Where we’re at:
So I just wanted to list out what I see as being the last bits necessary before we start the next ‘step’ (which is basically play). This list was generated for my reference, but I thought it would be useful for you guys too as we finish up creation.
Sam:
Need 1 planet, a Sidetracked and an On your Own
LR:
Finalize stunts, need On your Own
Bphage:
Need On your Own
Kenna:
Need stunts, skills, 2 planets and sidetracked
Terry:
Need one Stunt, On Your Own
Obviously, all this is draft until everyone is finished and has a chance to chime in with final suggestions, so that’s one for everyone’s to do list.
My to do list:
I’ve come up with some suggestions for each of you to fill in those gaps in the list above. Don’t feel you need to take these suggestions – they are just brainstorming to help fill in.
Sam, I figure you could do a planet with a supposedly ‘irish’ culture. Maybe they got it right, or maybe its more like in Dune when they come across the museum sietches, As for your On your own, How does he feel about being out of the box? Does this crew remind him of anyone? You alluded to becky earlier…
LR, Becky has spent some time on the border, taking oddjobs and assuming personas. How’s she adjusting? Is it like carlton where everyone seems beneath him, or has she adjusted to life out here among the rubes? How does she feel about being the only woman on the ship?
Bphage, you gave a great example of how you came to ‘hire’ the Doctor and you and to a degree the communications officer – is this indicative of your general leadership approach? How do you see your ‘boat’s work?
Kenna, I can’t help but notice some McCoy in your doctor, along with Caudle. I could totally see a stunt called ‘He’s dead, Carl’ where you use your Medical skill in lieu of brawling – you can suss out where to hurt them. We already talked about some skill ideas, so I imagine you’re closing in on that. For you planets, where’d the Doc do his residency? Maybe an old flame lives there. Maybe there’s a planet where he’s sourced medical supplies a few times, perhaps a shady bureaucrat or other underworld operator. You mentioned Niska, which is fine, I believe his station circles Ezra, so that’d be an option.
Rather than make a list like this and not offer something in return, I’ve uploaded the ship image for the (tentatively named) Wuxia. Bask in its greatness. I decided not to give it a paintjob, instead leaning toward the idea of different materials undergoing oxidation due to reentry stresses and heating; I wanted it to look ‘used’ and maybe alittle ‘abused’. If you guys want it to be ‘Blue,’ though, I can do that I guess.
Rules Adaption:
Advancement.
You may have noticed that as written, there is no advancement per se in Diaspora. Between sessions, you can do some modification of your character to reflect play, but this is strictly zero sum. My concern is that this would stagnate the character development a bit.
There are, however, official ‘preferred’ ways to add in advancement that have been vetted by the community. My favorite of these is a scheme that basically says you can, instead of moving a skill up and a skill down, move a skill up from zero to one, or up into any level above that (one level at a time, of course) as long as the level below always has at least one more skill in it.
To demonstrate, that would be something like this. Session zero you have this skill pyramid.
5
44
333
2222
11111
Then you add (separated by commas for each ‘session’)
1, 11, 12, 121, 1211, 1212, and so on.
note that after 6 ‘sessions’, you’d have added two level 1 skills, and two level 2 skills – a pretty modest improvement. I don’t think this type of progression will ‘break’ the rules of the game – and given the usual pace of things in a pbp, these advancements will be slow coming. For reference, most of the characters were earning about 2.5 ‘points’ in the last game per session, and were at around ~30 points after 20 months. That’s 12 sessions, effectively. At 12 sessions in this game, you’d have this skill tree:
5
44
3333
2222222
11111111
The other advancement that is often employed is the ability to take an additional situationally appropriate stunt. These are necessarily ad hoc, and would happen (as most things do in this game) by general table approval.
So what do you think of these advancement methods? Are they reasonable to implement?
World-building:
I use the wiki a lot to keep track of things so far, and hopefully you are too. I’d like to keep this going as we play. If you meet a new NPC, or travel to a new town, I think that should hit the wiki. I’ll update as well on things that are important to me, but this has some advantages for you guys to do it as well.
First, you’re telling me what parts of the game are sticking – this will help me with what direction you are interested in pursuing.
