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Posted by SockpuppetFor group 0
Irishman
player, 8 posts
Sun 31 Oct 2010
at 01:45
  • msg #114

Re: A Midsummer Knight's Dream

Thanks to those who have shown interest in the game. I went ahead and created it. "His Lordship's Advisors" is now ready to accept applications. link to another game

@2l8m8: No problem with anyone playing a spy, but I'm not planning to run solo adventures. PCs will certainly be able to keep some actions private, but I want to see alliances and rivalries within the PC group. As for the poison vial, assassinating someone is easy. Having a friendly PC/NPC ready to step into the victim's position is the hard part.
2l8m8
player, 160 posts
Because somone else got
all the good names first.
Sun 31 Oct 2010
at 11:37
  • msg #115

Re: A Midsummer Knight's Dream

Thanks. Yeah, it seems the role I might be interested in is trivial and best left to NPCs, if it isn't just a Fait Accompli. Guess I just prefer no-brainer to political intrigue, especially at the beginning of November. I think too much at work as it is... ;)
kurlumbenus
player, 133 posts
Tue 11 Jan 2011
at 17:36
  • msg #116

Re: A Midsummer Knight's Dream

They said it was for our own good.

Oh, the rogue planetoid was international news.  They couldn't cover that up.  There was no way they could hide its approach, but they did manage to obfuscate its significance.  For every astrophysicist that warned of a dire fate for the planet, two more were paid to blow it off, to mumble something unconvincing about slight magnetic interference, to assure us that everyone was okay.  Most people believed them - after all, nobody wants to face the end of the world.

A lot of people did, though.  Listen to those few voices shouting warnings, as discredited as they were.  Celebrity intellectuals were well paid to laugh off the direst of warnings, to make comic figures of the harried scientists warning of vast electromagnetic storms, of shifting poles, of the destruction of everything mankind had accomplished.  The nations of the worlds went all out to distract us with media spectacles and scandals and proxy wars while those in power quietly excavated bunkers and stockpiled resources.  Militias and survivalist groups - paranoid gun fetishists and anarchist radicals - saw through some of it and made their own preparations.

Everyone else died.  That's what gets me.  That's what keeps me up at night this last year while I wait for the storms to die down, for the dawn to finally come so we can creep out of this dank cave and reclaim the surface.  What I can't stop thinking about is our neighbors.  The politicians who lied to save themselves, and the paranoid nutjobs who were ready for this kind of thing.  That's who we'll be sharing the world with, now. That's the new seed of humanity.

Maybe it'd have been better if that damn rogue had just hit us instead.

In Salted Earth the players have survived the end of the world.  Each leads a small band of survivors trying to make their way in the ruins of the new world.  Gameplay will include scavenging resources, dealing with other survivors, and trying to survive in the wasteland.  Inspirations include the PC games Wasteland, Fallout, and Oregon Trail, the tabletop RPGs Morrow Project and Aftermath, and movies like Day After Tomorrow, A Boy and his Dog, Six String Samurai, Mad Max, and 2012.

link to another game
RedSabaron
player, 6 posts
Wed 12 Jan 2011
at 09:48
  • msg #117

Zuddha Yuddha

Welcome to the Zuddha Yuddha!

The malla-yuddha is an ancient South Asian combat sport consisting primarily of full contact wrestling.  It has declined under the Mughals however, and is nearly unknown in the north.  In the small northern princedom of Zailazekhara however, it has lived on.  The raja of Zailazekhara, Hemu Chandra, has grown bored with the traditional event as many of his contemporaries have.  His solution was not to eliminate it but to transform it.

Over the past year, word has spread to the far corners of the world of the raja's plans.  Warriors from far away Europe, China, Japan, Africa and even the Americas have joined the Indians in flocking to Hemu Chandra's court for the rumors of gold and high station available to the winners of this mysterious new contest.  As the modern-day gladiators trickled in, they learned of the raja's changes to the ancient malla-yuddha tradition.

