.000% 9.375%
Q3 6.250% 6.250% 3.125% 0.000% 15.625%
Q4 6.250% 6.250% 6.250% 3.125% 21.875%
Q5 3.125% 6.250% 6.250% 6.250% 21.875%
Q6 0.000% 3.125% 6.250% 6.250% 15.625%
Q7 0.000% 0.000% 3.125% 6.250% 9.375%
Q8 0.000% 0.000% 0.000% 3.125% 3.125%



DeductionUPDDREP.DDDXFG = 'Y'


Sutra: @Smith, @RuinZealot, @Stan, @Seadna
Hotel Dumarest Nusantara Starport @Bunch



Target Query 2 Query 9
PremiumMinimum100pct pa.PAADD4
Premium_Deposit100pct pa.PAADD5
Premium_Expiring100pct pa.PAADD3
Premium_Declared100pct pa.PAAEP2
Value_Original pra.PPEIMV, pra.PPEIM2 pa.PAAEP2
WrittenPremium100PctMvmtPPEIMV pra.PPEIMV

Denaspar
Gangs
Aferasi qtr
Smuggling
Startown
Vice
Cyberpunks
Karres
Kilts and trews
Operation screaming fist
Bandersnatchi

Cyrus
Civil war
Expat network
Smuggling
Spies

Ezra's Belt
Smuggling
Smegulon
Freeside station
Moonbase (outland)
Chase across vacuum

Zeos
Underwater base
Organised crime
Islands and shallows
Ocean miner
City
Islands
Motor boats
Smuggling
Hunting sea critters
Jaws/Kraken
Rescue
Break in
Prison underwater
Island (man with gg)
Retrieve item from submarine
Crashed starship

Rhaquos
Artefacts
Prison breaks
Desert outpost
Fremen
Bounty hunters
Space western
Desert critters
Crash/survival

Wilderness water world
Hunting critters
Piracy
Outposts

Ice world
Bounty hunters
Outposts
Crash/survival
Salvage/find
Critters
Travel/ice yacht (murder on?)

Lemuria
Homesteaders stand
Space western
Wilderness and critters
Bounty
Conceal base


Tainted atmosphere world
??

Mining
??

Part terraformed world
??

Theocracy
Smuggling
Insurrection
Espionage
Prison breaks
Find person
Evade secret police
Corruption/jacquay

Kessler
Spooks
Syndrome
Colony/mid-developed


Pirate world?
NQA repairs
Find pirate
Bounty
Pirate crew
Bribe


Gonk homeworld
Expat gonks
Economy?

Tale of some worlds

Sourcebook
Pirate fringe
Pirate support worlds
Smegs
Colony
Pirate campaign
Pirate hunt campaign

Aferas
Aferas players
Aferas expats

Katamari
Cults
Pirates
Region
??

SC rebellion
Rebels
Blakes 7
Supply/smuggling
Spies
Heists
Prison breaks
Salvage/find

Federation
What?

Void
Exploration
Verkonian base
Essperin
Union ships
Lost colony
Derelict

Union
??

ELM space
Hunting ELM ships
Colony attacked
ELM politics?

Core
Inner worlds
Earth/dying
Cyberpunks

Sample user space
???


Space habitats
Manley
Freeside
??

Bounty hunters
Ships
Marks
Repo

Ambulance
Rescue missions
Ambulance ship
Recovery ship

Mercs
Small units
Adventures
Vehicles

Exploration
Void
ELM space
Rimward

Gangs
Outfit
Bigger mobs
Adventures
Vancian magic

Pirate hunters
Above

Belter
Derelict
Pirates
Mining
Mining ships
??

Vice
Red light disticts
Gangs
Smuggling
Annoying factions
Casino heist
Maps

High society
Posh bits of vetawa
Working for
Soceity dos
Mansions

Trading
Firefly campaign
Smuggling campaign
Ships


Lab ship
Per reddit
Charter company
Death station

Prison breaks
Desert
Urban
Rescue
Vacuum
??


