Elemental Proofing Paste

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1,123 posts. Alias of George Velez.


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Signed up for the newsletter, Facebook page, and took a look at their website. Now I am waiting to see how this may improve my PF2E games (or not). :)


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After further reflection and research, the information in Dark Archives is not the direction that I want to take in my PF2E Dark Sun campaign (although the Rage of Elements book looks promising), and Psionics is an important aspect of this setting, so I will go ahead and get the books above, and then figure out how to make it work with PF 2E rules later. Thanks for the responses.
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@Omni713, I saved your link for reading and feedback in the near future (within 6 months), when I get into a deep dive of the D&D 3/5/PF 1E Psionics system. :)


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Thanks for the responces so far, I realy like the classes, options, and monsters from these two products, yet hesitent to use them in PF2E if I have to basicaly rewrite everything to work with the new rule set.


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As part of the ongoing “Pathfinder and Starfinder Sale” on DriveThruRPG for the next 9 days (as of this writing), I am interested in picking up Dreamscarred Press Ultimate Psionics and Psionics Bestiary PDFs, and I would like to know if these PF1E products can be use in the updated PF2E rules system, without significant conversion work?
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I already have Dark Archive and will get Rage of Elements in the future, yet for my Dark Sun conversion and homebrew PF2E campaigns, I am interested in a full Psionic ruleset similar to those of the D&D/PF 3.5-3.75 era products, this is the one I am most familiar with.
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I am aware that DSP has a KS campaign for updating Psionics for Starfinder, and that it is basically on hold/life support, so I would like to leave that option of the table for now.


I am interested in running the WH40K Wrath & Glory RPG as soon as I receive my Starter Set box, and I know it includes a few players and adversaries’ tokens (as does the Blessing Unheralded adventure). I verified with Ulisses North America that there are currently no plans for a line of RPG miniatures or token/pawns at this time.
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I own no miniatures from any of the various WH40K table top miniatures or board games, nor do any of my friends. I also can’t afford to pay for many of the miniature box sets that GW currently sells and/or are available on the secondary market for their full tabletop miniature game lines (both the 8th edition units and Kill Team sets), especially when I only need a few figures/units and not full squads or platoons.
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What recommendation do GMs who have had experience with the previous RPG line (Black Crusade, Death Watch, Rogue Trader, Dark Heresy, Only War…) for using as miniatures, pawns or tokens for use in a (physical/face to face) and digital (Roll 20 or Fantasy Grounds) WH40K Wrath & Glory game? (I have a lot of maps, flip maps, and tiles from my various other RPGs I own that I would like to use, not interested in Theater of Mind play). I am open to using proxies, to print out 2D tokens/pawns, to mix and match minis, pawns, and tokens from different game lines as needed.
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In addition, this also applies to any sci-fi board games currently or previously released (GW & non-GW) that contains spaceships & space terrain I can use to play out space battles on a space themed battle map.

Thanks in advance for any assistance with this matter.


Please do not respond to this post, I created a new post with a new tile and re-wording of the above. I find no option that allows me to delete this post.


I am interested in running the WH40K Wrath & Glory RPG as soon as I receive my Starter Set box, and I know it includes a few players and adversaries’ tokens (as does the Blessing Unheralded adventure). I verified with Ulisses North America that there are currently no plans for a line of RPG miniatures or token/pawns at this time.

I own no miniatures for any of the various WH40K miniatures or board games, nor do any of my friends. I also can’t afford to pay for many of the miniature box sets that GW currently sells and/or are available on the secondary market for their full tabletop miniature game lines (both the 8th edition units and Kill Team sets), especially when I only need a few figures/units and not full squads or platoons.

What recommendation do GMs who have had previous experience with the previous RPG line (Black Crusade, Death Watch, Rogue Trader, Dark Heresy, Only War…) for using as miniatures, pawns or tokens for use in a WH40K RPG game? (I have a lot of maps, flip maps, and tiles from my various other RPGs I own and would like to use). I am open to using proxies and mix and match minis, pawns, and tokens from different game lines as needed.

