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RE: (TFT) Rick's Old /Space Gamer/ Ad
> From: David Michael Grouchy II
> Now for my dark little confession. I have written
> eleven different roleplaying games.
From: Michael Taylor <MichaelTaylor1@compuserve.com>
How many of these did you publish? Do you still have any interest in
publishing them?
Michael,
None. I've just played them. We had fun with them. Despite that I
really didn't think they were done well enough, or original enough, to
publish. I have toyed with the idea of publishing them. I did some work to
collect them all under one time jumping campaign. That way when the
characters jump into a different time they would find a fully fleshed
campaign running. Here is a list of the original games reorganized into
consecutive ages of time.
Age of creation
God kings
Ancients
Holy Avenger
Renaisance Colony
Against the Drug lords
Building a new civilization
Space Epic
Realityscape
Super Heros vs. Super Races
The edges of time
Each campaign has a mechanisim I call the "campaign mechanism".
Through character actions they can accelerate the rise in technology to the
next age or retard it back to the previous age/campaign. For instance: the
current real time would be "Against the Drug Lords". The campaign mechanism
is the Planetary Sobriety Level (PSL) which starts at 10.5 When the
characters encounter an NPC the GM rolls 3D. If he rolls the PSL or less
then the NPC is sober, otherwise they are on something.
By campaigning against, or for, the drug lords they can alter the
sobriety of the planet. if the PSL is raised to 16 then train wrecks stop
happening, planes stop crashing, and actual space exploration becomes
possible. The campaign then shifts into Building a New Civilization which
deals with the inner soloar system. If the Planetary Sobriety Level is
reduced to 5 then civilization collapses, magic re-enters the world, and the
campaign retrogrades to the previous. In this case Renaisance Colony.
The players had a lot of fun with this too. They would make time gates
between campaigns and use resouces from other times. I have found that
players like having access to these kind of resouces. Anything they could
think up they could probably find in some time or another. It had the
effect of unleashing their imagination and creativity. That and it was easy
for them to bring in characters from any other campaign they had played in.
David Michael Grouchy.
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