Something wilderness
Ditch in wilderness


Vacuum world chases
Across the bright face

Explore alien artifact
Clues to
Dungeon crawls
Cool tech

Bug hunt
Horde
Aliens
Horror?

Zombies
Zombie disease

Heists
Robbing
Casino?
government facility
Space habitats
Mob
Mansions
??

Hunting ewoks
Sentient after all
Safari

Murder mysteries
??

Rescues
Prison breaks
Search
How to do challenge?

Couriers
Courier job
Attempt to intercept
Job to intercept courier
Package?

Megalomaniacs
Theo de raadt. What's he doing?

Body guarding
Escort
Security
Assassination attempt

Crested jabberwock - rangers?
??

Space western - colony world? Lemuria
?? Western plots?

Dungeon crawls
??
ELM hunt
Naval

Cyberpunks on earth
Shenzen


Smegs
Smeg factions
Smeg facilities
Smeg connections
Adventures


Morlocks
Gangs?


Garps
Ships
??


Sljee
??

Squids
??

Symbiotes
Symbiote NPC?


Merchants
Small trader - trader campaign
Large trader - trader campaign, derelict
Tranquility - smuggler campaign
Kessler - kessler synd, location, pirate
Cuore d'oro - Roz and andy, trader
Hypershuttle - auxiliary, small adv ship
Fed trader - trader campaign,
Tanker
Courier - With tender
Exec transport - small adv ship
Crusty old trader - trader campaign, totally not firefly
SC armed merchant - trader campaign, spies, pirate
Fed armed merchant - trader campaign, spies, pirate, derelict
Aferas armed merchant - trader campaign, spies, pirate
Planethopper

Auxiliaries
Lighter
Heavy lift shuttle
Pinnace - jump capable
Boat
Orbit shuttle
Vac world shuttle
Vac world hopper
Open lighter

Warships
Khujo - pirate hunter, derelict
Jaeger - antagonist, pirate
Shrike - antagonist
Fighter - antagonist
City - antagonist
Fed corvette - antagonist, ELM hunt
Fed patrol - antagonist, ELM hunt
Frigate - antagonist, ELM hunt
Landing ship - merc
Carrier - merc

Odds and sods
Ambulance - rescue campaign
Bounty hunter 1 - bounty hunter,
Bounty hunter 2
Miner - mining campaign, derelict
Research ship - charter rs campaign, derelict
Vancian Magic - derelict, pirate hunter, theo de raadt
Salvage - collect
Xboat tender - pirate
Small Yacht - adv ship
Big yacht - pirate, derelict, antagonist
Converted lifeboat - adv ship
Really small - adv ship
Pirate ships - what?
Starbug


Scouts and spies
Spy armed merch - antagonist
Scout ship - exploration campaign, adv ship
Exploration - exp campaign





Bestiary

Bars
Hotels
Bases
Space stations
Outposts
Starports
Offices
Hideouts




Statues
Western cult
The Outfit
To go boldly
Cyrus
Rebellion
Pirate hunt

Something to do with smegs

Bounty hunter
Federation
ELM hunt
Space horror?
Manley station
 
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Aferas

Aferas are the most numerous species in the Neutral Zone, behind humans. One of the few species that have significant holdings outside of Human hegemonic influence, Aferas originate from the world Khala (sometimes known as Khala Shasta), just spinward of the Neutral Zone.

Uplifted by an unknown human agency early on in the history of the region now known as the Neutral Zone, they had technology through the technology transfer programme run by the mysterious party. Khala has a small human population descended from the early programme workers (logistic support for the programme was abruptly cut off for unknown reasons), which has been augmented by a larger expat population in recent years.

