Looks that way to me too. I think Mal's right.Originally posted by Malenfant:
My problem with the OTU is that it looks like MWM arbitrarily decided on the axioms of the setting - e.g. habitable planets around impossible stars, small worlds that have to be superdense to hold atmospheres, every system is populated, everything's an exception, and so on - and then threw in some realism (the tables and equations in the "astronomical data" part of CT book 6) as an afterthought.
I hope so.
I reckon we'll have a working fusion reactor within the next 25 years, if ITER gets off the ground properly. They'll be big and clunky, but I don't think it's impossible.
This sounds reasonable.
I think "habitable worlds", if they have a compatible ecosystem, will be very dangerous to Terran life until cures for all the common diseases found there are created. If anything, I'd reckon that uninhabitable worlds might be safer for humans to live on because they don't have that threat! But it does underline how hostile the universe is.
Looks that way to me too. I think Mal's right.Originally posted by Malenfant:
My problem with the OTU is that it looks like MWM arbitrarily decided on the axioms of the setting - e.g. habitable planets around impossible stars, small worlds that have to be superdense to hold atmospheres, every system is populated, everything's an exception, and so on - and then threw in some realism (the tables and equations in the "astronomical data" part of CT book 6) as an afterthought.
I hope so.
I reckon we'll have a working fusion reactor within the next 25 years, if ITER gets off the ground properly. They'll be big and clunky, but I don't think it's impossible.
This sounds reasonable.
I think "habitable worlds", if they have a compatible ecosystem, will be very dangerous to Terran life until cures for all the common diseases found there are created. If anything, I'd reckon that uninhabitable worlds might be safer for humans to live on because they don't have that threat! But it does underline how hostile the universe is.
Is that similar to the EPIC system?Originally posted by mickazoid:
There's a few mechanisms I use in my games that aren't in the CT rules to provide 'cinematic realism' more than 'rules realism' [...]
1. Write your adventures like movies - one, two or three Acts, each with one or more Scenes.
This sounds like one of the alternate uses of Jack-of-all-Trades, except it's like a JoT that gets "charged up" and "paid out".
4. Use Luck points as well as experience points. Assign 1-3 upon completion of each Act - based not on die rolls but on inventive and quality play that advances character or storyline development. Any number of Luck points can be spent to get another chance at the die roll, and the player can choose which of the rolls to accept as his own.
This is neat, and reminds me of a method one of our refs used some years ago.
5. If skill rolls are required for crucial 'dramatic'-Scene actions (starting the engines before the ship crashes into the sun, negotiating with the tribal leader before he drops the party in the volcano, climbing up the computer core and dropping the nanobots into the processors, coordinating the airstrikes on the enemy compound, etc.), use 3-4 rolls of increasing difficulty to represent steps to completing the task.
Is that similar to the EPIC system?Originally posted by mickazoid:
There's a few mechanisms I use in my games that aren't in the CT rules to provide 'cinematic realism' more than 'rules realism' [...]
1. Write your adventures like movies - one, two or three Acts, each with one or more Scenes.
This sounds like one of the alternate uses of Jack-of-all-Trades, except it's like a JoT that gets "charged up" and "paid out".
4. Use Luck points as well as experience points. Assign 1-3 upon completion of each Act - based not on die rolls but on inventive and quality play that advances character or storyline development. Any number of Luck points can be spent to get another chance at the die roll, and the player can choose which of the rolls to accept as his own.
This is neat, and reminds me of a method one of our refs used some years ago.
5. If skill rolls are required for crucial 'dramatic'-Scene actions (starting the engines before the ship crashes into the sun, negotiating with the tribal leader before he drops the party in the volcano, climbing up the computer core and dropping the nanobots into the processors, coordinating the airstrikes on the enemy compound, etc.), use 3-4 rolls of increasing difficulty to represent steps to completing the task.
Is that similar to the EPIC system?Originally posted by robject:
</font><blockquote>quote:</font><hr />Originally posted by mickazoid:
1. Write your adventures like movies - one, two or three Acts, each with one or more Scenes.
Originally posted by robject:
</font><blockquote>quote:</font><hr />Originally posted by mickazoid:
4. Use Luck points as well as experience points. Assign 1-3 upon completion of each Act - based not on die rolls but on inventive and quality play that advances character or storyline development. Any number of Luck points can be spent to get another chance at the die roll, and the player can choose which of the rolls to accept as his own.
This is neat, and reminds me of a method one of our refs used some years ago.Originally posted by robject:
</font><blockquote>quote:</font><hr />Originally posted by mickazoid:
5. If skill rolls are required for crucial 'dramatic'-Scene actions (starting the engines before the ship crashes into the sun, negotiating with the tribal leader before he drops the party in the volcano, climbing up the computer core and dropping the nanobots into the processors, coordinating the airstrikes on the enemy compound, etc.), use 3-4 rolls of increasing difficulty to represent steps to completing the task.
Is that similar to the EPIC system?Originally posted by robject:
</font><blockquote>quote:</font><hr />Originally posted by mickazoid:
1. Write your adventures like movies - one, two or three Acts, each with one or more Scenes.
Originally posted by robject:
</font><blockquote>quote:</font><hr />Originally posted by mickazoid:
4. Use Luck points as well as experience points. Assign 1-3 upon completion of each Act - based not on die rolls but on inventive and quality play that advances character or storyline development. Any number of Luck points can be spent to get another chance at the die roll, and the player can choose which of the rolls to accept as his own.
This is neat, and reminds me of a method one of our refs used some years ago.Originally posted by robject:
</font><blockquote>quote:</font><hr />Originally posted by mickazoid:
5. If skill rolls are required for crucial 'dramatic'-Scene actions (starting the engines before the ship crashes into the sun, negotiating with the tribal leader before he drops the party in the volcano, climbing up the computer core and dropping the nanobots into the processors, coordinating the airstrikes on the enemy compound, etc.), use 3-4 rolls of increasing difficulty to represent steps to completing the task.