scourger said:
Read and appreciated. A couple of questions.
How familiar does a DM need to be with Grim Tales to make use of Slavelords of Cydonia? I don't have GT, but I'm interested in GT for story and use with other systems: core D&D, Star Wars, Judge Dredd and/or Omega World. Can I use it without knowing GT, and how much conversion works would you anticipate?.
This is a hard question for me to answer because of a Catch 22. I've read and used GT so anything I may assume you don't need to know, maybe in in Grim Tales. For me, because I'm using Black Company, which is pretty D&D, I read over the stat blocks carefully. If there's something I see that I don't recongize, like an armor class bonus based on level, I remove it. If you've got core D&D, you should have a pretty good founding, but it'd probably be better to have d20 Modern as it has Talent Trees and other bits.
Having said that, the conversion guide at the front of the book will give you most of the information you need to know. This will involve a little more work for you as a GM, making notes and when necessary, substitionts, but will save you pain in the long run.
Never played Judge Dredd or Omerga World, but there might be less conversion work for Star Wars in some aspects as it has a level based AC bonus no? Been a while since I played. On the other hand, it uses Hit Points with a Massaive Damage Threshold as opposed to Vitality Points, so something else to keep in mind.
scourger said:
How much reliance is there on the PCs being enslaved? I have long thought it a poor plot device and usually avoid it like the plague, but I recently listened to the 1st 3 ERB Mars books and am intrigued. Does the slavery happen to the PCs early on arrival? Is there a way do run it without enslaving the PCs? Do they lose a bunch of "stuff" or equipment (which usually seems to be the biggest problem)?
Thanks.
On the enslavement.... I'd say pretty heavy. There are a few ways around it, but at that point, you're really rubbing against the grain and most of chapter two will be useless without massive rewriting and at that point, you might be mining it for setting information on Cydonia and the creatures that dwell there. Latter chapters could really go against the whole culuture of Cydonia and have the players be freemen, but unless they're leading their own armies, it doesn't make a lot of internal sense.
Having said that, there are probably ways around it. Wulf has mentioned some, but I'd probably just have the players approach their enemies from a position of power. I mentioned in my review that the players had 10 other members with them. Make it a few units and have them be 'invited' to Cydonia and then have to 'proof' themselves in the arena.