Second,recaps at the start of sessions are a usual FATE thing; a player who chooses to make a significant recap gets a FATE point. I’d say the same holds here: if you make a reasonable entry into the wiki of some in-game event, that’ll get you a FATE point. I’ll distribute these at the start of ‘session’, but you don’t have to wait until a refresh to update, obviously. This seems like a reasonable way to implement an important source of points.
That’s three pages of text for now, and an image, so I’ll hold off on more thoughts and get some sleep.
stunts finalized.
ReplyDeleteshiny
ReplyDeleteVery shiny. BR, your input is always readily appreciated!
ReplyDeleteI was thinking about something along the lines of "Hypocritical Oath" as well. I definitely see the medical skill working as a substitute for brawling, something along the vein of the RDJ Sherlock Holmes reboot.
Step 1, Distract
Step 2, Discombobulate
Step 3, Disable
Step 4, Disengage
I'll work on getting the last bit worked out tomorrow during my impending downtime in the office.
I do have one quibble about the ship's exterior: I stated in the description that they have two double engine pods on each side as part of their redundant systems, so that if one failed, there was at least a chance of landing rather than augering in.
ReplyDeleteOtherwise, beautiful job. I see no reason to "blue" her.
As for Carlton's recruiting methods: yes, I was thinking something along those lines would be typical. He's arrogant and bored, and engaging is battles of wits as a means of recruiting is just his style. In Becky's case, though, I was figuring he ran into her later and just offered her a job, not saying anything as to their previous meeting. She wouldn't know who he was, though, since his face was covered even if she did see him.
I was thinking that after everyone has done their On Your Own, we might add a little story for each character about how they got hired. I could write them, or each player could do their own, or we could Rashomon it and do both.
I expect to bang out my On Your Own tonight. I've been engrossed in the Kingkiller Saga by Patrick Rothfuss of late and have read about 700 pages in the last 5 days.
So, its hard to see in the image, but I did design it with twin intakes - I was going to make it more obvious but then said nah, no one'll look that close. so, it was conceived with double engines and a common exhaust.
ReplyDeleteI had an idea on how to address the last little bit of how it all came together, and lead into the first adventure. I was going to give each player a set of five questions, leading questions, of which they choose and answer three. Those three answers would be canon, and would help set the stage for the opening scene.
Carlton's On Your Own is up with aspects on the wiki.
ReplyDeleteAlright, Doc is fleshed out. I kind of went into exquisite detail on his Sidetracked setting, but I really think it shows his fearlessness in the face of adversity. And that he suffers no fools. Unless he's drunk.
ReplyDeleteAnyhow, critique away! I look forward to reading your input.
I'll get to drawing up characteristics of his shuttle and the planets.
I like Doc's story. I do have some suggestions on the skills, though:
ReplyDeleteI assume you're using Survival and Science as a way to scavenge medicines. You might consider moving Survival down a rank or two, as Science will do most of the heavy lifting, there.
Piloting is two skills, Aircraft for in atmosphere and Pilot (space) for docking and such in vacuum/zero-G. Doc probably needs both to be a good shuttle pilot. I already griped about having to burn two skills on that, too.
"Firearms" is called "Slug-throwers" to differentiate it from "Energy Weapons." I'd just make the change for you, but my phone doesn't like editing the wiki.
The "He's dead, Carl" stunt needs to be a little more clear. I'm assuming that it' as BR suggested and you're doing "replace a skill" to use your Medical skill to replace Brawling, which makes Doc a level 3 fighter for free or level 5 for a Fate point, al la Sherlock Holmes. However, I think you COULD use the stunt to boost multiple skills instead of replacing one. This would give a +1 to ALL attack rolls, including slug-throwers, and possibly even intimidation ("I know just where to shoot you so you'll be in diapers for the rest of your life"). You'd need to take Brawling as a skill, though.
So I've been updating a bunch of pages on the wiki today. Feel free to take a look. I'm finishing out the 5 questions for each of you to answer, and will try to post that tonight.
ReplyDeleteStunts and skill more or less finalized. Important change, I down graded Caesar's Gunnery from tier 3 to tier 2. I also added a Take a Bonus Stunt. IF BR okays it, allies get a +1 bonus to Slug-Thrower and Energy Weapons. Still working on the On His Own. Hopefully I can get that out soon.
