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Late Game Mechanics

Ok... this is going to be a long one... As you may have noticed, money has become less and less of an issue for the characters.  Although you don't have the money on hand, you are now richer than most of the independent businesses on OuterReach.  You already have plans to expand operations on LostReach, although naturally you will have some competition there.  The megacorps aren't stupid - they're going for the same golden eggs you are.  Luckily, most of them like to work cooperatively instead of making destructive competition.  Yes, there will be some of that, but better business happens when everyone is happy. You aren't a megacorp, and that would take years of work, mostly bluebooking.  Alternately, you'd need to make a really big score again.  You can't really expect such to happen on OuterReach now, b/c you've become bigshots, and just keeping the paparazzi off you is going to cost a lot of money.  The UPF has made it clear that those willing to explore and exploit new systems can become practical owners.  However, the competition there is already heating up as well.  The megacorps are hiring crews like mad, and spacer skills are becoming a hot item. Dramune is on the road to recovery.  The reason OuterReach was such a criminal hole is that it WAS a criminal hole.  Chicken and the egg.  That is quickly fixing itself, especially with the new election.  It's always going to be a backwater, because the mining just isn't big money.  On the other hand, it's a great manufacturing world, because the resources are local, the power is free and there's no environmental regulations - and no need for such.  Living on an asteroid has become much more efficient than a gravity well with the newly "gifted" technology delivered by the Sathar (which is still suspicious), but people like their gravity.  The big money is out in the belts, but planets still have their charms. So the question is... what now?  You can frankly make money faster at this point, by hiring people and letting them do the work and take all the risks. The only major goal outstanding that was on my original list is "remove the Sathar threat", but that's the hardest goal in my repertoire.  The UPF has been working on that for years, and they have more resources than a full-fledged megacorp. Admittedly, you never really figured out the Rabbit's organization, but it's not terribly important, and he's acting like an ally now, even sharing full spy information with the UPF. I'm concerned that I don't have much left that I can challenge you with as characters. You have some enemies, but most of them are smart enough to realize that it's better to just leave you alone. They might succeed if they send assassins after you, but it isn't worth the risk if they get caught at it. I know you have lots of things you want your characters to do, but I'm worried that most of them don't actually matter much.  You can build a fleet of starships... and make more money.  You can invent railguns and whatever else, but it appears the pirates are on the run and the Sathar have returned to a cloak-and-dagger war. I'll tell you upfront that you aren't going to get a finale from that direction - they have purposes that don't fit that storyline.   You've pretty much explored (and overcome) most of the world setting that I have. I can invent new problems and enemies, but that would sort of be cheating. When I design a world setting, I try to keep it self-consistent.  Creating new big enemies from thin air throws all sorts of wrenches in the gears. My point is that this is the late game. Do you have any more BIG goals that you want to finish?  Are these things that require play time, or would it work just as well in bluebooking? I'm beginning to think that the game using these characters is almost over.  You could "retire" them, and maybe take on new roles as new hires of the NeonTygers.  Maybe go on an exploratory mission - more similar to the original StarFrontiers modules.  If so, I have a few worlds sketched out, but if you give me warning and time, I can flesh them out with more detail. Finally, I don't know how much longer I should go as GM.  It might soon be time to let someone else take the hat.  It's been a really good game, but eventually the creative juices run dry, and it's time to rest and just play for a while.
I say we prob should retire, but been thinking of running a DandD game
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Wow, i was really enjoying the game, but it strange that you came up with this announcement as i was about to post that that i would be dropping out due to change in my schedule.. I was just moved to shift later in the week so Thursday was going to be out..  What i was thinking of running a campaign, earlier in the week ( As i love RPG) maybe if you guys are tired , i can manage to run a game Monday or tuesday, i was thinking of game, where the Frontier runs into the Star without numbers universe, making the Frontier as a lost sector of the Mandate. the time line would take place after the  Second Sathar war and the character would be members of exploration party b sent out by a Regional power attempting to find lost sectors. it will be using the SWN system, So maybe if you can play scott i would love to have you as a player. here everyone chance to see the star frontier universe thru a new len..
