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Author Topic: Pen&Paper Roleplaying: Swords and Sorcery in Space - AetherJam  (Read 2360 times)

GlyphGryph

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Pen&Paper Roleplaying: Swords and Sorcery in Space - AetherJam
« on: February 20, 2014, 04:03:04 pm »

AetherJam
(Hint: Space Pirates and Space Wizards are equally delicious to Void Dragons)

What is AetherJam?
AetherJam is a bit of a cross between Firefly, D&D, and the Superhero genre, set in a universe that is in many ways alien, but also intuitively understandable. In this universe, the entire physical universe is set in the fabric referred to as the Aether. Planets are fixed in their positions, and are instead orbited by their "stars" - small points of light. The planets themselves are often fairly small and are more like "islands" in the aether than they are actual planets, which works quite well to support the setting.

There are a variety of classes -
-Jammers, who can manipulate the aether and pilot large interplanetary vessels called Jamships under the force of their own willpower, and coincidentally have the ability to fly around and hurl large, heavy objects.
-Blinkers, who can slip below the Aether, popping in and out of reality, essentially a class built around teleporting
-Rocker and Rollers, the two non-magical oriented classes, the first specializing in personal combat and mobility, the second focusing on piloting mechs, tanks, and choppers and using explosives and heavy weapons.
-Psykers, who handle communications, information gathering, and avoiding detection
-And Spellblasters and Runics, the two groups that use traditional "magic spells", though in very different ways. The Spellblaster works much like a D&D wizard, while the Runic works more like an artificer.

Why am I posting about it here and now?
I've been working on developing a space-based action-oriented RPG called AetherJam for a while now.

Unlike my previous gaming efforts, this has quickly turned into a game I absolutely want to polish and eventually publish.

I did a run with a prototype of the game with a group here on the board a while back, and while it didn't go super-awesome, I found the game to have a lot of potential, and I've been using the feedback since then to adjust and refine a number of elements, the primary one being the adding of a lot more "crunch" to the rules.

Some of these things may or may not be further refined, removed completely, replaced, or obsoleted. I'm very interested in making this the best game that it can be.

And I'm interested both in sharing the progress I'm making, as I make it, and in getting some help to speed development up.

Ah, now it makes sense. But why would we want to help you?
I've been around for a while. Those on the mafia boards and anyone who's followed my stuff in the forum games sections or played with me online, know that I can at least make interesting games, and I'm hoping that buys some confidence. I also worked on Cataclysm, and hopefully that buys some more. And I hope the idea itself is appealing, and the work I've put into it so far convinces people it's something that will get done, and well.

I also know there's some skilled folks here - writers, artists, mechanical designers - who might be interested on jumping in with a project that shows actual promise.

Okay, okay, but what do you actually need?
I've been making good progress on designing the rules and world, but it's a lot of work. Primarily, I want assistance with three areas:
-Campaign Design: I want someone to design a short campaign set within the AetherJam world - something that really draws out what makes it so special, shows off the things it can do, and drives the...
-Content Design: I need spells, I need weapons, I need ships and equipment, that support the world and provide options that players just don't have yet. I also need suggestions for more skills, and potential adjustments to what I already have, so that the game is fleshed out enough to make way for...
-Playtesters: I need people actually willing to run a couple games, to insure that the above two things and the rules themselves are working out as I could hope. I'd also like a personal group of a few people willing to run through very limited scenarios on a regular basis to test specific parts of the game - for example, I want to test various classes and builds with various amounts of progress dropped into them against each other, to insure that things work the way I want.

Well...
If you're interested in helping with any of the above, that's great! I can use all the help I can get. If you're not, remember that I'll still be posting updates here, so if you're simply interested in following along, that's fine too!
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GlyphGryph

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Re: Pen&Paper Roleplaying: Swords and Sorcery in Space - AetherJam
« Reply #1 on: February 20, 2014, 05:27:05 pm »

Design Notes #1- Building Classes
When I began designing the classes, one of my mjaor goals was that there should always be a way for a class to particapte - whether inside or out of combatt, whether on land or in space battles. This versatilitywould be a product of the class,  but I would also need a variety of options for divergent builds. Inititally I considered having multiple groups of skills in each class, and having some of those groups me cross class - a sort of poor mans multiclassing to allow characters to fill multiple roles. This was the system adopted in the prototype.

Unfortunately, this still left some classes as combat or noncombat foxues, just with muddy boundaries and the ability to spend time on skills other classes did better, so I dropped it.

