Originally posted by robject:
That's awesome! My game never got off the ground -- it was not well thought out.
Robject,
Thanks, but mine wasn't originally that well thought out either.
It was meant to be a 2-3 session 'dungeon crawl' with guns, a goofy, shoot 'em up break from the campaigns we were involved in. The first 'Jones' movie had been shown ad naseum on the mess deck for the last month or so; being nuc powered we were never that close to the carrier and thus got mail/movies on an irregular basis, so a pulp setting seemed like a natural. We liked it so much that I was forced to quickly flesh it out.
Fortunately, there was a slim book about the Chaco War in the ship's tiny library and I already had a few
Striker designs on hand(1). A JTAS article gave me stats for archaic weapons; bows and a nifty spear throwing aid called an atlatl(?). I winged the poison bits and plucked something that worked like hunting a hunting cat off of an animal encounter table somewhere.
The campaign involved warring tribes and city-states, ranging from neolithic through iron ages, from far inland to the coast.
CT is/was simple enough - not simplistic mind you, just simple and that's a big difference - to be easily molded into anything you need. There are archaic weapons tables and that 'Thieves World' conversion article just waiting to be used. Psionics can become magic with just a little tinkering.
Have fun,
Bill
1 - Fortunately, the vehicle used most in the Chaco War was the lowly truck. They were a few biplanes flitting about, but no real bombing raids. There were also some 'tankettes' used, think Bren Gun Carrier, but no blitzkriegs. The terrain barely allowed the armies to find each other let alone fight a war.