Some heavy news and posts. WIth Ed no longer available for Thursdays, the only players (I believe) that we can guarantee for a Thursday game is Pete and I, which makes much of the discussion moot as it falls below a reasonable number of players for a game session.  However, let me share my thoughts on the arc of the game real quick: I never expected that we would take all the money we've acquired but have the Neon Tygers become a small but powerful company in the Dramune system while we would head off to parts known or unknown in an optimally kitted out ship. IRL, we would absolutely run the various concerns and become fabulously wealthy (well, more so) until we get acquired by Streel or Pan Galactic and retire young. Based on my own SF campaign (where Rodworth was born) I'd suggest a bit of GM fiat where we get hostilely taken over and have to start from scratch, on the run.   We can discuss either shifting the schedule, the setup, the game system, the GM. But no matter what, I want to reiterate that this has been a master class on GMing and world building. It has made me want to be a better one and has made me reconsider how RPGs should be run. The amount of flexibility demonstrated probably doesn't work as well in the genre I've chosen as my preferred (superhero) but it still has made me think hard on how to make things work. 
First, I understand completely, Scott. You have run this over a year and it's be awesome. Should you wish to retire, it's well deserved. My only regrets are missing everyone on Thursday nights and we never got to use our ship. Second Alex, I agree. I'd been thinking about us getting screwed over on collecting on our cash. Maybe getting another few million would be nice. Selling our interests to PGC or Streel wouldn't be a bad thing. We should get a pretty penny for that. I'd say we get someone up to piloting a big ship or hire an NPC and trading our interests for a bigger ship, size 10-12ish. Kit it up and be able to run cargo, explore and adventure with a ship that can handle a few weapons and defenses. I do like our HS6, however. If we add that ion engine, we could fly in, go "stealth" and explore. It wouldn't take a big fight, but we could avoid one. The formula for the addition of equipment is crazy. Even with a HS20 civilian ship, you can barely put good defenses on it. I'd think that dumping cargo capacity would be enough to offset the extra weapons/defenses. Thirdly, these things could mostly be done by post. If we were going to fight, that'd be a play online thing. It could be done if we trust each other to roll without being on the group tool. It'd require a better schedule of board checks, which I'd not mind at all. Thanks for everything, Scott. You've kept me entertained for a year. You can't really apply a value to that.
But Yes scott was a amazing game and sounds interesting Rod, maybe we should get together this thursday most of us and plan?
Thanks guys for all the great comments.  I'm still enjoying the game, but I'm about to hit the wall of what I can do with your current characters.  Late game in StarFrontiers is kinda empty, because it either becomes very corporate and boring, or kinda silly. It looks like the consensus is that this is a good time to retire.  My personal preference is to leave things in media res - so you can each decide for yourself how the story ends.  However, if there is any big goals that you want to accomplish before the game ends, just tell me. I'd definitely be interested in playing in a game instead.  I like to GM, but it's important to take a break and keep the spice flowing.  Regarding schedule, I'm pretty open except for Wednesdays, Fridays, and Sundays. Should I cancel the Thursday session and just continue conversation here, or would it be better to meet up and discuss options?
Well Thursday is out for me due the change in my schedule, if you guys decide to continue, Rodworth after the election, would likely Attempt to take Artemis back to meet the rest of his family at Dixon...He would borrow the Smuggler craft and introduce Artemis to the wonders of space travel.  Hopefully my schedule will change again soon, as things at my job are influx, My company may even be sold, according to rumors on Wall Street. What that means for me may mean a little money maybe enough to make me a man of leisure....Got to love stock options..
Well Sax would love to train people to see his  legacy continue how you see fit it doesnt kill me either way
It doesn't have to be Thursday, but I'd love to get together again, even just to chat. We can see what we can do from there. If we retire, I'm cool. I'll have good memories of a great year of gaming. If we try something else, I'm cool, as I like hanging with everyone.
All right, the consensus seems to be: 1) continue discussion here on the forums instead of Thursday (so Thursday is now cancelled). 2) find another night to play 3) start a new game For #2, I'd like to suggest Monday or Tuesday For #3, what options do ya'll have?  Who are the potential GMs and systems/settings?