No more was this a mere unarmed contest.  Raja Hemu Chandra has decreed this to be an armed struggle for glory or death.  No longer a malla-yuddha but the Zuddha Yuddha, the True Combat.

link to another game

Why Zuddha Yuddha?

India in the 17th century is a place where you might find warriors of any culture.  This is the era in which European colonization (in the form of joint stock companies) is just beginning, and the Portuguese have already been here for a hundred years.  Africa and the Middle East are both close by, for characters of those extractions.  This is also true of SE Asia; it is easy to imagine Chinese, Koreans or Japanese here at this time.  The whole area was tied together by trade.

Additionally, India has the advantage of being both rich and political fractured.  This allows us to create the fictitious princedom of Zailazekhara which is wealthy enough to sponsor interesting events for the amusement of a bored monarch without stretching disbelief.  This is much more difficult in the rest of the world.  An arena is a ludicrous thought in Europe, Russia or the Ottoman Empire of this time.  The Barbary chiefdoms might qualify the same way India does but they are not as conveniently located.  China, Japan and Korea lack arena traditions.  An island ruler in SE Asia might work as well, but India's location is more central.

Timeline:

The middle of the 17th century is a time of great world conflict.  You see the English Civil War, rebellions in France and Ukraine (the latter of which damages Russia and devastates Poland-Lithuania), and the end of the Thirty Years War in the rest of Europe.  The Ming Dynasty has just fallen to the Manchu in China, but isolated pockets of resistance remain.  The Shaolin Temple is destroyed.  The Manchu also invaded Korea repeatedly in this timespan.  The Shimabara Rebellion in Japan spells the end of serious, large-scale resistance to the Tokugawa Shogunate; you'd expect to see many Japanese in exile after this.  Given the time period, there are many famous teachers that exiles may have learned from, including Miyamoto Musashi.  This is also the Golden Age of Piracy, allowing for scurvy seadogs.  Many pirates set up shop around Madagascar, possibly even founding their own republic (Libertatia).

Equipment:

TL 4 allows access to virtually every piece of melee fighting equipment in the Basic Set, Martial Arts and Low Tech.  While the battlefield in this period is dominated by muskets and pikes (in the West; forces elsewhere use other melee formations), armor is still worn and martial arts have not yet passed from use.  India is a center of world trade; it is not improbable for a character to buy an English forest bill and a Manchu repeating crossbow in the same marketplace.
This message was last edited by the player at 07:16, Tue 18 Jan 2011.
Digital Mastermind
player, 40 posts
Publisher of D&D content
Supporter of GURPS design
Sun 20 Feb 2011
at 04:13
  • msg #118

Re: Zuddha Yuddha

A Steampunk/Victorian specific fan discussion group has popped up, and I know some folks around here are interest, so here ya has'et: link to another game
Tortuga
player, 1 post
Tue 22 Feb 2011
at 20:40
  • msg #119

Opportunity Knocks

A big city like Redlake offers a lot of opportunity for a sharp crew looking to earn some cred. Vice. Protection rackets. Shakedowns. Good old-fashioned robberies. The potential for profit is limited only by how clever you are, and how much heat you can stand. It all comes down to brains and guts.

A big city with a strong underworld doesn't have as many opportunities. Wanna knock over a liquor store? It better not be under somebody's protection. You wanna sell drugs down on the boardwalk? You're taking cash right outa someone else's fist. A mob gets big enough and old enough, and it seems like you can't even pick a pocket without ending up in somebody else's till.

Fortunately the problem is often self-correcting. The Marquis took over Redlake in 1972 when he threw old Don Russo through the plate-glass window of his penthouse apartment. For the next decade and a half, he and his Syndicate had this town wrapped up tight. Every fence, every pimp, every dealer, every little crew worked for somebody who worked for somebody who answered to The Marquis. If you were in, you were set. If you weren't... you were careful, or you were dead.