Thanks in advance for any assistance with this matter.


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@stroVal,

The Alternity RPG core rules is available as a physical book (I recently got my copy) and the PDFs are currently on sale. All discussions are basicaly on hold until the Protostar Campaign and Starship books are released next year. Until then, there is not much to say.

Alternity Core Rulebook

Thunder Run Adventure


Update 5/02/18:

5 Classic Types of Starship-Based Campaigns

Updated post to include this article for ideas of running a Sci-Fi campaign based on a starships, good ideas for a group of PCs with a mobile base of operations and freedom of movement.


Update 5/02/18:

Wikipedia List of role-playing games by genre

Updated post to include the above wiki link as source of inspiration for GMs creating their own campaign settings.


ArcKnight's Flat Plastic Miniatures

5/01/2018
Updated post to include the full line of products from ArkKnight, I especially like their Flat Plastic Miniatures as I have participated in both of their Kickstarter's and I am very happy with the minis I received. They complement my existing D&D and Pathfinder minis (tokens,pawns, pre-painted) nicely.


Alternity 2017 RPG link was not included in the OP, my bad for not noticing when I posted (and to late to edit the post).


Kickstarter Battle Mat Book , this looks promising. I will add it to the list as it will have fantasy and sci-fi maps that offer a wide range of possible uses for a GM.


As I wait as the Alternity 2017 RPG game comes together (core rule, starships and equipment supplements) I am already looking for ideas for what miniatures, gaming accessories and online resources I want to use when I run my first Alternity RPG Protostar campaign; this is just a partial list and suggestions are welcomed.

For this list I tried mainly to stay away from well known IPs like Star Wars, Star Trek, Warhammer 40K and other tabletop miniatures lines, focusing more on general purpose use where possible.

I will also be adding links for Sci-Fi campaign/world building articles and online resources soon.

Maps & Tiles:
Paizo’s Starfinder Flip-Map line
Paizo's Pathfinder Flip-Map line

Starships:
0-hr Starship Miniatures
Shapeways Starships Miniatures

Miniatures; Pawns/Tokens:
Paizo’s Starfinder Pawns

Miniatures; Plastic/Metal:
Reaper Bones
Reaper Chronoscope Sci-Fi
Shapeways Sci-Fi

Boardgames:
Nemesis
Zombiecide Invader

Terrain/Scenery:
(TBD)

VTT Support, Roll20:
(TBD)

VTT Support, Fantasy Grounds:
(TBD)

Sci-Fi Campaign & World Building Advice:
(TBD)

Sci-Fi Campaign & World Building Online Resources/Tools:
(TBD)


Now that the playtest is out and people are running the game, is there anyone here who is running a Roll20 or Fantasy Grounds game that is open and looking for players? I have weekends afternoon and nights for playing (EST). :)


Another request for a Landscape GM screen format.

In my past D&D/PF games I would create on a word document and print out the most common modifiers and "need to remember math stuff" that saw the most use by the players in combat, and I would tape that on the player looking side of the GM screen (covering up the art work). This was a better/more practical use of the player looking side of the GM screen for our groups. If this can be made "built in" by default, that would be better.


Good points above on making the new "Big Book of Monsters" contain the monster entries needed to run all existing APs (to the extent possible) as this will make converting PF1 APs to PF2 equivalents a much faster and easier process, while increasing the value of the current line of APs.

After seeing the math/cost on current bestiaries, how many monsters there are in PF1, possible release schedule, importance of a strong book binding, the physical vs. digital book comparisons, and other factors, I would like to add:

1) I would gladly pay $70-$100 for multiple "Big Book of Monsters*" if I know in advance how many will be produced within the first few years of PF2 launch AND that it will be cheaper then buying 4 to 8 books spread over the course of multiple years. * = A strong binding is a must!