ReplyDeleteI think that's a reasonable stunt for you to have. It's fine with me.
ReplyDeleteTerry: keep in mind that if someone uses your Take a Bonus skill for their +1, you can't use that skill that turn and vice versa. So in your case, if Becky used your stunt to get a +1 on her Energy Weapons roll, Caesar could not use his Military Tactics roll to tag the enemy as being "out in the open" that turn. Conversely, if Caesar went first and used his skill to tag "out in the open" on an enemy, Becky would not be able to get a +1 from Caesar to take advantage of it. I'm not saying this is a bad thing. It allows allies to get a bonus even when Caesar is busy putting holes in people himself, rather than making our sniper burn his action to try to help lesser marksmen hit.
ReplyDeleteI follow you Bphage. I'll see if I can work that out. Honestly I had a hard time filling out the skill tree. I'm so used to other systems where the character is much much more limited.
ReplyDeleteSo, ‘Verse section is ‘complete’ from a canon perspective. I’ve uploaded everything of value form official sources. If you want to finish out one of these planets with aspects and NPCs and whatnot, go right ahead (it can count for the world-building if you’ve not got your planets finalized yet). From here on out, I’ll be world-building on an as needed basis. If you have a planet you’d like to make as we play, feel free. As long as everyone’s reasonably pleased with it, it’ll stick.
ReplyDeleteTerry, I went ahead and added your Ptolemy to the wiki as New Canaan like we discussed. It needs some final bits to solidify it. How about a ghost city? Seems like a good locale. Maybe your NPCs could be a member of your squad who joined a streetgang upon returning home, or someone who is trying to run a legitimate business in the slums? Maybe it’s a hired hand on one of the ranches that is just eking by?
Here’s those leading questions I’ve been saying I’d give you. There will be 5 for each of you. Choose 3 to answer. Choose only 3 – I won’t use the ones you choose to omit, and I want some flexibility based on your answers. Short answers please; a sentence tops. These will give me short-term hooks to engineer the opening scene of Good Fences Make Good Neighbors. If you’ve watched the show, they are usually in the middle of something of ambiguous (or less) legality, and I think that’s a good way to start.
I’ve only uploaded for people who’ve finished out their lifepath segments. That way you can kinda establish things about your character before I start asking questions. I’d appreciate it if we can avoid major gamebreaking or confusion, but otherwise feel free to answer however. These are designed to be open-ended; I want surprises to work with. If you contradict each other (which could happen, mostlike) I’ll do my best to square the two statements, but worst case I’ll decide which I like better and toss the other to keep things streamlined.
Carlton Bellerophon (Bacteriophage)
1) Why did you give the ‘cargo’ to Tadhg?
2) When did you realize you’d tripped the silent alarm?
3) Who was supposed to be covering the back door?
4) Why did you choose daylight for the heist?
5) What did you pocket off of the mansion owner’s desk?
Dr. Joseph Charles MacHale, MD (Kennanator)
1) Why did you stay with the ship?
2) When do you plan to tell the others the buyer backed out?
3) Who radioed to let you know the heist had gone south and what did they say?
4) What’s supposed to be in the strongbox?
5) You said you’d have a diversion ready, why isn’t it?
My brain tried to put the questions in context for a sec, which wasn't going to happen. Anyway...answers!
ReplyDelete3) Caesar, the only one with any skill at staying hidden and quiet, though he's still rather clunky.
4) Because it's more fun that way.
5) A digital tablet notepad that seemed frequently and casually used.
1) Dammit I'm a doctor not a cat burglar.
ReplyDelete2) When the inevitable agitation won't blow the op.
3) Becky radioed about 5 minutes ago "That the idiot blew it. Again."
4) Supposedly payroll for a Blue Sun terraform crew.
5) Its kind of difficult to stage a bar fight when you're the only one here.
Crap, I contradicted myself.
ReplyDelete5) Its difficult to get a diversion set up when you're bein' held at gunpoint... Shiny.
I'll choose 3 of those the only way I know how, via d20/4.
ReplyDelete:P Either way go with 5 Mk 2
ReplyDeleteDoc's responses, post D20 selection:
ReplyDelete2) When the inevitable agitation won't blow the op.
3) Becky radioed about 5 minutes ago "That the idiot blew it. Again."