The humans contacted a polity called the Shasta, which were a feudal society. With the tech transfer (it's not known if there was an attempt to spread it wider) the Shasta eventually conquered the entire world, then split apart in a major internal schism. The Aferas have settled a region to the spinward of the Neutral Zone and there is a significant expat population on many worlds in the Neutral Zone. Denaspar also has a significant Aferasi settlement.

Aferasi explorers contacted human settlers in the Neutral Zone, and seeing the monopolistic practices of the LFC started trading aggressively with the colonists. Within half a century or so, a significant body of trade was taking place between some of the worlds, particularly those around Karres (a garden world settled early because it didn't need terraforming).

The LFC initiated what was essentially a trade war, and privateering operations on both sides went on for nearly a century before the Neutral Zone treaty was signed between the SC, the federation and the three major Aferasi polities. The LFC was broken up shortly after as federation forces captured its domicile world of Haven.

Aferas have a cordial relationship with most human polities. Shasta society (the dominant social influence) has retained many of its feudal traditions as it struggles to move from its traditional roots into being an affluent society with a large middle class. While the Aferas have a reputation for being touchy and traditionalist most tend to look on Human social faux pas with amusement.

Physically, Aferas are slightly large than humans, with bare, slightly scaly skin and a main on their head, shoulders an back of hairy feathers. Aferasi vocal organs are capable of producing intelligible human speech, and vice versa, but their voices do sound significantly different. Their protein chemistry is slightly different from humans and there are some foods that are edible by aferas but toxic to humans - and vice versa. Some genetically engineered food species have been spliced that are fully nutritious to both Human and Aferas.
 

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Garps

Garps are relatively short and lighter than humans. Typically about 1.3-1.4m tall and weighing about 40kg, garps were the first species encountered by humans. They have adapted very quickly to interstellar society and can be found all over known space.

Economic development of the Garp Homeworld (Garp) has been very rapid and it is now industrialised and densely populated. A large diapora has emigrated all over known space, and ramshackle-looking Garp-made spacecraft can be found in many starports. The world now has autonomous government.

Humans often look down on Garps and expats often have low-grade jobs. Garp spacers have a reputation for smuggling.
 
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Katamari

Native to Katamar, in the spinward end of the Neutral Zone, Katamari have six limbs - feet, foothands and truehands. Although they have an internal skeleton, parts of their bodies are covered with chitinous armour plates giving them a vaguely arthropod appearance. Katamari are hermaphroditic and their reproductive cycle involves a parasitoid larval stage, which most humans find disgusting.

Katamari religion almost universally revolves around worship of their host animals. They developed intelligence from forming communities to protect and nurture their breeding hosts.

About 200 years ago, there was a cataclysmic accident where a bio warfare agent was accidentally released on the Katamari homeworld, wiping out much life. Space habitats and asteroid colonies held the only survivors of the race, plus some expats off-world. Since then, the Katamari have developed their system and least large tracts of land in nearby systems for breeding ranches.

Katamari space habitat technology is second to none, and Katamari engineering firms generate a significant proportion of their export revenue in design and project management services for space habitat construction programmes.
 

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Morlocks

Morlocks are native to Sharundhil in commonwealth space. Physically about the same size as a human, Morlocks have an interesting talent - their skin has chromatophores and they have a remarkably capable camouflage ability.

The Morlock homeworld has not developed well, remaining relatively poor and stricken by fractious infighting. Morlock expats can be found on many worlds and also have a reputation for being fractious and aggressive. They are disproportionately represented in criminal, merecenary groups and other groups on the fringes of society.
 

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Rick's Jizz Bar

The advertising listing for Rick's states it has the finezt improvisational and scored Jizz in the sector. From what you can tell it's a small dive bar a short walk north of the market. It sells drinks and bar snacks and has live music.

RicksJizzBar.png
This totally isn't the Mos Eisely cantina. Honest.
 

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@Smith, @Séadna, @RuinZealot, @Stan, @Bunch

Here's a google sheets doc with a summary of the characters,

 

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Character Advancement

Each player keeps track of the experience points (xp) that their character earns.