I'll be the first to admit, I am not a good GM. I wish I was. I have written many a story but have too much a scatterbrain to keep all the stuff in the air. Casting one vote for Superhero, if it's on the table. Just name the system.
Well i game master many different settings from Pulp to Sci fi. mostly using Hero Game system. I have experience with 1 and 2 Ed AD&D. Most of it Face to face, but would love to run on D20 , as i said earlier i have a SWN game that i been setting up. But i also like to Try a  Cthulhu pulp campaign, that i call Fortean Pulp that i created for my table top group. it had everything from monsters, elves and historical figures like Telsa , Edison and Ford. It would be using Rule system from creator from SWN ( the original game was in Hero System) if you guys are interested?
I played in a Chill game many years ago. Without preparation, a psychic roach could kill you without breaking a sweat. That was indeed a game of planning. I carried a pair of 1911's loaded with bullets like they used on the movie "Underworld". Mine contained holy water and a mix of silver, obsidian and jade dust, along with a wooden pellet center.  In the game history, silver/obsidian/jade covered many of the lycanthropic species and their weaknesses. The wooden pellet wouldn't kill a vamp, but it sure gave them a bad day. They wouldn't go long range, but they were hell up close.  I kept a magazine of salt and iron rounds for ghost and the faerie too. My wife played in this game too. She was a ninja nun. She carried a huge cross that hid a blessed silver alloy blade.  She carried a few Holytov Watercocktails too. My only "meh" is D&D. I played D&D for damn near 10 years, almost straight. I still get a tic thinking about it. Oh, Edwin, given your reference to Fortean Pulp....READ "14" by PETER CLINES! I can absolutely tell you that you'll enjoy it.
I have campaigns  set up for DandD and love to try 5th addition personally, but i'm down for anything really. Heck anyone want to try a star trek for  giggles?
Star Trek is great for movies or TV. Trying to play that is hard. If you don't have a real storyteller of a GM, you get bored...fast. Prime Directive was good for some good old "pew pew" fights, but it's Star Frontiers with phasers. (Having said that, I am a *HUGE* Star Trek fan). Be that as it may, it had a MUCH more fleshed out skill system. I guess I shouldn't "meh" D&D. The more I think about it, it doesn't sound so bad. The last time I played though, we were playing 3.5. I know absolutely dick about 4&5. I played Champions up through that first hardcover book they put out. 2nd or 3rd edition? It came with the HeroMaker software...damn, I miss that...the software. If you don't have the software, Champions was a math nightmare. Though, don't get me started on Villains and Vigilantes. You need a PhD in WTF to make a character in that game. TSR Marvel was a big portion of my gaming past too. The FASERIP system made for quick gameplay. Mayfair's DC Heroes was very similar to Mutants and Masterminds. In actuality, I liked it better. The possibility of the "open-ended" roll made for a great night of gaming. Once, we had a dude roll and 87...on 2d10. If you rolled doubles, you added it to the last roll and rolled again. I think he rolled 13 times. He took out a boss with one shot. Again, I like hanging with y'all. I wouldn't need a game to do that, but it does give us some focus.
Agree just chilling is good im just throwing ideas out there
Personally, I'm in the mood for super-heroes over super-monsters.  On the other hand, super-heroes fighting super-monsters sounds fun too. ;D
Well i'll be the newb again most my rp experiance has been with pathfinder but i am down to try super heros
If we do Supers, the next question is... Hero High/Teen Titans/Avengers Academy Doom Patrol/Defenders Avengers/Justice League Green Lantern Corps/Darkstars/Nova Corps What genre is applicable?
better yet, which system, Hero / Champion or Hero unlimited? 
Champions. Heroes Unlimited is a math nightmare as well. It has an AWESOME skill system, but with all the skills touching all the stats and calculating x^y+2% for a ton of skills on each level is just wow...and this from a Rifter of 4 years.