2) I would like to hear from Paizo if they can produce different "tiers" of digital monster books at different price points. Something like a low entry digital book for new GMs with only a few basic monsters, a mid range digital book equivalent to the physical book, and a high end digital book for GMs where money is no limit and they want as many monsters as possible.

3) I would appreciate some kind of discount on purchasing a digital "Big Book of Monsters" across different VTT programs so I don't have to pay for the same content multiple times (perhaps this is something that can be created for the new edition as more and more content becomes digital). Just the thought of having to pay for these new PF2 bestiaries PDFs for Fantasy Grounds AND Hero Lab And Realms Work AND Roll20 and whatever other VTT platform I don't know about makes me have a virtual heart attack. ;)


Morrus1 wrote:

Today's Pathfinder 2nd Edition roundup is an eclectic collection of bits and pieces and little hints. A bit on the fighter, a bit on skills, and hints at a new Counterspell.

Link

Linked, looking forward to Friday's update! :)


Erik Mona wrote:
It would make getting more of the existing monsters into the game sooner, but it would also mean $60 monster books, which is worth considering very carefully.

Yes please. :)

Would setting pre-orders for a "PF2 Core Bestiary*" type book help you to gauge interest and feasibility?

*Combining the current PF1 Bestiary's 1-3 or equivalent.


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Erik Mona wrote:
ulgulanoth wrote:
I would hope that the first bestiary contain at least the vast majority of the monsters from the first 3 bestiaries, otherwise the game is going to be too lean.

I'm guessing a truly credible version of that book would be at least 600 pages.

Are you willing to pay $60-70 for such a book?

I'm genuinely interested in people's answers, because to tell you the truth I am strongly considering a base monster reference that is significantly larger than Bestiary 1's 320 pages.

So... don't be shy about your opinions, please.

Yes, in a heartbeat I would pay $70 for a PF2 Bestiary that combines, updates, and adds lore info from the current PF1 Bestiary 1-3.

As a GM, I buy 90%+ of the PF books in my groups, and I am already all in with the playtest physical materials. I would rather pay now ONCE for a massive monster book that allows me to cover all the "core" monsters I need as soon as PF2 is avaialble, then have to buy three monster books (or equivalent) at a lower cost spaced over 1-2 years of releases.

Goblin Squad Member

Lady-J wrote:
i remember reading some where that they were developing a pathfinder mmo(pathfinder online or PFO for short) like how dungeons and dragons has DDO any one know what happend to it?

The game is currently in a slow Alpha development period, a small player base is mostly active over at the Goblinworks forums and on various third party voice coms.

No one posts here in the Paizo forums; that will change in the future when they shut down the Goblinworks forums and migrate over here, somewhere around spring-summer of 2018 I would guess.

For more information you can check the links in the posts above. :)

Goblin Squad Member

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Jim Butler wrote:

Pathfinder Online remains in development. You can currently participate in Early Enrollment by joining at

Pathfinder Online

PFO Roadmap

PFO Forums

-Jim

Links Fixed. :)


PDF not available for purchase yet...


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I hope that in addition to Hero Lab, they release content for Realms Work and Fantasy Grounds as soon as possible.


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Very interesting story and potential for character development.

Really dislike the artwork, for the simple reason that the body armor has a huge weakness in the protection of the abdominal area, and that can potential by a fatal flaw in a combat situation.


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Tentative plans to use SF to run a Dragonstar campaign about a year after the game becomes available.


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Xenologist’s Guide
Revised: 5/31/2017

On the topic of creating new alien species/races for the new Sasquatch Game Studio Alternity game, given the information below, what alien species/races would you like to be able to create/design for you own Alternity campaigns?

To clarify, Sasquatch Game Studios is producing their own new Alternity SF Settings (Protostar & an unnamed 2nd setting) as they don’t hold the licenses to the previous Alternity (1998) settings of Star*Drive, Dark*Matter, Gamma World, StarCraft Adventures, or Star Frontier as these are held by WOTC. While they cannot legally create those races, they most likely can create an online conversion doc, or post the stats for generic aliens that just seem to be familiar and make a natural fit for those settings.