5) Its difficult to get a diversion set up when you're bein' held at gunpoint... Shiny.
BR: Thanks for uploading New Canaan. I honestly had forgotten about it. I'll take a look at it and see what I can add and where I can fit your suggestions in.
ReplyDeleteI had a few questions regarding combat.
1) Are characters aware of rolls and if so to what degree? Are they aware of spin? I ask this question because in the rulebook, you only roll once for defense, and subsequent attacks that round use the same roll. In theory this is to reward defenders for their evasive abilities so that they can generate spin, or give opportunities to attackers when they see a target leave a huge opening. In my mind, the low defensive roll makes sense. I'll just target some I know I can pick off easily. High defensive rolls don't make as much sense. If I see someone dodge 3-6 shots without breaking a sweat, I would target someone else as to avoid giving the first target spin. Maybe this is just an effect of the fate system where characters can be compelled to attack difficult targets?
2) We can only use an ability once per round in combat. So if I use agility to vault a low wall with barbed wire just to get attacked by a few soldiers waiting in ambush, am I out of luck?
Terry: My take on 1) is that defenses are active, so yes, the characters are aware of them because the target is doing something to make them hard to hit--diving to cover, ducking and swerving, laying down a hail of lead, etc. A character would know when he has a good shot.
ReplyDeleteAs for 2), you can use other skills for defense, such as slug-throwers for the aforementioned cover fire, or brawling if the enemy is in reach (knocking their weapon aside, grappling, whatever). You could even conceivably use Stealth or Tactics or Intimidation or something with the right narrative, I think, like leaping the wall, seeing a bunch of enemies and screaming like a berserker and charging them to startle them and throw off their aim.
My girlfriend busted up laughing when she read the 3 you rolled for Doc.
ReplyDeleteI'm looking forward to this.
Updated New Canaan. Still struggling with On His Own. Hopefully that will be up tomorrow. I'll also work on updating the other weapons to the table format with reference data since no one's objected to it.
ReplyDeleteSo, players are always aware of rolls and characters may be aware of rolls. If you have reason to believe your character would see an opening to attack a given NPC following a crummy defense roll by that NPC, then they do. In the same way, if they'd know better than to attack right now, they might not. I think you hit it on your head - if you character 'sees' that someone is on a defensive tear, they might avoid them for now.
ReplyDeleteThis is very fluid - as bphage points out, each skill can be used only once per round - so you might use an unorthodox skill for your defense to take advantage of aspect, for instance. All of this is about the narrative you write when you declare your attempted action. That's kinda an answer to #2 as well.
All I did was roll the dice - they're a good mix to be sure.
I like the fact that the game now contains a character named Dr. Hotti.
another way to think of it is with riding horses. There is no horse riding skill. The obvious choice is animal handler, but maybe you don't have that. So instead, maybe you argue that your character uses their agility to stay on the horse. Maybe you use charm to keep the horse happy and get it to do what you want. Depending on how you describe it, I'll set a target number. Might be easy enough to charm a horse to cross a narrow pass if you have a carrot to feed it, but charming it to jump a chest high fence might not go so well.
ReplyDeleteJust to give you guys a heads up, I've been a little creative this morning and have fleshed out an NPC as well as an additional town on New Cannan.
ReplyDeleteI also extended the description of the New Birmingham Hospital to make note of said characters.
Just FYI, Sam, I am waiting on your Sidetracked, because it could affect my "On my own".
ReplyDeleteThis comment has been removed by the author.
ReplyDeleteQuick change (the first is implied by Beccky's "Type A Personality" aspect:
ReplyDeleteSpartan
Weapons Within Reach
Touchscreen Wall (part of Pandora's Box)
Current status, by my accounting
ReplyDeleteSam:
Need 1 planet, a Sidetracked and an On your Own
3 Questions
LR:
need On your Own
3 Questions
Bphage:
GTG
Kenna:
Finalize stunts, 2 planets
Need Cabin aspects
Terry:
Need on Your Own
Need Cabin aspects
3 Questions
Kenna:
First, if you want to count New Canaan as one of your planets, that’s fine with me – you added a fair bit to it.
I like the idea of your stunts, Kenna, so let’s see what we can do to iron out mechanics. I think the He’s dead carl passive can be used as is to apply +1 to other’s attack rolls vs. the health track, as per ‘take a bonus.’ You’ll need to be within range to provide the tactical information, of course.