Then some sniper took out the Marquis and his top lieutenant, and everything fell apart. His second and third lieutenants blamed each other, but really that was all just an excuse for them to make a grab for what was left without waiting for some kind of mediation to parcel things up nicely for them. Dust was raised, everyone with an ounce of smarts hit the mattresses, old scores were settled, and what was left of the Marquis's organization beat itself to death fighting over the scraps he left behind. By the time the dust settled, there wasn't anyone strong enough to keep the organization together.

Nature abhors a vacuum. Gutter punks like you and me? We freakin' love it. This is where bones are made.


Opportunity Knocks is a street-level crime game set in the fictional city of Redlake in the late 1980s. The players are a crew of young but ambitious criminals looking to make it big in the aftermath of a gang war that has left the city's criminal landscape fractured. The players will initiate, plan, and execute heists and other rackets to gain power, respect, and turf. This is a semi-sandboxy game in that the players must come up with their own plans rather than wait around for GM hooks to follow.

link to another game
Digital Mastermind
player, 41 posts
Publisher of D&D content
Supporter of GURPS design
Tue 22 Feb 2011
at 20:53
  • msg #120

Re: Opportunity Knocks

*Whispers* 80 Point Characters, by the way.
Tortuga
player, 2 posts
Tue 22 Feb 2011
at 20:56
  • msg #121

Re: Opportunity Knocks

I was originally considering between 50 and 75.  It's definitely more "crime drama" than "action movie".
This message was last edited by the player at 20:57, Tue 22 Feb 2011.
Digital Mastermind
player, 42 posts
Tue 22 Feb 2011
at 21:00
  • [deleted]
  • msg #122

Re: Opportunity Knocks

This message was deleted by the player at 23:51, Tue 22 Feb 2011.
Tortuga
player, 3 posts
Tue 22 Feb 2011
at 21:19
  • [deleted]
  • msg #123

Re: Opportunity Knocks

This message was deleted by the player at 21:32, Tue 22 Feb 2011.
Digital Mastermind
player, 43 posts
Tue 22 Feb 2011
at 21:26
  • [deleted]
  • msg #124

Re: Opportunity Knocks

This message was deleted by the player at 23:52, Tue 22 Feb 2011.
AlbertYenir
player, 1 post
Tue 1 Mar 2011
at 05:33
  • msg #125

Re: Opportunity Knocks

Thanks for allowing me to join.  I've posted a game advertisement to the main thread, but I'm having some trouble generating interest.

I'm seeking players for a game set on a frozen Earth.

In the near future, a meteorite collision fills the upper atmosphere with dust that darkens the skies and lowers global temperatures to below freezing.  The whole of humanity, just under one million, now lives in a narrow cold temperate band around the equator.

A group of scientists and experts have decided to create a refuge colony away from the feudal lords and constant warfare.  Midwinter Island.  There, you will learn to survive, establish a base of civil technology, and reach out to find the fittest new members that will help sustain mankind's knowledge for future generations...

...and discover secret alien technologies and advanced paranormal abilities!

Maybe you've heard of Midwinter, a PC game from the early 90's.  It is the foundation for this setting, but not the storyline.
pesterfield
player, 42 posts
Tue 1 Mar 2011
at 05:44
  • msg #126

Re: Opportunity Knocks

Sounds interesting, especially the paranormal abilities. I've been looking for an excuse to use Psionic Powers.

'Super Comet: After the Impact' a show from Discovery might help if you can find it.
AlbertYenir
player, 2 posts
Tue 1 Mar 2011
at 06:06
  • msg #127

Re: Opportunity Knocks

Thanks for the tip.  The background for this story came from an old PC game and it was one of the most extensive background stories for a game I'd ever come across.  Basically, the comet or asteroid hit Burma and wiped out all of Southeast Asia instantly.  Japan was hit by a thousand-meter tsunami and wiped clean.  Crops failed.  China starved, Russia invaded Europe and the Middle East looking for food.  The US population surged southward into Mexico and Central America looking for refuge, following their army.