The current system was builty off the idea that there would three groups under each class : one that is primarily intended to be used in the heat of combat on the front line, one geared towards actions taken outside combat or support actions within it, and one that was either more generally useful and passive or specifically reactive - this group would focus on gathering information and hindering others rather than taking decisive action directly. Some skills would have requirements from other groups before they could be purchased, so that even combat focused characters have an incentive to purchase skills from the other two groups and vice versa - this helps the player avoid feeling useless in certain common situations, and encourages  filling out the whole skill tree.

This allows a single class to build towards and fill a variety of roles, while also maintaining their uniqueness.

A set of "secondary skills" are also available, which are cheaper supporting skills available to all characters - these are either highly situational, or useful skills unrelated to any of the main classes. In the prototype there was a "medic" class, but there simply wasn't enough there to justify a class of its own, and these skills were moved to this new category.

With the decision made, I began reworking the first few classes. Blinkers ended up getting three skill groups:
Astradetection contains the groups root skills, and provides a variety of passive bonuses to using the other two groups. It also includes abilities that make it more difficult for others to Blink as effectively, and abilities that unlock unique skills in the other two groups.

Astranavigation was the (mostly) noncombat oriented skill group for Blinkers - it allows them to program the ships blink engine, calculate routes between systems, save the party lots of cash (or make it), as well as providing a few emergency response procedures with some combat potential if the blinker is stuck on the ship.

Finally, Blinking, their core skill - this covered their personal teleportation ability, and focuses on their personal involvement in battle. It gives them evasive and utility abilities for engaging enemies safely, allows them to function effectively as scouts, and allows them to control the rules of engagement. It synergizes well with multiclasses blinkers, where as the other skills were more blinker specific, this one pairs quite well with blinkers that are also rockers or rollers.
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Biag

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Re: Pen&Paper Roleplaying: Swords and Sorcery in Space - AetherJam
« Reply #2 on: February 20, 2014, 05:38:12 pm »

I'd like to help out! Do you have a document or something that you can post/PM with more information on the rules of play?
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Darvi

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Re: Pen&Paper Roleplaying: Swords and Sorcery in Space - AetherJam
« Reply #3 on: February 21, 2014, 01:35:38 am »

Oh man remember our jamming session couple years ago?

'cause I don't :V
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sjm9876

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Re: Pen&Paper Roleplaying: Swords and Sorcery in Space - AetherJam
« Reply #4 on: February 21, 2014, 05:00:52 am »

I'd offer to playtest, but I'm not sure my group would tolerate the diversion from normal running, and I don't have time for a second group :/
However, if I were sent a copy of the rules I could try and fill in any gaps I see.

Regardless, I wish you the best of luck.
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My dreams are not unlike yours - they long for the safety, and break like a glass chandelier.
But there's laughter and oh there is love, just past the edge of our fears.
And there's chaos when push comes to shove, but it's music to my ears.

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GlyphGryph

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Re: Pen&Paper Roleplaying: Swords and Sorcery in Space - AetherJam
« Reply #5 on: February 21, 2014, 06:40:41 pm »

I'd like to help out! Do you have a document or something that you can post/PM with more information on the rules of play?

What sort of help were you thinking about? I'll be posting more details over time, and will privately send out everything I've got to those who are willing to be helpful.

sjm, might you be willing to help design a campaign for another person to host and run? That would be a great contribution and would mean you wouldnt have to convince your own players to accept the diversion... but it would be available for them if they decided to do it anyway later. :P
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Sirus

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Re: Pen&Paper Roleplaying: Swords and Sorcery in Space - AetherJam
« Reply #6 on: February 21, 2014, 06:44:18 pm »

Posting to watch. I'd probably be willing to playtest if someone runs a play-by-post game.
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Remuthra

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Re: Pen&Paper Roleplaying: Swords and Sorcery in Space - AetherJam
« Reply #7 on: February 21, 2014, 06:46:19 pm »

Post to watch/playtest/kidnap.

GlyphGryph

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Re: Pen&Paper Roleplaying: Swords and Sorcery in Space - AetherJam
« Reply #8 on: February 21, 2014, 06:57:39 pm »

This is Part 1 of the General Rules - will post more later, but stop short of the full thing except for those interested in playtesting.

