Vargouille

Doc_Outlands's page

Organized Play Member. 960 posts (978 including aliases). No reviews. No lists. 2 wishlists. 1 alias.



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Lilith wrote:
My baby's all grown up. *tears*

I finally got in it, too. With *art*!


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Absalom Station is Casablanca. That works...

Starfinder's set-up on a lot of things is close to the notes I was making for my own setting - VERY close, in certain aspects, telling me I was on the right track. When it came to communications, I was torn between instantaneous and ship-speed. Now, ship-speed was a bit of a variable that depended on several factors, but ultimately was intended to replicate the "age of sail" feel. Given the fact I had a type of "drift beacon" that aided in making those jumps between systems, it made sense to me to have instantaneous communications if there was a beacon at each end - after all, the beacons were communicating constantly to provide navigational data so why not throw in access to the GalactiNet, too? So, you have age of sail travel speeds, but also the internet.


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I'm just thrilled we're getting previews...


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"Raia doesn't hold to any unrealistic expectation of non-interference in alien cultures..."

"What is this ... 'prime directive?' How ridiculous! How can you learn what they have to teach you if you never interact?"

I love it. Can't wait to see the class reveal. (That's later this week, right?)


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It's math, Jim ... but not as we know it!


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Owen K. C. Stephens wrote:
But no, the equipment section does not let you buy or sell self-aware creatures, for what I think are fairly obvious reasons.

This is a problem I ran into while designing a playable construct race for Starjammer. Some of the mechanics (healing/repair) are dependent on the construct's cost. So a playable construct has a defined cost. So now I'm wrestling with how *I* want the subject handled in my products before I proceed. New repair mechanic? Self-aware playable constructs are as rare as intelligent magic items and thus have special societal conventions for handling one upon creation? Do they only happen as the result of an Awake Construct spell? Do we introduce the concept of slavery and all that entails? Something else I've not thought of yet?


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Follow-on ... I think some of this is coming from the old Apple video game Neuromancer. Which was loads of fun. Hacker decks can only hold a certain number of external chips and only run certain levels of programs, based on their complexity/level/tier, so you *MUST* do proper recon to figure out which programs you need to have slotted when you make your run.

(I played loads of different cyberpunk games "back in the day" and liked elements of each system better than others. Odds are very good I'm synthesizing from GURPS, Shadowrun, CP2020 & Hardwired, SWRPG's slicing rules, and at least one other that I can't remember. I know at least one of my players *REALLY REALLY* wants to play a hacker/mechanic, so I've spent loads of time thinking about how to incorporate decent playable hacking into the D20/Pathfinder system.)


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Those look great! I'll have a place to put my Ryan Wolfe minis!


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I don't see where Interplanetary Teleport is limited to intra-system travel only - "truly no range limit and you do not need to have seen your destination, though you must have a solid grasp of which world you wish to travel to" makes it pretty clear casters with access to 9th-level spells can go anywhere in the universe they please.


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Lord Fyre wrote:


Are other companies developing Starfinder settings?

We will be, yes. "Crossing The Black" is in the early development stages. We'd originally started on it as a concept long before Starfinder was announced, planning to write the rules we needed for a harder-sci-fantasy than just "Pathfinder in space." With Starfinder imminent, we're refocusing our plans so that the setting uses the Starfinder rules.


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Quig struck me as an intelligible jawa... and that made me happy.


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I'm in for HeroLab, as it has proven quite helpful. I think I likely need to get the authoring module, too...


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A haunted space station, being run by an AI - who may be dealing with a virus and thus be ... unreliable.


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Owen KC Stephens wrote:

So, I have formed the RGG SCG (Rogue Genius Games Starfinder Compatible Group)

And they are working on the Starfarer Companion, and a setting called Blood Space.

More news to follow over the weeks ahead.

My soul sings!


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Glad to hear you're liking them! Depending on where you shop, the radzillas volume went live somewhere from Saturday night to Tuesday morning, so it would have been easy to miss. We're going to try to be a bit more consistent in when we release and announce products.

Speaking of announcing products, we're lining up some more titles covering a range of subjects, from a playable selkie race for the more fantasy-minded to a "vehicle bestiary" along the lines of "Fast Eddie's Easy Speeders" for use with Starjammer.