And yet there's something strange about how the comet appeared without warning.

I'll be getting a slow start with it because I'm still in graduate school, so be patient with me.
AlbertYenir
player, 3 posts
Tue 1 Mar 2011
at 06:11
  • msg #128

Re: Opportunity Knocks

Oh, here's the link to the game page.

link to another game
pesterfield
player, 43 posts
Tue 1 Mar 2011
at 06:12
  • msg #129

Re: Opportunity Knocks

Is there a link yet?
Witchycat
player, 21 posts
Furry Kitty with
a witch's hat
Wed 2 Mar 2011
at 02:38
  • msg #130

Re: Opportunity Knocks

AlbertYenir, I took a quick look at your game and had a comment. One job you left out was Farmers. A colony will need food.
AlbertYenir
player, 4 posts
Wed 2 Mar 2011
at 03:32
  • msg #131

Re: Opportunity Knocks

In reply to Witchycat (msg #130):

Thanks.  I made an expanded list of possible character jobs in the game.  Yes, indeed.  The colony will have to find ways to grow food in wintery conditions.
2l8m8
player, 176 posts
Because somone else got
all the good names first.
Wed 2 Mar 2011
at 12:23
  • msg #132

Re: Opportunity Knocks

You coming, Witchy? I'm there... You gonna be our food supplier? :)
Witchycat
player, 22 posts
Furry Kitty with
a witch's hat
Thu 3 Mar 2011
at 00:51
  • msg #133

Re: Opportunity Knocks

I suppose I will come but I am not sure I want to be a farmer.
Digital Mastermind
player, 47 posts
Publisher of D&D content
Supporter of GURPS design
Thu 3 Mar 2011
at 03:29
  • msg #134

Re: Opportunity Knocks

I've been tempted because I'm a sustainable utilities and housing design/construction specialist..
2l8m8
player, 178 posts
Because somone else got
all the good names first.
Thu 3 Mar 2011
at 19:53
  • msg #135

Re: Opportunity Knocks

Too cool. I'd love to pick your brains sometime, I've been thinking of doing solar / wind for home. :)
AlbertYenir
player, 6 posts
Thu 3 Mar 2011
at 20:13
  • msg #136

Re: Opportunity Knocks

Witchycat:
I suppose I will come but I am not sure I want to be a farmer.


So, be an arctic coyboy or cowgirl!

You:  Get along little dogey!

Seal:  Ar! Ar! Ar!
silveroak
player, 104 posts
Fri 4 Mar 2011
at 14:48
  • msg #137

Re: Opportunity Knocks

If you do the wind for your house I'd recomend using a DC generator with a chopper to ramp voltage up to 24V. You can reduce the need for batteries if you get oversized blades and tilt them to pick up gentler winds- industrial wind turbines generate as low as 5MPH winds though they can oeprate at lower speeds, but find it overtaxes the inverter which will not be an issue for a home DC generating turbine. In theory (though nobody has built such a thing to my knowledge) you could be generating small ammounts of power in winds as low as 2 MPH.
Digital Mastermind
player, 48 posts
Publisher of D&D content
Supporter of GURPS design
Fri 4 Mar 2011
at 15:12
  • msg #138

Re: Opportunity Knocks

There are potential piezoelectric wind harnessing options, similar to how tidal energy conversion works.  You have a surface of some sort, the force works against it, exponentiated to it's tip, and at the other end is a motor which captures the pushing energy.  This would be more ideal for gusty winds, it works for waves because they come, they go, they come, they go, and so on, which lets the resistance surface return to default.  That's the difference between them and turbines.  Turbines keep going under sustained force but falter under unsustained conditions. Piezoelectric only works once per actuation then has to reset, but it can be made with any variance of strength to capture the energy from something as big as a tidal wave to something as small as a foot step, a swinging limb, or a puff of wind.
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