Statistics
Health: 50 (recovers as wounds fade)
Power: 50 (recovers 1 per round)
Luck: 75 (recovers 5 per session, plus as gifted by host)

Players also get an additional 25 points to distribute as they see fit when creating their character, and various skills and events may provide additional permanent bonuses during play.

Health represents a characters physical condition. Health is reduced by wounds. Every point missing from health subtracts a point from the result of every skill check this character attempts. When health drops to 0, this character is enter a critical state - they run the risk of dying every turn, and cannot take any sort of passive action. Furthermore, every action requires passing basic difficulty 100 check versus willpower to succeed. Every character benefits from being less likely to die if things turn south, but the particulars of their chosen vocations means that Rockers and Rollers tend to value this more than other stats.

Power recovers every round. Rounds last about 20 seconds, meaning a normal character recovers about 3 power per minute or 180 power per hour. Power is used for almost every action a character takes, but Blasters and Psykers tend to need more of it at once, and thus benefit from large reserves.

Luck represents a characters ability to survive impossible situations and avoid failure by the skin of their teeth. It recovers 5 points per session (for heroic characters, which players play) and the host is encouraged to reward effective roleplaying and feats of daring-do with bundles of favour - which translates to Luck. Luck is useful for every character, but it is most useful for characters where life or death checks are relatively infrequent but exceptionally important. Jammers and Blinkers tend to benefit the most from having high reserves of luck saved up for when things go south.

Skills
Skills are purchasable bundles of benefits, divided into seven main classes with a few left over. Most skills require the purchase of previous skills before they become available - these prequisite free skills are called root skills and the series of skills that are derived from that skill are called a skill tree.

Different skill trees are given labels of convenience to help conceptualize and plan your progress.

The major classes and trees are:

   * Rocker

      * Combat
      * Weapons
      * EVA

   * Roller

      * Piloting / Driving
      * Munitions / Ballistics
      * Remote Weaponry

   * Psyker

      * Signals
      * Networking
      * Intrusion and Countermeasures

   * Shaper

      * Channeling
      * Mechanics
      * Spellshaping

   * Blinker

      * Sensation
      * Astragation
      * Blinking

   * Blaster

      * Power
      * Control
      * Knowledge

   * Jammer

      * Jamming (power and speed)
      * Threading (precision and detail)
      * Projection (tactics and awareness)



There are also several secondary skill trees with no governing class. Progression in these trees tends to be slower and the individual skills themselves less powerful. These are generally expected to be hobbies and background skills for the heroic characters players control rather than a main focus.

   * Medicine and Biology
   * Politics and Persuasuin
   * Physics and Chemistry
   * Logistics and Management
   * Culture and History
   * Conditioning and Athletics


Gaining Experience and Developing Skills
Characters gain experience and wealth by going on adventures. Every adventure, however, is likely to be padded on either end by a period of unexceptional activity. Heroic characters are by their nature incredibly driven to increase their skills, and this downtime is their opportunity to do so. How much they learn and what varies, though. Players gain "experience" for overcoming challenges and completing goals. Experience can then be spent on skills: 600 will purchase a new class root skill, 300 experience will purchase a new major skill, and 50 experience will purchase a minor skill. Depending on the length of downtime you may be able to spend more or less experience - you may even find yourself earning experience faster that you can spend! This might be a good time to give that character a vacation, and work on a new character for a while. Your main character will continue to be able to spend experience while "off screen". Alternately, finding a "Master" to train under might allow you to burn through more experience more quickly. A combination of the two is often the best way to bring a character up to pace - training with a master can often be a sub adventure in its own right, earning you bonus experience for small scenes, so you earn as you learn.

Characters can spend 10xp per day of downtime, twice that amount if they have access to a trainer or more skilled guide, and three times that amount if under the tutelage of a master.
« Last Edit: February 22, 2014, 05:38:17 am by GlyphGryph »
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GlyphGryph

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Re: Pen&Paper Roleplaying: Swords and Sorcery in Space - AetherJam
« Reply #9 on: February 21, 2014, 07:42:24 pm »

Helmsmen
Human analogs, they are gifted with twice the willpower regeneration of other races. This helps with all casting, but it also established them as the dominant Jammers of the previous era, since it allowed them to send their intersystem ships faster and further than any other race - their desirability as pilots earned them their name. While blink engines have reduced their advantage, they maintain a legacy in the form of numerous far flung settlements and a presence and prestige on many of the core worlds.
Summary: Helmsmen have a long term late game advantage in endurance thanks to their unique improved power regeneration. The Aether's best pilots and marathon athletes are almost exclusively Helmsmen.