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I would very much like to see a “point-based species creator system” that can be used both to create PC species/races, and monsters/adversaries as appropriate for that setting.

Considering that Alternity is going to be a “tool box” based system that can be used across a variety of SF settings and genres, having a “built from the beginning” system to handle the creation of PC species/races and the monsters/adversary they encounter has many advantages. Among them is having a baseline to judge how powerful, challenging or difficult a species or adversary is (AKA Challenge Rating, Effective Character Level, Threat Level…), as it is based on standardized math it should be possible to incorporate in gaming software like Hero Lab, be consistent across the core rules and any “setting modules” that are released, makes it more likely that TPPs can add to this system in a balanced way, and also makes it easier for GMs like me (who are math challenged) to design species/adversaries in a sound mathematical/logical way, and not based on guesswork.

An example of a point based race creator system is the one from Paizo's Advance Race Guide, but note that this was created YEARS after the core rules, and they had to retrofit the races that already existed, did not pick up as much TPPs support, and wasn’t really expanded upon with additional first party material. I encourage SGS take the opposite approach.

I would like to see the Xenologist Guide have enough point-based species creator options to design a wide variety of races (with at least a basic level of psionics, bio-tech, cyber-tech and the like), and I would not be adverse if additional setting or genre specific options are included in a module where appropriate (examples below):

Core Rules + Mental Powers/Psionics:
Star Wars
Mass Effect
Babylon 5

Core Rules + Fantasy + Magic:
Dragon Star
Shadowrun
Warhammer 40K

Core Rules + Post-Apocalyptic + Mutation:
Gamma World
Fall Out

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References:
Sasquatch Game Studio Alternity

SGS Facebook page

Kickstarter Comments tab

Reddit AMA

GMshoe Q&A

Xenologist’s Guide: What would sci-fi be without aliens for the heroes to encounter, battle, or bargain with? The Xenologist’s Guide expands the selection of aliens presented in the Core Rulebook, providing the GM with scores of new adversaries, threats, and potential allies for the players to meet, each with its own full-color illustration.

Richard Baker Collaborator on April 4
@Christopher -- Possibly, but I think that sort of material might look better as part of the Xenologist's Guide. I'm a lot more comfortable with adding species design as a meaty appendix to another book than theming a whole sourcebook around it. Then again, it's kind of up to our backers, so if that's something you guys tell us that you want, we'll certainly figure out a way to deliver on it.

Sasquatch Game Studio LLC 5-time creator on April 8
For something like a point-based species creator, it's really a matter of taking our own design guidelines and transforming it into a readable and presentable format. It's definitely something we can add to the outline of the Xenologist's Guide - or maybe the core rulebook depending on our space constraints there.
I really like those flat pack minis - it's a great solution for those that want to play with minis but don't want to break the bank and/or spend many weekends painting.

Richard Baker Collaborator on April 13
@ Thomas: We don't have any specific plans for a Perks and Flaws system. I can imagine making some unusual perk-like talents available, but "paying" for those with flaws is territory we're probably not going to explore.

Richard Baker Collaborator on April 24
@ James -- We plan to present at least a reasonable selection of aliens, monsters, and NPCs in the Core Rulebook. Naturally we're hopeful that the Xenologist's Guide unlocks, so that we'll be able to expand that selection immediately. We haven't yet composed the exact list of adversaries we intend to design, so I can't promise that "werewolf" is included. But I would imagine that we'll have aliens built with mechanics that could be borrowed or reskinned as werewolves by a GM who likes to tinker. And we're definitely planning to include some material for cyborgs and psi as part of the sci-fi toolkit offered by the Core Rulebook. So, yeah, I think you could handle Weird Wars with Alternity.