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Andre Roy wrote:

Well look like someone jumped into the Starjammer fun early on. Production Platform 3 has introduced The Prometheus Protocols and small supplement for genetically modifed human (I haven't bought/read it yet, so no clue if any good).

Yes, we did! And, in fact, we are now up to three titles that work well in the Starjammer universe - two covering different approaches to genetically-engineered humans and a bestiary covering giant mutated lizards! While these are written with an eye toward our own post-apocalyptic setting that we are developing, we wanted to make them available to the Starjammer public, as well. You can check out our releases here on Paizo, too!

http://paizo.com/companies/productionPlatform3/discuss

(I do like to think they are at least functionally solid works!)


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As a toolbox-book, Starjammer was written to mesh with the Technology Guide, while not requiring it for play. If you want high-tech, use the Technology Guide. If you want high-magic, the Technology Guide isn't necessary.


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Currently system-neutral, as Andre mentioned, so it is more of a toolbox for *everyone* to use and enjoy - but there's definite intent to create a more specific setting through supplements...


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Thanks for your rewrite! As I dug into things, I started seeing where I could easily turn the Campaign Staff into an entire array of siege-themed magic items. Very helpful insights. And yes, I'm sure I'll be competing in the next RPGSS.


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Maybe by Tuesday I will have gotten some rest and be mentally more functional than I am today.

Of course, this is ASSUMING my [REDACTED] makes the Top 32 and I advance to the mapping round!

But I absolutely shall. I have confidence.

But DANG. Golarion? Really? Crud, I don't play in the default setting and don't have much in the way of resources to cover it. Oh, well ... I'll come up with something!


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My voting was affected more by my multiple hats than by anything to do with the contest itself. Working 7 days a week. Trying to be a full-time dad and husband. Pushing a small handicraft hobby-business. Trying to move that business into a full-time gig. Trying to design 3d models for said business. Trying to follow the contest. Trying to plan new game-related writing projects.

I kinda forgot to vote regularly.


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The majority of what I'm seeing are solid concepts, definitely. Most of the issues I have are "needs a formatting pass," "missing a construction requirement that is otherwise called out in the description," "works better as a different type of item," or "has unneeded history attached." Quite a few could be tightened up with a rewrite for polish, also.

But overall - some very solid concepts in play! It's making me kinda nervous!


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GM_Solspiral wrote:
Ok you're weird but I like you

Pretty sure my wife says that about me at least once a day...


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I do like my item. My pit-crew was merciless in reviewing it, exactly what I wanted/needed, until I turned in a solid entry.


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Wait until you are about to upload your first product onto d20pfsrd.com or rpgnow.com or Paizo ... paranoia levels skyrocket...

...and I hear it doesn't necessarily get better after the 400th...

:D


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My 9yo was designing a quiver last night... :D


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I toyed with all the above, but with the Technology Guide now, opted not to. :D


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Snorter wrote:
If the game were being built from scratch, and crowdforged among the player base, I'd be pushing for feats that followed function, not form.

You know you *could* write that up as a variant and submit it to a 3pp known to handle variant magic systems...


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Dear Owen,

I hate you.
You talked me into this by turning it on its head this year.
You convinced me I have a chance. So, I'm taking it.

And since I entered, I guess I really DO have more of a chance than I had before entering.

I still hate you. Kinda. Have a cookie.
Sincerely,
Me

(WHEW!! Realized I'd failed to send you hate-mail yet!! Had to fix that!)


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I have allowed a significant amount of time to pass before announcing - I have submitted my item. I refuse to fret, worry, stress, second-guess ... largely because, well, I have a day-job that eats 14+ hrs of my day and needs my attention. BUT! My item has in fact spawned a plethora of thematically-linked items in my mind that I may have to pursue professionally! So that means it is already a good item.

I do blame Owen for dragging me into this. Had he not gleefully announced the 11th-hour twist of item-types, I would have stayed away. But no - with the shift from Wondrous Items to "anything but a Wondrous Item" (not really, I know, but close enough), he convinced me that I was now on equal footing with people who had spent the year prepping a plethora of Wondrous Items to select from for this competition ... we would ALL be scrambling at the last second!

So ... I'm here and it is all Owen's fault. And my wife's, who has told me for years I should try. And my players, who have told me for years how awesome I make their game-sessions. And a pair of awesome gamers who acted as my pit-crew to help me refine and polish. And YOU! Random Pathfinder gamers who are going to eventually give me feedback on my item and help me get better!