James no math good and yes i typed it like that on purpose, but serisouly no hardcore math it is my bane
yeah a lot of RPG systems have exploded out of control with the Math. There are a few OSR ( rule similar to old 2ed ADND ) we can use that are fairly simple math wise, if you care to pursue an Super Hero Campaign.  Now i also like to Address our present Campaign. I can see where Scott is coming from, we have become fairly large fish in a small pond, but we have always had the intention of getting off planet, and there only really two things keeping us back. Wrapping up election to insure we do not leave a Despot behind and getting a truly worthy ship for the party. We all have purchase skills that would allow us to roam the frontier on our own and with income of the bet, we our totally independent, we can pick and choose where to go. Both are taken time, we love to say, yeah the election is over and the good guys won, and maybe we can have UPF push us to head of the line in the ship repair  Queue or use our vast wealth with a few well place brides to have a ship yard, and then we can can deck out the freighter the way we want it and take off exploring. Maybe run thru a few of the modules worlds (Dramune Run is out unless some one lucks take a serious change and Darkstar station is restored.)
okay i found a simple super rpg, the math is simple belong belief, and character creation is simple and character actions depend on your creativity and simple die roll. it is free at RPGNOW.com. check out Hero DxD tell me if you guys are interested.
That seems simple enough i can handle it personally, is that how we get abilty scores as well i just screened it
we can use the number or we can do the roll, which method would you like ?
we can use the number or we can do the roll, which method would you like ?
Either or
anyone else, i have a campaign city that i created for champions which i can easily translate to this system. Let me know if any one else is interested.
Read the book for Hero DxD. Sorry, didn't like it at all. I like a bit more structure and less "WTF?". Everything being based on some bouncing dice rolls is a bit too wide open. I'm a fan of stats and defined power levels.
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Sad to hear it, the game seem to be very open, allowing characters to use their imagination to achieve a wider range of actions than most of system using a define power level. I was a fan of the earlier Champion system ( 2 and 3 ed) where a lot of things could be accomplish using Special effect of a power such as Freezing a lake, using Cold Especial effect, or making it rain using Weather special effect. Now you pay for every thing, even buying the skill to attempt to use your powers in creative ways. This system your trait that you pick allows a creative character to use their traits to accomplished a wide range of effects. More experience characters gets to add to their stat giving then a better chance to achieve an effect along with the fact that having the Ace allow you to reroll a fail roll seem to be an attractive feature.  I love the fact that you donot have to pick tons of skills to do things and it easy to bring villians in from other systems.
we can try  Faserip it another free Super RPG, with a lot more structure, also avaliable at RPGNOW
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This was FASERIP as originally designed. It's used under the "We just don't care" license, as is Star Frontiers...i.e., it's free. WOTC isn't doing anything with it. <a href="http://www.classicmarvelforever.com/cms/advanced-g" rel="nofollow">http://www.classicmarvelforever.com/cms/advanced-g</a>... The freebie knockoff uses a watered down version of this. In the "Ultimate Powers Book", even the skills are superpowers. You get the same basic stuff as Champions, without the any dice roll, other than percentage. You can just run with the Players/Judges book, but the UPB makes it a brand new game. There are also thousands of villains pre-made. If you don't want to use their Marvel name...presto-chango...Electro becomes Livewire. There is also a book of things that fans pulled together that Marvel/TSR never put together. <a href="http://www.classicmarvelforever.com/cms/gamers-han" rel="nofollow">http://www.classicmarvelforever.com/cms/gamers-han</a>... <a href="http://www.classicmarvelforever.com/cms/netbooks-a" rel="nofollow">http://www.classicmarvelforever.com/cms/netbooks-a</a>...
I've played FASERIP before, using the UPB. &nbsp;It's a fun game and a very interesting system. I agree with Pete that UPB is amazing. The karma rules are a little heavy-handed, but it's got great thematic flair. However I expect the biggest problem will be that the GM will need to carefully "level the field". &nbsp;As I recall, it's very likely to start heroes with hugely different power levels. &nbsp;For instance, one character is a semi-skilled high school karate kid while the next is some godlike super-dimensional entity. &nbsp;One might have a strength of 10, while the other has a strength of "cannot be calculated". &nbsp; Back when I played it, the GM simply limited all powers to a low level at start, and gave everyone the same number of powers - and room to grow. &nbsp;It still didn't work very well, b/c there were too many loopholes. I also agree with Edwin that Champions works pretty well. &nbsp;It's a lot of fun to design your own powers, although it often ends up kinda generic, requiring a lot more imagination unless you throw some randomness in and then try to explain what came out. &nbsp;Unfortunately, it requires a lot more math and the about the same level of GM control. &nbsp;It's very easy to build a hero that is unfair compared to his companions. &nbsp;As I recall, the trouble spots when I played were speed and armor. I'd still like to read the DxD system so I can give an opinion. I'll try to make time this week.