[20:11] <+Twiggly> Are you including archetypical aliens like Grays, Reptilians and Xenobugs?
[20:18] <+SasquatchRich> Twiggly: We’re planning a small selection of species in the Core Rules. We’re deciding now whether it’s better to go with “generic” concepts like Gray, Hulking Monster, Cyborg and leave the details for specific setting books, or go ahead and flesh out full cultures.
[20:19] <+SasquatchRich> I mean, it’s fun to make up interesting alien species with unique cultures and outlooks, but if you’re playing Mad Max that’s wasted page space for you. Tough call for us.

[20:20] <~Dan> You mentioned rules for mutations. Can you say a bit about those? How “gonzo” are they, for example?
[20:22] <+SasquatchRich> RE: mutations . . . fairly modest for the Core Rules. Big crazy mutations are more like superpowers, and superpowers probably belong in their own Alternity expansion.

[–]SeattlePhanSasquatch Game Studio
We're actually debating the question of PC species even as we speak. There are two basic approaches we might use: "generic" species that can then be tuned for a specific setting, or "complete" species that include a fair amount of culture and outlook in the Core Rulebook that might then be adjusted or rewritten in a specific setting. For example, one of our species concepts could be "hulk" (you're a big, strong, scary guy--wookie, weren, bugbear, Valerian miner, we don't care, they all could use similar mechanics). Or we might present the Trahlok, an honorable warrior race from the high-G planet of Trahlos IV. We like elements of both approaches.
As you might have guessed, one of those missing species is a hulk/bruiser race. The other one is still up in the air; I have a notion for an energy being in manifested form, but it's only a notion right now.

[–]SeattlePhanSasquatch Game Studio
RE: question #3: Essentially, the Xenologist's Guide is a "monster manual" for Alternity. We'll present interesting and dangerous aliens suitable for any planet-hopping campaign. Naturally, many (most? all?) will be useful for the Protostar setting, but we don't see this as a Protostar-specific book. We'll probably present monsters as 2-page entries, although simple critters might work 1 to a page.

(Editor’s Note: This quote below is in reply to a request for a conversion doc for races covered under the previous Alternity various settings/IPs.)
[–]SeattlePhanSasquatch Game Studio
We certainly could, although I wonder where that information is best presented -- does it belong in the Core Rulebook if we're not otherwise making use of those species? Maybe it's okay as an appendix. You'd really just be getting the mechanics, but if folks really want that, I imagine we could oblige.


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VTT & Digital Only support
Revised: 5/30/2017

On the topic of Virtual Table Top (VTT) and Digital Only support for the new Sasquatch Game Studio Alternity game, given the information below, what VTTs & gaming software would you like to see made compatible for this game?

For my games, I use the following:

VTTs:
Fantasy Grounds
Roll 20

Gaming Software:
Hero Lab
Realms Work
Obsidian Portal

For Digital Only support, I would like to see SGS take a user & wallet friendly digital approach for ease of use (Cellphone, Tablets, Laptops, Desktops…) compatible with the most popular VTTs (per future surveys, with map and token support), and digital distribution platforms (like Drivethrurpg) and gaming software (like Hero Lab).

A multi-tiered approach that takes the best digital practices of companies like WOTC & Paizo, and with the aim of reaching a wide audience for this game, might be something like this:

-A free online System Resource Document (SRF) with the basic rules needed to play the game.

-A low cost “Hero Guide/lite player rules PDF” that is geared for players who are on a tight budget, primarily use VTTs, and optimized for using on digital platforms like cellphones & tablets. This would contain the basic rules, some pre-gens, game rules examples, and tokens. Anything more than that could be left for the core rulebook (like character creation and complex or optional rules).

-A Core Rulebook PDF, with both color and printer friendly options.

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References:
Sasquatch Game Studio Alternity

SGS Facebook page

Kickstarter Comments tab

Reddit AMA

GMshoe Q&A

RPG Virtual Tabletop

Richard Baker Collaborator on April 4
Two reasons, really. First, it helps contain the cost a bit -- a standard-sized book with the same content would have pushed us toward a $50 MSRP, and we wanted to keep the Core Rulebook a little more accessible than that. Secondly, a digest-size book is a lot friendlier for viewing as a PDF. As you can see, a lot of backers prefer the PDF-only option, so we're trying to keep their table experience in mind.