Hruntera
This race  of of buglike  beings have thin exoskeletons, small vestigial wings, and have evolved the equivalent of natural power projection equipment. These horns serve as focal points for their magic, allowing it to act at a distance without the aid of additional equipment, and though expensive technology has allowed members of other races to duplicate the effect, it has shaped the entirety of Hruntera culture and development. The range at which all spells can be cast for this race is tripled or increased by three feet, whichever is greater. Hruntera have relatively poor graspers an Races d vocal controls, giving them a 50 percent effectiveness in tasks that require them and an inability to whisper effectively. However, they are naturally gifted psykers and jammers, and can multiclass into both for no additional cost - rather the opposite, as their first two skills in both classes can be purchased for half price. Their jamming tends to focus on telekinetic manipulation as opposed to the ship control of the humans. Their vestigal wings give them an additional 100 pounds of lift in heavy atmosphere, meaning that any relatively experienced jammers can either fly outright or at least fall with style, depending on the local gravity. When speaking with other nearby Hrunter, they almost exclusively prefer to use telepathy, and its expected most Hrunter will have learned to respond in kind. Finally, their Chitin gives them a layer of natural armor, reducing all incoming damage by 3 - while this doesn't hold up well compared to advanced armors, it is a constant, and free, benefit. Sociable, gregarious, and fond of loud, clashing colours for their attire.
Summary: A Hrunter can do more, sooner, than most other races, meaning that they tend to be better on average but seldom match the best of the best those races put forth. On a ships crew they most often serve on Signals, though they are well suited to being generalists.


Rakkitak (Rats)
A four-armed race of bipeds that are in many ways ratlike. They tend to be powerful warriors and aggressive spellcaasters with large families and a strong social hierarchy. They are the largest and most physically muscular  of the races, and have keen minds capable of handling multiple tasks at the same time - they often effectively wield a weapon in each of their four hands, and Rakkitak spellcasters can sometimes be seen casting two different spells at the same time. They may take any one action that requires up to two of their hands as a passive action each turn. In addition, they may choose between either dealing two extra damage with melee weapons and gaining a +50 to strength checks, representing a large build, or gaining a +20 bonus to dodge and a +50 bonus to agility checks, representing a lithe build. They may also split the difference, dealing one more damage and gaining +10 dodge and +25 to both strength and agility. Their long tails give all Rakkitaks a +30 bonus to balance checks. Mechanically, they have quite a few benefits. Socially, however, they are often seen (perhaps not so wrongly) by the other races as prone to violent tempers, quick to take offense, arrogant and prone to treachery against "inferiors", and Rakkitak culture sees most other races as inferiors. Most Rakkitak also hold the Runic in a state of near-reverence, and acting against a Runic or the head of their family in anything except self-defense is a black mark that will cause other Rakkitak to treat them as the lowest of the low, race traitors that might well expect to be executed on sight. They tend to be strongly religious, and their society has strong if uncharitable expectations of honourable and properly pious behaviour. They are also incredibly tribal, with blood feuds being incredibly common and going back centuries, and are not above enslaving those on planets they conquer. Extremely fecund, female Rakkitak can give birth twice a year, with litter sizes of 3-9 children. 7 is considered a lucky number in rat society, and those born in litters of 7 destined for greatness. Rakkitaks, unlike other races, have seven limbs - two legs, four arms, and a head - which is an obvious sign of their own superiority over the lesser races.
Summary: While Rakkitaks are probably the most powerful of the races, they are widely mistrusted by the other races and actively hated by many other Rakkitak, although almost all tribes carry on good relation with the Runic, whom they revere as superior beings and whom the Runic mostly ignore in return. Most contact other races have with them casts them in the role of Pirates, Pillagers, or Slavers, and in most campaigns the Rats are more likely to serve as bad guys than as allies of the party, even for an entirely Rakkitak crew.


