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G'day Travellers!

Agemegos

SOC-12
G'day Travellers!

I would have thought that this was random static, but the subtitle says "meet & greet", so I'll give it a go.

The handle is "Agemegos", which some of you might have come across before on the Hero Games forum and the SJGames forum, perhaps even at ENWorld. My real name isn't particularly secret, but I don't use it on forums because I have got sick of the puerile jokes and the crap I catch from the shallow end of the Evangelical gene-pool.

I am a retired transport economist and a very lazy writer, an amateur of history, planetary science, astrobiology, evolutionary biology, and anything else that seems interesting at the time. I have been an SF fan since reading Andre Norton in primary school, of fantasy since reading Lord of the Rings in the week before my tenth birthday (on a hippie commune in Cowaramup: but that's another story).

I was born in 1964 and first played Traveller in 1982. After a detour into Pulp adventure gaming with Justice, Inc. I returned to SF RPG with ForeSight in 1987. In 1988 I devised my own SF setting Flat Black which I have used repeatedly ever since as a setting for ForeSight, Star Hero, and GURPS games, as well as trotting it out for a LARP and several tabletop games at various RPG cons. Flat Black stands in need of drastic revision, and I am contemplating re-imagining it as a highly-discrepant ATU.
 
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G'day, mate.

Never been "down under", but have a couple of interwebbie friends there (Sydney & Townsville).


Welcome, and hailfellowwellmet sort of greetings.
 
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Welcome aboard! Glad you could join us.

Not familiar with ForeSight. Who published it?
 
Foresight Enhanced is a great set of rules. Shareware (Recall those days?) 5$. I had them in 1995...and still do.

77 pages on .pdf, With a seperate .pdf of charts and tables, 29 pages.

It's a relatively (comparted to today's standards) skeletal frame / rules lite character-based system, with influence from a lot of different systems, yet stood on it's own...

The real beauty of it was Foresight Extension, 14 pages, the author's star system generation rules.

You could see where he was influenced by Traveller / Scouts style, but in a different direction and flavor.

Kind of a cyberpunk, meet aliens, meets traveller, sort of. you'd have to read it to get the flavor, really.


Some good population and planetary features / cultural notes charts, varied by distance in LY from Terra, based on resources, density, and such.

So it was a colonization spread out from Terra, rather than 2D-7 + mods kind of deal.

Kind of a near-earth campaign setting, from 2100 to 2550+ AD.



Tonio Loewald is the author, from Australia.
 
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Welcome aboard! Glad you could join us.

Not familiar with ForeSight. Who published it?

A bloke called Tonio Loewald published it privately, in an edition of 250 copies. There was and SF setting that went with it called ForeScene, and a fantasy supplement called HindSight.

ForeSight had mechanics based on Victory Games' James Bond 007 (considerably cleaned up and generalised), with a combat system based on SPI's Commando and some elements from their SF game Universe. The basic book included a star system generator, a sequence for generating planetary societies, a starship construction system, and a 3-D vector-base starship combat system played on a hexgrid. It made a very solid general-purpose RPG, though I liked to tweak the character generation system, some people found the combat system a bit too demanding, and the magic system in HindSight was both complicated and overpowered.

Star system generation was pretty good, and a lot faster than, say, GURPS Space. Its problems were that it sometimes produced systems in which the planetary orbits were too crowded, it produced too many habitable moons orbiting large planets, and it didn't take account of tidal locking or the time required for an oxygen atmosphere to develop.

Generating the human population for a planet and its society could be a little bit tedious, and produced results that required creative interpretation. But its results were good.

Spaceship construction was a clever system in which you chose final specs and then calculated mass and cost. The formulas looked scary, but there was nothing that you couldn't leave to your scientific calculator (or, in my case, spreadsheet). But it made some simplifying assumptions that produced problems with very small spaceships: it was far to easy to make a heavily-armoured torpedo that couldn't be stopped by point defence weapons. And some of the entries in the Engine Endurance table implied impossibly good drives at high tech levels.

Spaceship combat was very very clever, but it didn't look like a lot of fun. I don't know anyone who every played it, and my analysis implied that victory went either to the first lucky shot with an impossibly-armoured torpedo, or to a very long slogging match between ships with surprisingly light guns.