Richard Baker Collaborator on April 16
@ Jeremy -- We haven't given a lot of thought to a "lite" version yet, other than making a Quickstart Guide available (and as I noted before, we'll tweak that to make sure it aligns with the final rules when we get to that point). A player-focused Hero Guide at a lower price point is an interesting idea. We'll take a look at that.

Sasquatch Game Studio LLC 5-time creator on April 26
@Alex - Yes, we plan to include the maps for personal use in VTTs. Which VTT do you use?

[21:23] <+Teebone> KS comments recently ask about VTTs, how aware of you are on the RPGs being played in all digital format, and how will you support this?
[21:25] <+SasquatchStephen> Very aware of VTTs. We were among the first 5e products on Fantasy Grounds with our Primeval Thule setting, and we’ve made it a priority to do things like layered or untagged maps in the PDF products to help in that regard
[21:27] <+SasquatchStephen> In our next beta survey, we’ll be asking about what sort of VTTs our backers might be using, to get a sense of how many will be playing remotely or with a screen nearby


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Unable to edit OP, additional references on modules & genre below.

Additional references:
RPG campaign settings list

Addition Modules Ideas v2:
Apocalyptic/Post-Apocalyptic
Augmentations (Biotech, Cybernetics, Nanotech, Psionic, Technomagic)
Biotech
Cyberware/Cybernetics
Economic/Trade
Espionage
Fantasy
High Tech (PL 9+)
Horror
Low Tech (PL1-5)
Magic
Martial Arts
Mass Warfare
Mecha
Mental Power/Psionics
Military/Mercenary
Mutation
Mystery/Investigation
Nanotech
Power Armor
Pulp Fiction/Noir
Robotics
Science Fantasy
Secret Societies/Conspiracies
Social Interaction
Space Opera
Special Ops/Black Ops
Steampunk
Superhuman/Superhero
Supernatural/Paranormal
Technomagic
Time Travel
Transhuman
Virtual Reality/Cyberspace
Xenobiology

SF Settings Examples (Core + X) v2:
2300 AD
9th Generation
After the Bomb
Aftermath
Albedo
Babylon 5: Starships + Social Interactions + Mystery/Investigation
Battlelords of the 23rd Century
Blackwatch
Blue Planet
Bubblegum Crisis
Buck Rogers XXVC
Centauri Knights
Conspiracy X
Continuum
Cthulhu Tech
Cybergeneration
Cyberpunk 2020
Cyberspace
Dark*Matter
Darwin’s World
Dawning Star
Deadlands
Diaspora
Doctor Who (various)
Dragonstar: Starships + Fantasy + Magic
Eclipse Phase
Engel
Etherscope
Ex Machina
Fading Suns
Faith
Fallout/Wasteland: Post-Apocalyptic + Vehicles + Mutations
Fringeworthy
FTL 2248
Gamma World
Gear Krieg
GURPS Infinite Worlds
GURPS Planet of Adventure
GURPS Terradyne
GURPS Transhuman Space
Halcyon
HALO
Heavy Gear: Starships + Mecha
Incursion
Jeremiah
Jorune
Jovian Chronicles
Judge Dreed
Kromosone: Biotech + Espionage + Transhuman + Economic/Trade
Legionnaire
Living Steel
Mach The First Colony
Macross II
Mass Effect: Starships + Mental Powers+ Social Interactions
Mechwarrior: Starships + Post-Apocalyptic + Mecha
Mekton
Metamorphosis Alpha
Multiverser
Mutant
Mutant Chronicles
Mutazoids
Neuroshima
Paranoia
Pax Draconis
Phoenix Command
Prime Directive
Reich Star
Rifts
Rifts Chaos Earth
Ringworld
Robotech
Second Dawn
Serenity: Starships + Low Tech
Shadowrun: Fantasy + Magic + Espionage + Cyberware + Virtual Reality/Cyberspace
Shatterzone
Shock Social Science Fiction
Skyrealms of Jorune
SLA Industries
Space 1889
Space Infantry
Space Master
Space Opera
Spaceship Zero
Splicers
Starfinder
Star Frontiers
Star Hero
Star Trek (various)
Star Wars (various): Starships + Mental Powers + Robotics + Military/Mercenary
Star*Drive
Stargate SG-1
Starship Troopers: Starships + Power Armor + Biotech
Starships & Spacemen
Systems Failure
Tales from the Floating Vagabond
The Confederate Rangers
The Mechanoid Invasion
The Metabarons
The Morrow Project
The Robotic Age
Time Lord
Tokyo NOVA
Transhuman Space
Traveller
Traveller 2300
Tribe 8
Trinity
Twilight 2000
Uncharted Worlds
Underground
Universe
Warhammer 40K/General: Starships + Horror + Magic
Warhammer 40K/ Black Crusade
Warhammer 40K/ Dark Heresy
Warhammer 40K/ Deathwatch
Warhammer 40K/ Only War
Warhammer 40K/ Rogue Trader
Worlds of Rage
Wraeththu
XCOM: Special Ops