During the game session, mark xp:
  • When you make a desperate action roll. Mark 1 xp in the attribute for the action you rolled. For example, if you roll a desperate scrap action, mark xp in prowess . When you roll for a group action that’s desperate, also mark xp
At the end of the session, review the xp triggers on your sheet. Foreach one, mark 1 xp (playbook or attribute) if it happened at all, or mark 2 xp if it happened a lot during the session. The xp triggers are:
  • Your playbook-specific xp trigger. For example, the Muscle’s is: Address a challenge with force or threats. To “address a challenge,” your character should attempt to overcome a tough obstacle or danger. It doesn’t matter if the action is successful or not. You get xp either way.
  • You expressed your beliefs, drives, heritage, or background. Your character’s beliefs and drives are yours to define, session to session. Feel free to tell the group about them when you mark xp.
  • You struggled with issues from your vice or traumas. Mark xp for this if your vice tempted you to some bad action or if a trauma condition caused you trouble. Simply indulging your vice doesn’t count as struggling with it (unless you overindulge). You may mark end-of-session xp on any attribute xp track or your playbook xp track.
Playbook-specific triggers
  • Mechanic: When you play a Mechanic, you earn xp when you address challenges with technical skill or ingenuity. Always look at the devices around you and be prepared to make them do what you want them to.
  • Muscle: When you play a Muscle, you earn xp when you address challenges with force or threats. Make sure everyone knows that violence and intimidation are always options, and you stand ready to deliver. When things fall apart, show them how it’s done.
  • Mystic: When you play a Mystic, you earn xp when you address challenges with wisdom or the Way. This will naturally push you towards the unknown and inexplicable. When things get weird, that’s your moment to find answers.
  • Pilot: When you play a Pilot, you earn xp when you address challenges with speed or flair. If it drives, punch the gas. If it flies, see if you can do a barrel roll. It’s your show.
  • Scoundrel: When you play a Scoundrel, you earn xp when you address challenges with charm or audacity. Ramp up the daring and be quick on the draw with a catchy one-liner. You shine brightest when the situation is just about to get ugly.
  • Speaker: When you play a Speaker, you earn xp when you address challenges with deception or influence. You’re at your best talking and setting up your teammates. Use the teamwork manoeuvres and flashbacks to highlight your connections, foresight, and planning.
  • Stitch: When you play a Stitch, you earn xp when you address challenges with insight or compassion. Make sure you see the whole picture and help keep your crew safe and sound. When things get out of hand, they’ll need you. When they lose their way, guide them. Remember that not all wounds are physical.
 

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Does that mean we are at end of session and we should do write ups for end of session experience?
 
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Does that mean we are at end of session and we should do write ups for end of session experience?
Not quite yet. There's a bit to go on this episode but there will be a downtime cycle. The main idea is to explain the concept of experience triggers like desperate actions and other role-playing triggers - there are one or two folks in the party who are not familiar with the system.
 

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Apollo's coffee house

Apollo's is a large interstellar chain of rather mediocre coffee shops selling coffee, various other beverages and snack food. They can be found on most worlds in the Commonwealth and have a fairly substantial presence in the Neutral Zone and Federation. Most major cities will have a significant network of Apollo's branches.

Substantially a franchising operation, they will ship basic ingredients to franchisees at an inflated price that covers their franchising and marketing.
 

Nobby-W

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Automed

An automed is a portable intensive care system that can sustain a patient with significant wounds. Weighting about 80kg, the Tranqulity's automeds are a military type (T18.5) and are particularly good for trauma patients. Under the care of an automed unit a patient will typically recover significantly faster than they would otherwise have done.

They have battery packs to power them for a few hours, and can be plugged into mains power or a portable fuel cell auxiliary power unit, which can run it for a couple of weeks. The Tranquility has a contra-grav lifter that can be used to move the units around.
 

