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Homebrew Design & Conversions / Re: Open Gaming License
« Last post by ORtrail on December 02, 2019, 02:12:50 PM »
Something to keep an eye on: Official BRP SRD coming from Chaosium. 

There is a thread about this over on RPG dot net, based on an offical tweet from Chaosium.  You won't be able to do your own Cthulhu or Pendragon game for example, but that makes sense.
Tales From the Loop (and to a lesser degree Things From the Flood) is a change-of-pace kind of RPG.  There are a lot of RPGs now that allow you to play as kids (10-15 yrs old is the usual range) but Tales was among the first.  A great setting based around a particle collider and all the weird science around it. 

Things From the Flood is mostly the same setting, but takes place in the 1990's, instead of the 1980's like Tales. 
With the death of G+, I started a new TftL group over on MeWe. You're all invited to join it!

Tales from the Loop Group
Bureau 13 / Re: The True Nature of Reality
« Last post by Kedamono on November 21, 2019, 11:46:49 PM »
As one of the folks that helped coin the term, I've amended it slightly:

"All stories are true, except the ones that are not."

"Did Mars have Martians?"
More than likely.
"Any still around?"
Nope, the Bureau may have it's fingers in many pies, but it's not going to mess with the data from NASA. Mars is a cold dead world. If there were Martians, they passed away a while ago... perhaps, 5 Millions From Earth! Or something...

Stuff like that. Selenites? Who knows, but there isn't a Nazi base on the farside of the Moon. That's silly. That's where the Bureau's Moon Base Alpha is...
I've written up enough material for a Tschai Planet of Adventure mini-campaign, but after participating in a Ringworld discussion on another forum I had to break out my Ringworld boxed set and Companion book. 

I immediately had an idea for a one-shot convention adventure involving mostly Kzinti.  Which, let's be honest, are probably the best part of the Known Space/Ringworld setting.  A slight bit of conversion for the rules and I threw together a new character sheet.

I'm looking at running this at a convention early next year. 

Bureau 13 / Re: The True Nature of Reality
« Last post by ORtrail on November 19, 2019, 06:11:01 PM »
From an RPG setting perspective, the PCs having to keep a lid on things (sometime literally) adds to the overall experience of adventures.  Imagine how different things would play out if the whole world knew about the monsters and aliens and Bureau 13 was just there to combat them as needed. 

I do like the idea of various multiverses overlapping at times and past events, past reality, changing on the fly as reality gets swapped between universes. 
FTL: 2448 / Re: Species Focus: The Krelvin
« Last post by Kedamono on November 10, 2019, 11:39:30 PM »
One thing Dr. Gaius-Seuss might admit to, is that the Krelvin may have "been around" various sophonts' worlds longer than what most people might think. Ask him/her/it/xei why making a purple pony unicorn body with a star shaped icon on the rump is so funny, and you get one of his patented Sighs. Then he might say, "I remember more things about your culture than any one of you..." and leave it at that.

What he/she/it/xe is trying to say is that the Krelvin have been tooling around known space for millennia. With stops at all the interesting worlds. What, no one remembers a space penguin visiting Faxn 'Chr? Of course not. There was that Bor'cha though who was great at parties and had some interesting ideas...

When you're dealing with a species that can build any body that they want, and are survivors of an ancient galactic war, sneaking on to a backwards planet is child's play. Now I'm not saying they were steering us out of trouble, no, they learned that lesson a long time ago: Don't mess with the primitives! Yes, talk to them, give them next year's model of whatever, but don't try to "fix things". That never works. Give that naked ape a can opener that uses the strong force to open cans, and it's weapon that tears people apart in a week. Show them what it means to be an adult, so that they can grow up strong.

And when they are ready, all that "lost history" that every culture has... give it back to them. (Sorry, no library of Alexandria book collection, they saw the contents and only got the interesting stuff... all the plays and stories. The science and political stuff... Boooring!)
Bureau 13 / Re: The True Nature of Reality
« Last post by DarianRif on November 09, 2019, 02:43:08 PM »
So one thing to comes to mind from this is, if true, the Bureau's ultimate goal might be to slowly push humanity to "forget" these entities in the hope of normalizing reality. That would be the primary reason for keeping the supernatural's existance a secret. Sure, preventing mass panic and witch-hunts is important, but that is secondary to "erasing" belief in the supernatural.
Bureau 13 / The True Nature of Reality
« Last post by DarianRif on November 08, 2019, 10:27:42 AM »
As I was catching up on the latest podcasts, a thought struck me. How can ALL stories be true? Some of them are downright contradictory. But that tenant that they are all possible is part of what makes the world of B13 so much fun.

The answer I came up with is this:  all stories are true because the reality of Bureau 13's world is whatever the collective humanity "thinks and believes" it is. In essence, humanity as a whole is the God of this reality. Enough people (even if it is subconsciously) believe in ghosts and vampires and aliens;  so these entities exist. The conflicting stories can exist at the same time because "reality" is play-do to humanity's subconscious will.

I will explain more of the ramifications of this in later posts.
Tschai has been one of my favourite worlds since the early 80s.  I did a fairly full BRP/RQ3 write up of it, if you like I'll dig it out for you.  I'm angling to run the campaign across the Lok Lu Steppe heading for Pera, a year or so after Reith left.  The party will be guided by an outcast Dirdirman (Naturally) since the only other player to have read the books demanded it on pain of spoilers.

I agree with the artwork, but I felt the Chasch weren't entirely right- they needed 'complicated nasal processes' IIRC which they almost have- I'd have preferred them to have noses like a complex horseshoe bat or something similar.

That would be great; I'd love to see another take on BRP Tschai.  Just PM me. 

As for the look of the Chasch, it depends on the artist in question and how they interpret the written descriptions.  For example, in the French Tschai comics, they clearly had their own ideas, or maybe just decided to take a more Barsoom approach to the Chasch. 

Of course, I should label the Green Chasch from the Blue Chasch and also there are the Old Chasch.  You could use the idea that it's all variety within a species, but yeah, a horsebat nose would work really well on a Chasch.  For my taste, the Dirdir art in the GURPS book is the one I'm least happy with, while the Pnume and Wanek are great and the Chash (both blue and green) are okay. 

BTW, there was a nice article in The Spacegamer magazine #40 about adventuring on Tschai.  Another art take on all the aliens too, but only the Dirdir looked good to me. 

Oh, there was a thread a while back on RPG dot net (I think it was there) about using the A-Team as the basis for a campaign.  Of course I had to write up something with Tschai in mind.

“Years ago an elite unit of mercenaries was sent to prison by an alien court for a crime they didn't commit. These mercenaries promptly escaped into the wastelands of Kislovan. Today, still wanted by the Dirdir Overlords, they survive as soldiers for hire. If you have a problem... if no one else can help... and if you can find them... maybe you can hire... The First Unit.”

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