This month, Psionic Powers squeaked past the Call to Adventure for the Rule Collation poll. Thus, I've updated the wiki to include a complete compilation of all the current Psi-Wars psionic power rules. Any future updates will happen to this centralized location.
As a bonus thank you for my Patreons, I've worked out how three "rare" psionic powers will work in Psi-Wars: Dream Control, Necrokinesis, and Probability Alteration. This is available to all $3+ Patrons.
Showing posts with label Collated Rules. Show all posts
Showing posts with label Collated Rules. Show all posts
Thursday, September 5, 2019
Monday, August 5, 2019
Psi-Wars: the Perils of Space
Back when I started Psi-Wars, I dismissed space as unnecessary to deal with, and I did this for a few reasons. First, it adds a layer of complexity that I didn't think most people wanted to deal with; space is a very alien, very hostile environment not especially conducive to whizz-bang action unless you're deeply invested in it. Second, most of my source material, which is primarily the "planetary romance" side of Space Opera, doesn't really deal with it. Only once (The Last Jedi) have we seen a Star Wars character dealing with vacuum or microgravity in the context of a film while outside of a starship, and works like Barsoom or the Metabarons or Killjoys almost never puts their characters outside of a ship. Action takes place on suspiciously earth-like planets.
But as the game has progressed, I've noticed that most of my readers assume space as part of the setting. For them, space isn't necessarily just a means to get from one world to another, or a staging ground for dogfights. It might be the site of adventure itself. Characters might board a derelict space station to find evidence of a psychic experiment gone awry. Their dreadnought might suffer catastrophic destruction while in an asteroid belt. And even when they spend all of their time bundled up in the confines of a ship, they still expect to see things like pulsars, asteroid belts, nebulae and black holes out there.
I had pondered this for awhile: how do I give the GM every thing he needs for a more space oriented campaign, and can I simplify the rules for handling space to the point where most characters aren't unduly punished for not spending a mint on handling "space" stuff, while still giving a "spacer" character an advantage over people who don't have it?
My Patrons voted for collation of the space rules. I've already handled interstellar travel in several other posts, and I've collated it onto my wiki, but I also wanted to take the opportunity to discuss the rules for handling adventures in space itself, as well as unique terrain types you might encounter in space. Please note that these are all deeply cinematic, suitable for ridiculous space opera, and not for realistic sci-fi. I aim more for flavor and whiz-bang fun than for accurate astrophysics.
But as the game has progressed, I've noticed that most of my readers assume space as part of the setting. For them, space isn't necessarily just a means to get from one world to another, or a staging ground for dogfights. It might be the site of adventure itself. Characters might board a derelict space station to find evidence of a psychic experiment gone awry. Their dreadnought might suffer catastrophic destruction while in an asteroid belt. And even when they spend all of their time bundled up in the confines of a ship, they still expect to see things like pulsars, asteroid belts, nebulae and black holes out there.
I had pondered this for awhile: how do I give the GM every thing he needs for a more space oriented campaign, and can I simplify the rules for handling space to the point where most characters aren't unduly punished for not spending a mint on handling "space" stuff, while still giving a "spacer" character an advantage over people who don't have it?
My Patrons voted for collation of the space rules. I've already handled interstellar travel in several other posts, and I've collated it onto my wiki, but I also wanted to take the opportunity to discuss the rules for handling adventures in space itself, as well as unique terrain types you might encounter in space. Please note that these are all deeply cinematic, suitable for ridiculous space opera, and not for realistic sci-fi. I aim more for flavor and whiz-bang fun than for accurate astrophysics.
Monday, June 17, 2019
Collated Rules - The Core of Psi-Wars
My patrons voted on a rule collation topic, and they chose "the basics." Over on the wiki, I'd added a page to collate the "basic rules" of Psi-Wars. You can go and check it out here! It'll be the "master" of all further rules updates for the basic elements of Psi-Wars.
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