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Dobachan Robot

A supposed Forerunner artefact found fossilised at the Dobachan Forerunner site. Feliepe Cavarai, the item's discoverer, was widely accused of forging the discovery and discredited, ending his career. He refused to allow third parties to analyse the item unsupervised, claiming that it was at risk of being stolen, which also did a great deal of harm to his credibility. Cavarai and the artefact subsequently disappeared under mysterious circumstances, giving rise to a raft of conspiracy theories that persist until the present day.

The Dobachan Robot occasionally turns up in fiction, most notably in the popular Denaspari children's holo series Dobakan, featuring a not-too-bright young Vetawi boy and the eponymous robot getting into predicaments through their own misadventure and carelessness.

Adeolai Batu Remakan Tandrapratna (Prince Remakan), a prominent conservative Denaspari politician, is sometimes nicknamed Dobakan in popular culture due to a superficial resemblance to the eponymous character of Dobakan in the series. He famously lost a defamation suit against the producers of the series as the producers successfully argued that the series was first released while Remakan was still a naval officer and was not a public figure at the time.
 

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Traklish

Traklish is the most common native Morlock language spoken by expats. It can be spoken intelligibly by humans but contains a lot of subtly different glottal sounds that make it difficult to pronounce.
 

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Feedback

@Smith, @Séadna, @RuinZealot, @Stan, @Bunch - We're a month or so into the game; this is my first attempt at a PbP so could you give some feedback on how the game is running for you and maybe I'll find something I can tweak for the better. Send by private message or discuss here as takes your fancy.

Agency
o Too railroady - really want more agency.
o Just fine - no issues with it.
o Sometimes it's a bit hard to tell what we're supposed to be doing.

Pace and tension
o Some things drag a bit.
o Just fine - no issues with it.
o Get pushed along too much.

Immersion
o Can't really relate to the material.
o Just fine - no issues with it.
o Moar fourth wall and Star Wars jokes please.

System
o Wait? What? I thought this was meant to be OSR!
o Meh. Take it or leave it.
o This is working well for me in PbP. Would definitely consider DMing or playing in PbP game using a Forged in the Dark system again.

World Building
o Meh. Just tell me what to shoot.
o I liked the OOC stuff.
o Give me ALL the canon.
 

Séadna

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It's all grand with me Nobby. I'm wasn't too sure about the system (but did want to try it), but I started to get a feel for it there in the restaurant section.

I enjoy the setting exposition and the mission is clearly laid out.
 

Nobby-W

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It's all grand with me Nobby. I'm wasn't too sure about the system (but did want to try it), but I started to get a feel for it there in the restaurant section.

I enjoy the setting exposition and the mission is clearly laid out.
What do you think of FITD as a system?
 

Séadna

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What do you think of FITD as a system?
The basic dice mechanics are fine for me, essentially a neat little D6 system. The flashback aspect is something I'm still getting a feel for, but I liked my first proper use of it.
In fact it's really more the rule book I have an issue with. The system is cool with you running it here, but on the page its lay out is confusing with an odd self-referential style of writing common to many modern games.
 
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Nobby-W

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The basic dice mechanics are fine for me, essentially a neat little D6 system. The flashback aspect is something I'm still getting a feel for, but I liked my first proper use of it.
In fact it's really more the rule book I have an issue with. The system is cool with you running it here, but on the page its lay out is confusing with an odd self-referential style of writing common to many modern games.
I also found that the S&V rulebook wasn't all that clear on the mechanics either, although Blades in the Dark seemed a bit better in that regard. The little cheat sheets I linked off the OOC thread were quite helpful as a supplement.

Self-referential writing really needs proper cross-referencing, indexing and glossaries to make it work. You can't help being self-referential in a technical document of non-trivial complexity but you do need to make it clear where to look up the stuff you've just referred to.
 