The fate point enhancement of getting to dictate a consequence sounds like a compel. As such, you’ve already got a reasonably sound argument to be able to use this at the cost of a Fate Point w/o spending a stunt for it. So I don’t see a good reason to include it as part of the stunt. Plus, being able to mandate a particular consequence seems too powerful without the compel agreement balancing. This has an added benefit to you, in that you will gain fate points off any compels I refuse.
The ‘Roots’ seems like a good idea, but I think we can improve it. So one way you could do it is a simple skill sub stunt, say sub science for survival. But you already said you had trouble filling out your skills, so I’m not sure this helps you.
Alternatively, you could take it as a freeform. One way that would work would be to roll both and take the better one for these special medicine making instances. But this seems of limited value – a bit weak on average. So I’ll suggest it works in the following way. How about you roll survival vs. a target of 0. Any shifts you can apply as a bonus to science for purposes of preparing a medicine? This strikes me as pretty strong, but still limited in scope. It’s effectively a maneuver for determining what medicinal plants and animals are about, and then using that to boost your ability to make the medicine itself, so thematically it seems reasonable.
Any objections/modifications to these stunts?
Sidetracked up.
ReplyDeletethat may be my favorite aspect in the game.
ReplyDeleteBR,
ReplyDeleteOn review I do see how that doubles the built in mechanic of Diaspora. What if we made it so that for the Fate Point, Doc could choose an enemy to just die. Like from a heart attack?
Just kidding.
I like the way you phrased it. Would it be out of line to use a Fate point to swap Brawling for medical? Or would it be better for Doc to take a Medical test at Difficulty 2 or 3 and add shifts to brawling/slug-throwers?
With "Roots" I'll run with your second option. its the most fluid and reasonable method, plus the scope is limited enough to prevent abuse.
I'll submit two more planets. I wanted to weave that Alliance Officer deeper into the mythos of New Cannan and five Doc more of a past. If he has apex medical then he should have a bit of history woven into the verse, especially as he's an older character.
I'll be uploading more details as soon as I figure out where best to have him wander.
Also, Doc has a .45 Cal Revolver. I'm figuring it would be relatively low tech. Thoughts?
Ken: BP made some pretty sweet civilian revolvers. One at T0 and one at T1. The main drawback is that they're awkward reload, which means "Out of ammo" is free taggable after every time you shoot. Check them out.
ReplyDeletehttp://skyshipgame.wikispot.org/Magnum_Revolver
http://skyshipgame.wikispot.org/Rock_River_Peacemaker_II_Revolver
There are also plenty of other guns on the wiki that might strike your fancy. You can also make a totally new one.
I like the way you phrased it. Would it be out of line to use a Fate point to swap Brawling for medical? Or would it be better for Doc to take a Medical test at Difficulty 2 or 3 and add shifts to brawling/slug-throwers?
ReplyDeleteIf you're wanting the stunt to add to your own brawling/slug-throwers rolls, then I think the medical vs. a difficulty of 3 idea works pretty well for me. This would be a 'freeform' stunt with no fate point cost in lieu of the 'add a bonus' stunt that benefits for your comrades. I'm not opposed to you taking both as you described on the wiki, but you might reconsider. If _anyone_ uses your +1 ability on their roll, you can't use the medical roll on your turn (each skill can only be used once). In essence, you'd be giving advice instead of writing your own pain prescriptions.
The fate point idea seems weak to me. you've got alot of aspects, and just a normal use of a fate point can tag any of them that are situationally relevant to gain a +2. given the spread on your skills, you'd be giving yourself an average of a +1 per fate use at the cost of a stunt.
Medical vs. difficulty 3 gives you, on average, a +2. For no fate cost. Just saying.
With "Roots" I'll run with your second option. its the most fluid and reasonable method, plus the scope is limited enough to prevent abuse.
good deal.
oh, and the Medical vs. 3 should only be benefitial, by the by.
ReplyDeletebeneficial. I don't think you should be punished for your stunts. Aspects sure, stunts no.
ReplyDeleteSounds good. I'll drop the burning fate on that secondary and add the caveat that it can only be used one way per turn.
