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Spacemaster Space Opera : Running the gauntlet (updated 10/28/05)
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<blockquote data-quote="Dougal DeKree" data-source="post: 2432477" data-attributes="member: 1353"><p>Welcome, ragboy!</p><p></p><p>About the start, which looks not like Space Opera at all: All players (except one) have no idea, how Spacemaster works or how the universe looks (unlike a vanilla Starwars game where all players in our group immediately begin to look for a chance to join the rebellion without the character even knowing the tiniest bit about it) and that is why i let them start on a technically 21st century planet with no idea what is going on in the galaxy - which will change _very_ soon. The part i have posted is halfway through the first evening of playing and at the end each player was dizzy with the new knowledge they had to cope with. That means inside the campaign as well as for the gaming system. They really were irritated how fast one can be killed. Even a players char, since we roll openly, _especially_ for critical hits. Expect the first casualties within the next update.</p><p></p><p>A clarification for those familiar with Spacemaster: I started designing my campaign when i bought SM<img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite7" alt=":p" title="Stick out tongue :p" loading="lazy" data-shortname=":p" />rivateers. I liked the idea with the architects and the "planted" races ( especially the options that leaves for planting adventure seeds), so i included that. But then i read the supplement books - which disappointed me a great deal. I mean, a robot manual without even one fully detailed robot included? Or a blaster manual referring to another book for weapons - thus combat is not playable without the other book? </p><p></p><p>Then came the killing blow for Privateers: The skill system. I hate it. Fleshing out a character takes ages (up to six hours!) and then the char is either too powerful or a loser. Another issue: the mechanics how psionics are supposed to work. Really, a first lvl telepath, who is able to "cast a spell" regardless how complex it is? Also another minor point: my all-time favourite weapon, the plasma repeator rifle, is missing. Sure you can build the table for it all by yourself *chuckle insanely* - if you have centuries of leisure time!</p><p></p><p>That's when i decided to switch back to the old Spacemaster ruleset (2nd ed.) only taking the basic ideas of the Privateers setting with me, i.e. "bad" empire, "good" ISC etc. After all i have very little free time to prepare gaming at all - so everything looks black'n'white at first glance but will develop very much towards many shades of grey lateron and include quite a bit of "space horror". (Hint: I will be using Monte Cooks "Dark Space" <img src="http://www.enworld.org/forum/images/smilies/devious.png" class="smilie" loading="lazy" alt=":]" title="Devious :]" data-shortname=":]" /> )</p><p></p><p>Dougal</p></blockquote><p></p>
[QUOTE="Dougal DeKree, post: 2432477, member: 1353"] Welcome, ragboy! About the start, which looks not like Space Opera at all: All players (except one) have no idea, how Spacemaster works or how the universe looks (unlike a vanilla Starwars game where all players in our group immediately begin to look for a chance to join the rebellion without the character even knowing the tiniest bit about it) and that is why i let them start on a technically 21st century planet with no idea what is going on in the galaxy - which will change _very_ soon. The part i have posted is halfway through the first evening of playing and at the end each player was dizzy with the new knowledge they had to cope with. That means inside the campaign as well as for the gaming system. They really were irritated how fast one can be killed. Even a players char, since we roll openly, _especially_ for critical hits. Expect the first casualties within the next update. A clarification for those familiar with Spacemaster: I started designing my campaign when i bought SM:Privateers. I liked the idea with the architects and the "planted" races ( especially the options that leaves for planting adventure seeds), so i included that. But then i read the supplement books - which disappointed me a great deal. I mean, a robot manual without even one fully detailed robot included? Or a blaster manual referring to another book for weapons - thus combat is not playable without the other book? Then came the killing blow for Privateers: The skill system. I hate it. Fleshing out a character takes ages (up to six hours!) and then the char is either too powerful or a loser. Another issue: the mechanics how psionics are supposed to work. Really, a first lvl telepath, who is able to "cast a spell" regardless how complex it is? Also another minor point: my all-time favourite weapon, the plasma repeator rifle, is missing. Sure you can build the table for it all by yourself *chuckle insanely* - if you have centuries of leisure time! That's when i decided to switch back to the old Spacemaster ruleset (2nd ed.) only taking the basic ideas of the Privateers setting with me, i.e. "bad" empire, "good" ISC etc. After all i have very little free time to prepare gaming at all - so everything looks black'n'white at first glance but will develop very much towards many shades of grey lateron and include quite a bit of "space horror". (Hint: I will be using Monte Cooks "Dark Space" :] ) Dougal [/QUOTE]
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Spacemaster Space Opera : Running the gauntlet (updated 10/28/05)
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