Now I have started work on the Resolution Mechanic pages. What do you think about this?
Saturday, October 31, 2015
Friday, October 30, 2015
Friday, October 23, 2015
Wednesday, October 21, 2015
Saturday, October 17, 2015
Tuesday, October 13, 2015
First off, I had created it from an older, in process source document, so there weer some minor fixes that never got into the pdf, like TNs for the competing bands. Second, and most important, the pre-gen characters tacked on at the end had slipped position and were covering two pages of text! Apparently, I had not checked the pdf after generating it.
I fixed the pdf so it now is updated and the pregens are where I put them. I uploaded, then downloaded the new file to be sure, and it is fine. I beg anyone who has bought the adventure to redownload it! Please! it is unplayable at the end!
El Zambo and Klaxon had so much fun - we played the end after we got home from the camping trip - that they want to keep on with the band and see where it goes.
Tuesday, October 6, 2015
A Chargen section with Template Trees - maybe six or so - focused on producing characters for the given setting. Each Template Tree is a page, with a master page.
A choice of 4 species - Human, Jeshen, and 2 Other Aliens, at one page each.
A limited selection of equipment, focused on the scenarios included. There will be several related bits of equipment per page, probably a dozen pages at most.
A single page with general resolution rules
A single resolution system - probably StarPool. One page.
A list of skills and how to use them. One page per linked Attribute - i.e. STR based skills, AGY based skills, etc - and one master page. Seven pages altogether.
A section on the pre-generated ship, one page per section - bridge, quarters, drives, weapons, etc. Probably about 6-8 pages.
A character sheet with one page character worksheet.
A small selection of space suits/armors as appropriate. One page per suit, with one master page, Five or six pages total.
A one page map of Jeshen Space.
Three scenarios, separated in time and place, linked by the spaceship, which is owned in turn by three different Associations. Each Scenario will have:
An Association to which the characters belong. One page.
A stellar system map in which the scenario takes place. One page.
One page descriptions of each important world in the system. Total varies. Say one to three.
Scenario Setup. One page.
Two to four factions involved in the scenario, one page for each faction, with a second page each devoted to important individuals and a standard mook for that faction.
A default timeline for _'if things are not changed by the PCs'_ events. This is *expected* and *desired* to not happen as planned!
There will be an unknown amount of metainformation, almost all concerning how this feature or that feature was constructed from the greater cloud of options available. This metainformation will be a separate document, so the Core can be printed out/read without the metainformation.
This gives me *very* little wiggle room, which may, in fact, be desirable.
Monday, October 5, 2015
In StarCluster 4, base skills cannot progress above rank +2. if you raise the rank of a base skill to +3 or beyond, it becomes a narrower Field of Expertise within the skill. You can name the field yourself, or choose one of the example field names. Example: Science+2 becomes Science +2 (Biology+3).
StarCluster has always had a large, center defined, and overlapping skill set. Now it will have a small, center defined, and overlapping skill set.
Saturday, October 3, 2015
By the time the crew knew of this, the Trissein and Rassa had both learned of her being on the Mad Prince, and some Rassa almost caught one of the crew trying yo get back. He was a geek, though, and hacked into the hull breach alarm, and the Rassa were swept up in the rush.
The Trissein Assistant Stationmaster tried to hold him, but the exec had caught a Rassa prisoner for the Captain to interrogate, and the Captain ordered the prisoner sealed in a cargo can and left on the dock. He told the Assistant Station Master that Peony was in the can, and traded the access code for permission to get away.
The Mad Prince made a strung jump out - a jump with no slowdown in the destination jump point, followed with a second jump. This plays hell with stress - the Exec was hallucinating the Captain giving her orders, some of them paranoid, and she was one of the four who had to be drugged out and locked into the autodocs. The session ended with the Mad Prince hiding amongst the moons of the Jump Point's rogue gas giant, trying to get the crew unstressed enough to continue.