ReplyDeleteOkay, so I'm totally geeking out placing cross references in my character sheet and the rest of the wiki. And I found a picture that matched up with my mental image of Doc.
ReplyDeleteAnyhow, I was wondering if anyone else would be interested in putting up photos of their character?
Just noticed I made a serious typo on the Calypso BR-1 Battle Rifle. Range 1-2 should be 1-5. Whoops.
ReplyDeleteKen: Doc could carry a 1911 if you don't want the "awkward reload" issue. It's still a "Colt .45," just the automatic version, and there's T0 and T1 versions. I made all revolvers awkward reload because they are, in fact, low-capacity and slow to load. You can steal the stats from any gun and make it something else, though. Your particular gun could come from any number of gunsmiths or worlds in the 'Verse, so feel free to customize the look if not the stats.
I was inspired and made a Diaspora version of the Kel-Tec PMR-30 on the Guns page.
ReplyDeleteactually, photos/portraits are really useful for the battlemap as markers. If people want to come up with one for their character that's fine - otherwise I will happily inflict one upon you.
ReplyDeleteI got all the guns tabled on the first page for quick reference. Phew! Fixed a couple mistakes while I was at it.
ReplyDeletePosted Carlton's home-made high-tech stealth suit on the Gear wiki. If anyone has criticisms or suggestions for it, let me know.
ReplyDeletePosted Becky's pic. You know you all want to look...
ReplyDeleteOn Your Own up. Let me know if you feel your character's dialog would be different than presented (and how).
ReplyDeleteer... pics. lol
ReplyDeleteI am completely lost as to who is saying what...
ReplyDeleteTadhg.
ReplyDeleteCarlton, Tadhg, Carlton, Becky.
Tadhg.
Carlton, Tadhg, Carlton, Becky, Carlton.
Tadhg.
Not-Tadhg, Tadhg, Carlton
I just had a fever, but it broke. That said I might be slow to respond the next few days. I have an On His Own started. Hopefully I can finish that off.
ReplyDeleteWhat is wrong with wikispot? :-/
ReplyDeleteOkay.... well its back now.
ReplyDeleteMore Questions!: Remember, answer 3, 1 sentence.
ReplyDeleteDr. Tadhg Ferguson, PE (Sam)
1) What distracted you in the garden?
2) You grabbed a bottle of Irish from the liquor cabinet for the Doc, right?
3) How’d you know the combination to the floor safe?
4) You left a little present around the next corner, what is it?
5) How long until the remote engine spin up cycle is finished?
Now that the wiki's working again, I got Carlton's pic up.
ReplyDeleteLR: Okay, that's just creepy. I was picturing Becky as Kari Byron with blonde hair this whole time!
Everyone: my apologies in advance if BR is unable to update much the next few days. I'll be doing my best to prevent him from doing so.
2. "I assure you, this swill is not Irish. Probably German, most like, most like."
ReplyDelete3. It was obvious; well, seemed obvious; it was really just a guess.
5. Well before I can finish this <>.
Sam, I'm thinking your sidetracked should not end with Becky traveling to meet Carlton. Instead, Becky is going to stay behind and eventually get some personal security service under her belt and then I'm envisioning you introducing me to Carlton after the Carlton/Pandora interaction occurs.
ReplyDeleteAlternatively, Pandora and Carlton can meet first and Pandora can pull side security jobs, during one of which, Carlton unknowingly attempts a theft. This could lead to Carlton and Becky recognizing each other and creates yet another reason for Becky to allow Carlton to escape.
Thoughts?
He's not going to meet Carlton. He's meeting up with Caesar Zapata, who just "rescued" him.
ReplyDeleteWhen, where, and how Tadhg meets Carlton is not established.
Put up Caesar's On His Own. Feedback welcome, especially from BP, since it involves Carl. I also changed my aspects from starting out since I thought they overlapped.
ReplyDeleteAs for a picture of Caesar, I generally like to let other players imagine what my characters look like for themselves. That said I uploaded a picture anyway. The picture may or may not represent Caesar. It's up to you guys.
Sorry, misread the name. Silly players choosing names beginning with the same letter.
ReplyDeleteYeah, what are the chances of that (about 1/26...)
ReplyDeleteAnyway, closing thread for length. New one going up.