If anyone's got a copy, I'd consider making an offer. If anyone has an autographed hard-bound copy in brown cloth covers, especially if with the hardbound HindSight in black cloth and the hardbound ForeScene in grey cloth, I'd rather like to have those back, if you don't mind.
 
with a combat system based on SPI's Commando

Wow...Commando...I actually got that game as a X-mas present when I was in high-school. I think I actually played it once or twice. It claimed to be an RPG but it was a bit of a wargame/RPG hybrid and it was rather "unfinished" IMHO.

Interesting game mechanics. Especially the bit about how it handled ammo (I think this may have been the "inspiration" for the system AMBUSH used).
 
Well met and greetings, Agemegos. I'm just a bit north of you in Brisbane.

I'd be keen to maybe hear a bit more of your offerings, and some of the stuff you've done. Though I am new here, I'm sure everyone will make you feel welcome.
 
Well met and greetings, Agemegos. I'm just a bit north of you in Brisbane.
Ah yes, a little way north. I'll drop in for a coffee, shall I?
Though I am new here, I'm sure everyone will make you feel welcome.
Thank you.
I'd be keen to maybe hear a bit more of your offerings, and some of the stuff you've done.
Well, I wrote my SF setting Flat Black almost exactly twenty years ago: the first session was at the beginning of Second Semester 1988, when I was at ANU. The first campaign followed the careers of a small group of criminal investigation agents in the Imperial Department of Justice. The second campaign, dubbed "Thirtysomething" concerned a group of friends in the Demimonde (ie. that lass of colonial (ie. planetary) society that frequently travels on interstellar liners, but which is not involved with the Imperial Mission). Then there was a mercenaries campaign (which didn't work very well), then a Survey (≈Scouts, in Traveller terms) campaign. And then a "Colonial Office, covert/wet" campaign. Since then I have run another four Survey campaign, four Department of Justice campaigns, an Imperial Secret Service campaign, and another two mercenaries campaigns, besides several one-off adventures. And I have played in two Secret Service campaigns run by friends, and one Flat Black meets the Planet of Adventure campaign.

Flat Black's first outing at the cons was Sydcon '98, if I recall correctly. I ran two iterations of a political/diplomatic freeform with an Imperial party, three warring factions in a newly-discovered colonial society, and a party of oppressed alien indigenes. I seem to recall that it went pretty well, though not perfectly. And its second outing was at Phenomenon '05, where I ran six iterations of a thriller for agents of the Imperial Department of Justice. To, if I recall, considerable acclaim. There are scraps of material for Uninvited Guests (the freeform) and Après Moi, L'Enfer (the thriller) on the 'Net, besides which I made an abortive attempt to re-run the thriller as a play-by-messageboard-posting game on teh SJGames forums, under the more appropriate title 9,401.

I conceived Flat Black partly in reaction against ForeScene, the flagship setting for ForeSight, the RPG I was playing at the time. ForeScene was supposed to be a Utopia, albeit a flawed one. Quite aside from the fact that I thought that a lot of the author's utopian ideas were ill-considered, ForeScene had the problem that the Federation it described was dull, safe, and boring, so adventures tended to take place in the Beyond, which wasn't described. Correspondingly, Flat Black was very much not a utopia.

You could I suppose see Flat Black as a highly divergent Alternative Traveller Universe. The history is nothing like that in the OTU, and the government is not at all feudal, space is three-dimensional and local (based at first on the original Gliese star catalogue and now on Gliese 3.0), and technology is rather different. There are no Vargr or Aslans or Vilani other space-faring rivals to Terran Man. There are no psionics. There is no countergrav, and the jump drive works differently, and in detail nothing is the same, but. . . .

In Flat Black as in Traveller there is an Empire that rules space and interstellar trade is its life-blood. Space is beset with inhabited planets, which are self-governing and have divergent cultures. Because of slow communications, the Empire must delegate authority to local officials who perforce have a high degree of autonomy, and it depends on the ironclad honour of its people to keep those delegates honest. Adventures are principally about player characters encountering strange societies, finding their peculiarities at first quaint, and then bizarre and vexatious; and then learning to cope with these social features, perhaps even exploiting them to their own advantage. That's the extent to which Flat Black is like the OTU.