This is all y'all's fault ... let the games commence!


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Churchill carried a Mauser C-96 "Broomhandle" pistol in the Boer War. You know ... what they made Han Solo's blaster out of...


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New chapter, blank pages, open spaces... Can't wait to see what you get into next, sir! Best of luck on the move - those are, in my experience, always dicey affairs ... part treasure hunt, part tetris game, part rolling catastrophe (it has ALWAYS rained when I've moved!). And good luck to Jodi!

(and I hadn't realized I'm older than you...)


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"Have you ever slithered with the devil in the pale moonlight?"

The Kobold book looks interesting, and one of my players already wants to play an arcanomechanist. (I managed to typo a great idea - "arachnomechanist.")


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The worst part about talking to my players? "We trust you to take our half-baked ideas and vague dreams and mesh them into something totally cool and FUN!!"

...it's been like that off and on for 20+ years in some cases...


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Thanks, folks! You've given me a *LOT* to think about and to discuss with my players. Mr. Fishy, your list is going to be very useful in helping my players narrow down what they are thinking of when they say "low magic" - thanks for the list of examples.

One of the first questions that came to my mind was did they want to play in a world that had once had a "full spectrum" of magic that disappeared (abruptly/slowly, partially/completely, recently/aeons past) or a world where magic has not yet fully developed. Roleplaying in a world that just underwent a "manaclypse" would be very different from playing in a world on the cusp of choosing between following magic or technology.

I'm getting the impression they want a not-fully-developed growth of magic, with alchemy and alchemists (and magesmith and tinkerer types) being far more common. So for this, I'm liking the concept of "monsters as loot" where you use their body-parts as part of the magic items. Ranger-types can make a great living procuring anatomical samples for study and use.

But knowledge of magic items would have to be...spotty. Arms & armor sure, because killing things is something we seem to know on a base level. Wondrous items because, wow, I need something to do X so I'll figure one out as I go. But because the "rules of magic" aren't yet understood, "stored spells" like wands & potions & such don't exist.

My main caster player loves the idea of having to be more creative with her spell-use, figuring out how to best apply meta-magic feats to her more limited spells in order to get the best use out of them.

I'm thinking a lot of supernatural creatures will not exist, focusing more on "realistic" animal/vermin types. Creatures that take a lot of damage to bring down will be far more common than creatures that need a lot of supernatural/magical assistance to take down.

(I more like the "magic faded/failed/was forgotten" approach, where ancient artifacts still work just fine, but few know anything about making or using them any more.)


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My group has routinely expressed interest in playing a low-magic fantasy campaign, but there isn't any solid consensus as to what, exactly, that entails. So, as I work some ideas from my side (as the uber-storyteller/GM), I thought I'd throw the general question out to the greater Paizo world ... In terms of game-mechanics, how do you see a low-magic fantasy world working? What trouble-spots do I need to pay attention to and plan for ahead of time to keep the game from derailing?

Something I tossed out as an off-the-cuff remark caught their attention and interest - setting the game in something like the Greek Isles around 50AD (ie: the eastern Med as depicted during the events in the New Testament), where there are civilizations, great civilizations, globe-spanning trade-routes, urban sprawls, and vast wilderness areas. No "New World frontiers," as such - plenty of wilderness in everyone's back yards yet. Maybe Bronze Age arms and armor from 3.5's A&EG.

Thoughts?


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Happy birthday! I bought 4 of 6 and strongly urged one of my gamers to buy the 2 I didn't pick up. :)

Thank you for the celebration!!


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Ice cream and a hot brownie.


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Collections of the "#1 with a bullet point" products would be good, grouped in a genius way - by magic school, by use, by race, whatever works out. Naturally, there would be additions and expansions available only in the collections.


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In the immortal words of Cardinal Richlieu, delivered in my best Tim Curry, "That! Can be! Arranged!" (assuming Orthos was referring to a robot monster book...)


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I'm working on two others, but they will likely not be posted until after GenCon. Also, if thread-readers don't mind, I would greatly appreciate it if you'd pass the survey link along to other gamers.


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:thumbsup:
This product has been on my wishlist for quite a while - now it is downloading. Thanks!