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Title: Traveller based rpg Post by: Mortographer on January 14, 2008, 02:18:14 PM So here's the deal. I thought it would be nice if a few of us got together to play an actual mechanics-driven with GM (me) star trek rpg based on the traveller rules system.
First of all, it wouldn't work very well on the forum, so i thought we could play sessions via skype, or maybe even just the chat on this site (assuming it's okay with the devs, wait, is there still one...I can't seem to find it). So. lets make a limit of six players (besides myself if I'm referee), and then set a tentative time next Oh, instead of evening, anytime of day except between 4:00pm and 7:00pm (eastern), whole rest of day I'm free. Posted on: January 14, 2008, 03:37:37 am Alright, some details to get people interested... 6 players for a small ship bridge crew- Will be using ACTD - Advanced Starship Design Bureau | Saber-class Specs (http://techspecs.acalltoduty.com/saber.html) for saber statistics. Posted on: January 14, 2008, 05:33:31 am O.k, so at the rate things are going it doesn't look like there will be enough people before thursday, so I'm gong to go ahead and move it to tuesday Jan 22. Please join, it'll be fun! Title: Re: Traveller based rpg Post by: auxilio ab alto on January 14, 2008, 03:43:52 PM I'd love to, but I don't have the time at the moment, sry. Finals are right now... maybe after this month? and u'd have to maybe explain how to make the game work.
Title: Re: Traveller based rpg Post by: Mortographer on January 14, 2008, 11:12:25 PM Ok, so I'll explain a little.
It's just like playing a paper and pencil rpg, only over the internet 9like with a mic on Skype, which is free) I will be the "referee" who is the manager of the game, calculator of random encounters and describes the story as the players progress. Essentially I tell the players what they see, here, feel, smell, etc. and what they know of the situation, then they tell me what they do, and I respond with what happens as a result of their actions. The players may be called to roll two six sided dice from time to time, which they may be able to add certain skills depending upon the result, give the final score to me, so that i tell them what they've accomplished, or what has happened. there are also random encounters, etc, which I have to roll. In these cases the players won't know what i roll, they'll simply be told by me what happens. Anyone interested in playing should start to think about what their character's names are, and what they're like. The majority of the character generation, however, will have to happen at the beginning of the actual session. maybe, even, to save time, i could meet with some of the players individually for just a short period before the actual session in order to generate characters. Posted on: January 14, 2008, 10:43:47 pm http://www.skype.com/download/skype/windows/ Come on folks! Step right up, don't be shy! Alright, I'll give some more character info: Each character has six characteristics: strength, dexterity, endurance, intelligence, education and social status (generally more applicable to non-humans). You then have a series of skills which range from 0-4, this is the number of points you get to add to your skill checks (the dice rolling I talked about). The reason skills can be at 0 is that not having the skill at all results in a -3 penalty on making that skill check. OH! One major change- there will NOT be a player captain, instead of captain one player will be first officer at the rank of Lt. Commander (remeber, the 'captain" of the sabre is only at the rank of Commander, one step below the actual rank of captain).
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