As for differences: the Empire in Flat Black happens to be smaller, though it wouldn't matter if it, too, had 11,000 planets. The supreme executive authority in the Empire is a Board of Trustees, self-perpetuating by co-optation: the Emperor is merely its chief executive, rather like the managing director of a company. The Empire is supervised by a Senate of colonial representatives with the power to impeach its officers. The Senate is also a legislative chamber, and has control of taxation, The colonies have a constitutional guarantee of independence from Imperial meddling without legal authorisation from the Senate, and the Senate, being deeply suspicious of IMperial tyranny, is very sparing with its authorisations. On the other hand, the Empire has a monopoly on interstellar travel, so it is independent of tax revenue (the development of new worlds for settlement turned out to be much more lucrative than the framers of the Treaty of Luna allowed for, and the Imperial Realty Corporation pulls down two planets per year in real estate.

Earth was destroyed in Flat Black. So were Mayflower (the colony that the institutions that were fore-runners of the Empire came from) and Orinoco (the forerunners of the Empire actually did that). As a result, the Empire has developed a fanatical horror of mass death, and is completely obsessed by terrorism, weapons of mass destruction, and the use of spaceships as weapons. (Yes, I know, it's trite. But I wrote this in 1988. I actually had to cancel a running Flat Black campaign in September '01.)

In Flat Black psychology has developed into a working engineering discipline. One result is that the Empire can be pretty sure that anyone it recruits has a genuine calling to its ideals, and is not inclined to become corrupt. Another is that ways of raising children can be designed to turn out the sort of adults you want, within constraints and with known uncertainties. Such techniques are used in the schools that the Empire provides for the children of its employees, guaranteeing a steady succession of fresh generations of incorruptible Imperial loyalist fanatics.

That's Flat Black, pretty much. I also have a fantasy setting that was designed as a reaction against vanilla fantasy, and which is correspondingly tropical rather than cool-temperate, oceanic rather than continental, and inhabited by people of a non-European racial type with a non-Western culture: Gehennum. But no stretch of the imagination could make it even the most discrepant ATU, so I wont describe it here.

Is there anything else you would like to know?
 
Quite comprehensive indeed! Would you be interested in perhaps putting your obvious skills in a certain form. No hassle if not, just asking and curious. We've all been talking about solo traveller adventures. Perhaps you may be interested. If not, no harm done.

Here is the thread: http://www.travellerrpg.com/CotI/Discuss/showthread.php?p=251210#post251210

In terms of dropping in for coffee, well if you're up this way sometime, let me know. Flat black does sound good. It's probably not totally the way I would see things, but, hey each to their own... Do you have any stuf on the net for reading?
 
Quite comprehensive indeed! Would you be interested in perhaps putting your obvious skills in a certain form. No hassle if not, just asking and curious. We've all been talking about solo traveller adventures. Perhaps you may be interested. If not, no harm done.

Here is the thread: http://www.travellerrpg.com/CotI/Discuss/showthread.php?p=251210#post251210

I'll take a look, but chances are I'll be tied up for a while. I have a few articles to write for the slush pile at Pyramid, I am sneaking up nervously on the idea of trying some worlds and adventures for Journal of the Travellers' Aid Society, and I really ought to get stuck in to a revision of Flat Black.

In terms of dropping in for coffee, well if you're up this way sometime, let me know.

I'm really just teasing any Europeans who might be reading. For information, Perseus lives about as far from me as London is from Edinburgh.

Flat black does sound good. It's probably not totally the way I would see things, but, hey each to their own... Do you have any stuf on the net for reading?
Theres a bit of history, an overview of the Empire, and a partial list of colonies. And there is a sort of mission-statement-type introduction which is the only be I've got done of the revision I'm supposed to be working on. And just because you asked so nicely, I have put up an old, badly out-of-date players' primer as a PDF.

I forgot to mention that Flat Black flirted briefly with being the setting for a comic. Four issues were written by Andy Lucas in Montréal, edited by me in Canberra, penciled by Max Bertuzzi in Rome, inked by Csaba Nameth in New York, lettered by Amie Grenier in Québec, and never published because the publishers got cold feet about it.
 
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