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Smith

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In fact it's really more the rule book I have an issue with. The system is cool with you running it here, but on the page its lay out is confusing with an odd self-referential style of writing common to many modern games.
This mimics my thoughts. I tried reading through the book in it's entirety but it jumps around and seems to get lost in the author's own train of thought.

As for the game, I think it works really well in a PbP format. I personally find that post games progress faster when the player dictates what they want to do, the GM translates that into a roll and does it for them - this game has some variance from that though, due to adding gambits, support, basically all the extra negotiation tidbits that come from player-GM discussion.

Maybe it's just the 'large' player count, but things seemed to progress faster when we split up. (I say large as I typically prefer to GM 3-4 players).
 

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I wonder if perhaps PbP games work better with a smaller player count than one might otherwise want to have at a table. I get the impression that 2-3 might be fine for a PbP game. What really seems to slow down the game is when players start needing to discuss stuff in order to coordinate things. It does occur that an ancillary whatsapp group or similar might help with this.
 

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[ . . . ]
As for the game, I think it works really well in a PbP format. I personally find that post games progress faster when the player dictates what they want to do, the GM translates that into a roll and does it for them - this game has some variance from that though, due to adding gambits, support, basically all the extra negotiation tidbits that come from player-GM discussion.

Maybe it's just the 'large' player count, but things seemed to progress faster when we split up. (I say large as I typically prefer to GM 3-4 players).
I have made a point of leading and prodding things along a bit to keep the momentum going. I've sort of taken Richard Garriott's approach of 'Make sure that there's at least one way the solve the problem but don't restrict it to just that way.' (See also: The Alexandrian's 'Jacquaying the Dungeon').

For PbP it looks like it's better to err on the side of spoon-feeding a bit to keep the momentum up and being quite proactive in breaking analysis paralysis when it starts to happen. In some cases this has taken the form of just running with something one of you came up with and re-forming the episode around that. In others it's taken the form of prodding the party and dropping multiple broad hints from the you-can-never-have-too-many-clues school. I'm a little worried that it's coming off as railroady though.

OTOH, one thing I like about PbP is it's not-realtime nature that makes it quite a bit easier to adapt to stuff on the fly.
 

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Feedback

@Smith, @Séadna, @RuinZealot, @Stan, @Bunch - We're a month or so into the game; this is my first attempt at a PbP so could you give some feedback on how the game is running for you and maybe I'll find something I can tweak for the better. Send by private message or discuss here as takes your fancy.

Agency
o Too railroady - really want more agency.
o Just fine - no issues with it.
o Sometimes it's a bit hard to tell what we're supposed to be doing.

Pace and tension
o Some things drag a bit.
o Just fine - no issues with it.
o Get pushed along too much.

Immersion
o Can't really relate to the material.
o Just fine - no issues with it.
o Moar fourth wall and Star Wars jokes please.

System
o Wait? What? I thought this was meant to be OSR!
o Meh. Take it or leave it.
o This is working well for me in PbP. Would definitely consider DMing or playing in PbP game using a Forged in the Dark system again.

World Building
o Meh. Just tell me what to shoot.
o I liked the OOC stuff.
o Give me ALL the canon.
So, overall I’m really enjoying the game. The groundwork you’ve put in is staggering. The different dimensions of our mission so far is engaging. The world feels good. I know putting more depth into it would cause the game to drag, so I think you’ve struck a good balance of show don’t tell with reference material if I want to reach out for it.

I have a couple observations that I think are more preference. It doesn’t feel like we’re playing entirely rules as written, for example taking 1 or 3 stress to push for an extra die isn’t in the rules. I’m okay with house rules as you see fit. I would prefer to not be surprised by them though. This is also true of you calling for a specific roll. Like at one point I was trying to get away from pursuers and you said I should use skulk, but then I had the option to open fire on them, which is a radically different approach that wouldn’t really be skulking at all. It wasn’t a huge deal which is why I didn’t bring it up, but if you are looking for feedback, well, it seems fitting for it.