Steelfiredragon wrote:
you also forgot landing gear

Indeed I did forget the landing gear, not all starships are designed for planetary landings​. I will include this in any future updates.


David knott 242 wrote:
As for Torag being missing -- I think they did this to reduce Dwarves to minor race status because of their malaise over his disappearance. The Starfinder setting would otherwise be tailor made for Dwarven dominance.

What do you mean by that last sentence? Elaborate please. :)


For additional ideas of what kind of SF settings can be an inspiration for running a game with the new Alternity RPG (and to spark ideas of what kind of modules would be useful), I would recommend taking a look here: Wikipedia RPG by Genre .


Fardragon wrote:

I'm assuming that cargo space costs "ship points" as well as guns. So if the players want to start with good weapons on their ship they will have less cargo capacity (or less manoeuvrability or less speed).

A "default" starter ship would probably be light freighter with a single beam turret and no missiles, but there are a wide range of possibilities depending on what story the GM is planning on telling.

This is very much what I think will make a good "default Tier 1" starting ship for an adventuring party. An armed light freighter, with enough "ship points/hard points" or its equivalents to be upgraded as needed.

Basic ship module layout?
Bridge + Life Support + Crew Quarters + Cargo Bay + Engineering (STL/FTL Drives) + Weapons (MK1 Lasers & MK1 Missles) + Defenses (MK1 ECM & MK1 Shields & MK1 Armor)

Starting Enhancements/Upgrades*:
Armory, Machine Shop/Fabrication Shop, Laboratory, Research Lab, Meditation Chamber (for spell casters), Holding Cells, Cloaking Field/Device, Medical Bay, Additional Crew Quarters, Extra Fuel Capacity, Speed/Maneuverability Boosters, Smuggling Compartments, Training Room, Entertainment Room, Breeding Room...

*Not including obvious upgrades of electronics, offensive and defensive starship systems.


@Lord Fyre,

The Serenity, an unarmed Firefly class transport, is not a good example in my view for an "adventuring party" type starship. It lacks many systems to handle the types of encounters PCs are most likely to get involved with, as it's a dedicated cargo transport ship.

The Millinium Falcon on the other hand is a highly customised combat ready light transport that is definitely something a small party of PCs can put to good use. If they are willing to sacrifice cargo space, additional room can be made for further upgrades like additional sleeping quarters, a full med bay, a laboratory and an armory. This ship class is designed to be highly customised, and the above upgrades would make it even better equipped to handle the most likely situations a Spacefaring Adventure Party (tm) will get into.


@Tom Kalbfus,

Can you kindly move discussions of velocity rules to a separate thread as it doesn't directly​ pertains to the thread subject? Thanks :)


Given the recent SF information updates, anyone has any additional "modules" or "system" they think would be use for starships geared for small adventuring parties?