Also, Marvel allows for "Power Stunts". You say that you want to use your Ice Beam to freeze a lake. You then have to roll a "Red" result on the battle chart comparable to the power rank of the power you're using. The first 3 uses like this require a red result. The 2nd 3 require a yellow. The 3rd green and boom, it's an established use of your power. You are able to use Karma to influence this roll to reach a desired result. Marvel FASERIP is both, structured and open. It has complete rules for nearly any type of hero or power. It also lists what the Nemesis power is for your listed power. If you have a character with the Nemesis power, you can use your enemies weakness against them. This system also allows for variable damage, the simplest being if you roll a natural red result you do the next column worth of damage.&nbsp; Secondly, they have Slash/Blunt/Energy/Shooting damage types. If someone is shot and fails their endurance roll (if one is necessary) they start losing endurance ranks. Once they hit Shift 0, they die.
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Scott, yep. As with most systems, there are loopholes. The one in Champions that always got me was Mental Paralysis with Permanency. You were a drooling gooball until someone was able to get you free. If you tied it with the Entangle option of "takes no damage from outside attack", that character was essentially dead.&nbsp; If someone bought up to a 12 SPD, they were nearly a god. Oh, forgot to mention, if you add in the "Realms of Magic" books, you've got sorcerers covered too. If Champions changed the system that much between 2e/3e, just go back to the older version. It seems silly to use the new version if it's broken.
I'm down for a game on a different night - preferably Monday night. For a super hero game, I would like to play "The Fool" - a lithe looking individual who always has a smile on his face - "nope not that joker." He is a kind of anti-hero who's power is Absorption and Null Field. He has optimize physical attributes to high human levels. An expert martial artist who beats his enemies by bringing them to his level, via absorption and null field, and then kicking their arse with experience. "Never argue with a Fool, he will bring you down to his level and beat you with experience!" Attitude - Fuck'em if they cant take a joke. Philosophy - What makes you so great, to me anyone can be brought to their knees. We are all equal in the eyes of a God. Hero - sure, why not. Not sure if it is possible in the various versions systems - however I think he would be an interesting character.&nbsp;
Carlos, are you familiar with Aquarian from Marvel? Check out his Null Field power. Is that what you're going for?
Well i still going ahead with the Hero DXD game if any of you guys are interested here the invite link. <a href="https://app.roll20.net/join/1626380/l6trYg" rel="nofollow">https://app.roll20.net/join/1626380/l6trYg</a>
Well i still going ahead with the Hero DXD game if any of you guys are interested here the invite link. <a href="https://app.roll20.net/join/1626380/l6trYg" rel="nofollow">https://app.roll20.net/join/1626380/l6trYg</a>
I've read DxD. &nbsp;It's rules-light which is handy just to try something out. &nbsp;Like Pete, I worry about how little continuity can be maintained by a player descriptive power mechanic - so much depends on the players and the referee. Regarding your new game, I'll give it a one-shot Monday and see if I like it. &nbsp;If someone proposes something the next week, I'll try that too... &nbsp;
Pete, Yes, I was thinking about a power like that one. Also energy absorption, so any energy attack that hit me, i.e. kinetic, light spectrum, magnetic, microwave, etc., would be absorb. What to do after absorption, I didnt know. The powers would focus on the defensive side of things, so translating it into armor/damage reduction would be my preference. So while he would never be able to lift a truck or building, mano-a-mano, he can take on anyone. I'll play any system that i can translate that character into and would try it in multiple systems to see how it works in each. Again, I can game Monday or Thursdays - other nights would be too difficult and i would miss most games. Carlos