Runic
A race little understood by outsiders, they appear to be artificial beings and come in a wide variety of sizes and shapes. Most commonly, however, they stand a bit over 4 feet tall, with a flat faceplate serving as a means of communication, a pair gangly dull metallic arms, a narrow spine beneath an enclosed chest cavity and wide hips supporting a set of powerful looking legs. They are much heavier than they appear - an average Runic can weigh twice as much as a standard Helmsmen in identical gravity - and seem to interact with the various types of magic in a different way than the other races. Despite their appearance, they are not solid metal - their surface shell is strong but fairly thin, and covers quite a bit of sensitive equipment. They have 5 points of natural armor, but only 30 health. They are immune to the diseases that afflict other races, but seem to have several of their own. They also lack any sort of natural regeneration, the they can be "healed" by the shaping magic of another Runic. They can also tinker with their bodies, modifying them to gain a variety of bonuses, but the Conditioning Minor Skill Group is  inaccessible to them. The Runic are "newcomers" in the minds of the other races, but there is also evidence to suggest they are the oldest of the lot and simply came from far, far away, fleeing some unknown disaster. They have a number of abilities that are only known to members of the Runic-exclusive Shaper's Guild, among these the ability not only to heal and modify fellow Runic, but also the secrets of the Blink engines that now power the galaxy - devices that only the Runic of the Shaper's Guild fully understand. The penalty for teaching this secret to an outsider is death, for both the teacher and his student and as many as are required to insure it become a secret once more. All members are expected to endure a full mind probe at regular intervals to insure that these secrets remain kept. Only one other race has ever been able to reverse engineer the Blink Engine and unlock its power - and it is believed that it was for this reason alone that the Runic finally joined in the war of Annihalation against the Grend. It is generally believed  that the knowledge was lost to the Grend, though not before they built a massive fleet of Grend Engines... most of which are now out of service, since the majority of Runic refuse to repair them and the Grend no longer know how. Suffice to say, the Runic keep their secrets well, and enjoy a certain amount of fear and respect amongst the other races for their monopoly over Blink Engine technology. While repairing a Grend engine is not explicitly forbidden, it is seen as... distasteful. The Grend seem to have a monolithic government, and additional advanced technology they do not share with the other races, such as the shieldwalls that surround a seemingly random subset of Grend planets, and the unknown weapon they used to destroy several planets within Grend space. Even if,  as is often speculated, it was simply a set of absolutely Void Bombs, the construction of bombs the size that would be needed to utterly destroy a large planet is beyond the ability of even the wealthiest of governments, and the Runic apparently deployed several.
A Runic player can choose from several sets of bonuses (or no additional set), and can hire another Runic Shaper to change the later.
Possible Bonuses:
Scout: -3 armor, -2 damage dealt, double landspeed, +100 to climb, swim, agility, balance, reduce weight by half.
Heavy: +2 armor, half landspeed, +20 health, double weight.
Bruiser: +3 damage dealt in melee, +100 to strength checks, +1 armor, half again as much weight.
Floater: -5 armor, -3 damage dealt, +100 to climb and agility checks, +150 to balance checks, reduce weight to a fourth. Comes with built-in fizzjet thrusters capable of carrying own weight, and the capacity for a minute's worth off fizz fuel with a hundred pounds worth of lift.
Tanktaur: +3 armor, +30 health, legs replaced with treads so cannot handle stairs or jump, triple weight, size doubled (not height or width but length from front to back). +150 to balance checks when on flat ground, +50 otherwise. Up to a hundred pounds of weight can be strapped to this units base without counting against carry capacity.