I‘m also not fan of the “Yes, but...” style of gameplay. I’m not entirely sure if there is a right way according to the rules, but I definitely prefer consequences being cut and dry.
So, the differences are a bit vague but to me it’s the difference of:
Player: I go into the cave.
GM: Roll dex. Ok so, as you walk forward the ground slopes off and you lose your balance and go tumbling down.
and:
Player: I go into the cave.
GM: Well, It’s pretty dark. So, you slowly make your way in and notice the ground slopes down sharply. Do you want to try to make your way down anyways, you’ll have to roll something?

So, I mean this as an observation and offering it up as opinion. I don’t think I’m emphatically right. All, around I think you’ve done an incredible job taking a very unwieldy setting and made it feel grounded, which feeds into character drive.

I think Forged in the Dark isn’t ideal for PbP just based on how rolls are negotiated. Devil’s bargains, differences of position and effect based on the action used, or even the same action plied in different ways.

So, self-reflective remarks. I think my RP has been a bit weaker than it could be and I’ve definitely could be more timely in my responses. Work has been co-co-nuts. I feel guilt that I can’t find the time to be more responsive.

Thank you Nobby for taking the time to put this all together and putting in the effort to put on this whole production!
 

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So, how silent is the needle gun? In my head cannon it’s a sloppy railgun.
 

Nobby-W

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So, how silent is the needle gun? In my head cannon it’s a sloppy railgun.
It's a coilgun that fires a burst of half a dozen flechettes about the size of panel pins, weighing about 3/4 of a gram each. The rounds are fired at 1km/sec or so so they're well supersonic with a muzzle energy of about 2kj in aggregate. This means you get a sonic boom for each round. The gun is about as loud as a slug thrower with a suppressor.

"Calling this a railgun in front of electrical engineers is likely to get the speaker a short but tedious lecture about the difference between induction and Lorentz forces, and may followed by a demonstration of the Right Hand Slap rule."

The 'verse has some other tech (gauss guns, lasers, rocket guns, old-style slug throwers), although I haven't gotten around to document them yet as most are either niche market items or obsolescent to some extent.
 
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[ . . . ]
I have a couple observations that I think are more preference. It doesn’t feel like we’re playing entirely rules as written, for example taking 1 or 3 stress to push for an extra die isn’t in the rules. I’m okay with house rules as you see fit. I would prefer to not be surprised by them though.
That's an odd one. I don't recall doing that. Maybe I got it confused with different stress costs for flashbacks. Can you link to where I did it?
 

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That's an odd one. I don't recall doing that. Maybe I got it confused with different stress costs for flashbacks. Can you link to where I did it?
Nobby-W said:
@RuinZealot - +1 STRESS, +1 XP (DESPERATE roll)
November Sunday 10, 7:28

Might be a misunderstanding or a typo, but I didn’t get what else the +1 stress could mean. Either +1 or +1 on top of the 2 stress from the push.
 

Stan

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I wonder if perhaps PbP games work better with a smaller player count than one might otherwise want to have at a table. I get the impression that 2-3 might be fine for a PbP game. What really seems to slow down the game is when players start needing to discuss stuff in order to coordinate things. It does occur that an ancillary whatsapp group or similar might help with this.
That's been more or less my experience, as long as you don't start with 2-3 and have 1-2 dropouts.

I'm loving the game and all the background info. I'm still undecided on the rules. I found the book to be too much of novel rules, explained poorly, which occurs often in rpgs. It didn't really come together for me until I studied the cheat sheets you posted. I wish more game designers understood the value of brevity.
 

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November Sunday 10, 7:28

Might be a misunderstanding or a typo, but I didn’t get what else the +1 stress could mean. Either +1 or +1 on top of the 2 stress from the push.
What that was saying is taking 1 stress from the push and 1 XP from the desperate roll in total. I think I just had the rules wrong; I've been charging 1 stress for a push but it looks like it's meant to be 2..
 
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