Grend
The Grend, visually, are a terrible and fearsome race to behold, and most other races consider them revolting. A hairless and amphibious race who prefer it damp, they have three large lidless eyes - the largest one facing forward, and two slightly smaller on the sides, each covered with a thick protective lens. Their smooth green skin glistens and runs with the sappy yellow oils that keep them moist, and their voices seem to alternate between whispering and wet slapping noises. They eat by spitting on their food, waiting for it to dissolve beneath the strong acid, and then protruding a long hollow tongue to slurp it up.
Behaviourally, they in turn find all of the other races disgusting to behold, and on the whole they are violently xenophobic. They are clever though, their tri-segmented brains holding sharp minds. For the longest time, they believed they were the only sapient - or at least space-faring - race in the galaxy, and their major  religion and the government of their great empire were both founded on the premise that the Universe in all its glory was their birthright. Of course, their would be challenges to overcome - the various worlds were simply teeming with vile monsters that had to be cleared away before they were fit to inhabit - but they believed that eventually all would be theirs.
This belief took a beating after brutal war against an alliance of the other races left both their home planets destroyed, their goverment shattered, and their military and industrial capacity left in ruins. The introduction of the blink engine had extended the reach of the other races into Grend space and first contact was perhaps 15 years before the war, when the Grend seized a ship scouting out new territory. Over the next 15 years they were the ghosts of the frontier, until a massive army suddenly appeared on the doorstep of a helmsman kingdom and stripped the four inhabited planets in system almost completely of life before blinking away once more.
This first contact was a massive blow to the Grend's collective psyche, and they responded by reverse engineering the Blink Engine and then building a massive army, within the space of a little more than a decade. It was only the combined efforts of the great union that they were eventually repulsed.
While the majority of the Grend have secluded themselves, thinking of the other races only with bitterness and disgust, some have ventured forth into the galaxy at large, and a few of those have even done so for reasons other than taking up a life of piracy or seeking revenge.
Mechanically, the primary benefit of the Grend is that they are quick studies - primary skills cost them only 200 experience, and secondary skills only 25.  They also have the ability to spit acid a short ways, damaging and blinding their enemies, up to six times per day - every use beyond the second, however, means a skipped meal unless they have access to delicious predigested Grend delicacies! They are hated by most, however, and they must constantly fight off a feeling of revulsion when working with the other races - they get a -10 to all checks while another races naked skin is in view (even just the face... well, especially the face) or while another race is speaking. They also have some unique abilities unavailable to the other races - one for each class and each minor skill tree. Helmsmen and Rats suffer a similar but lesser -5 revulsion penalty to all rolls while a Grend is in view.
Summary: The Grend reach their prime much more quickly than other races and then go a bit beyond. They also have a natural weapon. They for this advantage in terms of stigma and a frequent penalty to actions. They can be quite rewarding in the hands of a more skilled player, but a less skilled player have difficulty participating fully while playing as a character that will always be at least a bit of an "outsider".
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Darvi

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Re: Pen&Paper Roleplaying: Swords and Sorcery in Space - AetherJam
« Reply #10 on: February 22, 2014, 01:40:19 am »

I now have the mental image of a piloting dojo where Rollers learn their skills from a wizened old sensei who can still stomp every one of them with a rusty old hoverbike.
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sjm9876

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Re: Pen&Paper Roleplaying: Swords and Sorcery in Space - AetherJam
« Reply #11 on: February 22, 2014, 05:23:06 am »

sjm, might you be willing to help design a campaign for another person to host and run? That would be a great contribution and would mean you wouldnt have to convince your own players to accept the diversion... but it would be available for them if they decided to do it anyway later. :P
Hmmm..... I could try, but with exams upcoming I doubt I could beat out a proper campaign. This all depends on how complex the ruleset is though.
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My dreams are not unlike yours - they long for the safety, and break like a glass chandelier.
But there's laughter and oh there is love, just past the edge of our fears.
And there's chaos when push comes to shove, but it's music to my ears.

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GlyphGryph

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Re: Pen&Paper Roleplaying: Swords and Sorcery in Space - AetherJam
« Reply #12 on: February 22, 2014, 05:39:16 am »

sjm, might you be willing to help design a campaign for another person to host and run? That would be a great contribution and would mean you wouldnt have to convince your own players to accept the diversion... but it would be available for them if they decided to do it anyway later. :P
Hmmm..... I could try, but with exams upcoming I doubt I could beat out a proper campaign. This all depends on how complex the ruleset is though.

I expect this to take at least 6 months to finish, so there's no hurry, heh.
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Darvi

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Re: Pen&Paper Roleplaying: Swords and Sorcery in Space - AetherJam
« Reply #13 on: February 22, 2014, 05:41:47 am »

Oh hey now I remember. I was a Helmsman war-vet Roller who got involved in some warcrime or another. I think I got sucked into space when the void dragon attacked.

Good times.
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sjm9876

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Re: Pen&Paper Roleplaying: Swords and Sorcery in Space - AetherJam
« Reply #14 on: February 22, 2014, 06:15:33 am »

sjm, might you be willing to help design a campaign for another person to host and run? That would be a great contribution and would mean you wouldnt have to convince your own players to accept the diversion... but it would be available for them if they decided to do it anyway later. :P
Hmmm..... I could try, but with exams upcoming I doubt I could beat out a proper campaign. This all depends on how complex the ruleset is though.

I expect this to take at least 6 months to finish, so there's no hurry, heh.
In that case I'm happy to have a look
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My dreams are not unlike yours - they long for the safety, and break like a glass chandelier.
But there's laughter and oh there is love, just past the edge of our fears.
And there's chaos when push comes to shove, but it's music to my ears.

Sigtext
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