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Alternity Licenses & Third Party Publishers (TPPs)
Revised: 5/24/2017

On the topic of licenses and Third Party Publisher (TPPs) support for the new Alternity game, given the information below, what TPPs would you like to see produce additional content for this game?

To clarify, Sasquatch Game Studios is producing their own new Alternity SF Settings (Protostar & an unnamed 2nd setting) as they don’t hold the licenses to the previous Alternity (1998) settings of Star*Drive, Dark*Matter, Gamma World, StarCraft Adventures, or Star Frontier as these are held by WOTC.

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References:
Sasquatch Game Studio Alternity

SGS Facebook page

Kickstarter Comments tab

Reddit AMA

GMshoe Q&A

Do you guys have the necessary rights to make this game?
We do, but it’s worth a bit of explanation about what those rights are. Sasquatch Game Studio has registered the trademark to the Alternity game (the old trademark has been abandoned for many years). Any copyrighted material associated with the 1990s version of the game still belongs to the previous publisher. However, the beauty of making a science fiction roleplaying game is that there’s a natural instinct to create anew rather than look to the past, and we intend to fully indulge that instinct. We have exciting new worlds to share with our new version of the Alternity game.

Sasquatch Game Studio This Kickstarter is for a completely new and stand-alone Alternity. We have original Alternity designers Rich Baker and Bill Slavicsek on board, and we take inspiration from the old game, so some elements may seem familiar, but this is a new endeavor.
· April 4 at 1:36pm

Richard Baker George Velez In discussion we just call the version we're working on Alternity. When we refer to the 1998 version we say things like "the original game" or "the old Alternity."
· January 19 at 11:41am

Richard Baker Collaborator on April 4
Hi, Christopher -- Thanks for the kind words! The short answer to your question is that the races from the 1997 game are still under copyright, and we'll need to create a new assortment of interesting aliens for our new game. We can certainly present sasquatches, grays, cyborgs, etc., but we want to respect other folks' property, so we can't just pick up and use the older stuff.

Richard Baker Collaborator on April 4
@Troy -- No, not directly. You'd need to do a little conversion work. That's pretty much the nature of the beast: The only folks who can keep publishing old Alternity material are the folks who haven't published any since 2001. We want to take this opportunity to make exciting new material for a game with updated mechanics inspired by the scope, vision, and play of the original. To put it another way, if we're not doing new material, there's not much reason to do it at all. But we'll certainly look for ways to offer good conversion advice and help you update any of the older stuff you want to.

Richard Baker Collaborator on April 5
@ Trentin -- Yes, we plan to investigate some options for 3rd party use of our system. There are a couple of ways we could go -- but first things first, we want to put together the best game we can before we invite folks to publish their own stuff with it.

Richard Baker Collaborator on April 16
@ Sean -- We certainly won't make Alternity into a OGL-based d20 game; we've got different things we want to do with this system.
Now, one thing we *have* been hearing is that people are interested in the question of whether or how we'd support third-party publication of Alternity material. We might make an open license of our own available, or we might follow Pinnacle's model with Savage Worlds and make a non-open license available to folks who ask and play nice.

Sasquatch Game Studio LLC 5-time creator on April 21
@David - the copyright to the old settings remains with the previous publisher, so they won't make a direct return. We are instead creating our new Protostar setting (and maybe more settings depending on our stretch goals), and with a couple of the minds behind the original settings on board, we'd like to think that if you were a fan of those settings, you'll be a fan of the new stuff, too.

[–]SeattlePhanSasquatch Game Studio
The short answer is that we're staying away from anything that ought to trouble Wizards; they allowed the trademark registration to lapse a long time ago, and we're steering clear of anything that's their copyright. The longer answer is that we still have friends and former colleagues inside the "ivory tower." I've talked to a few who are excited for us and are happy to see Alternity return, but I couldn't really say that represents an official stance. Wizards isn't endorsing us, but I wouldn't expect them to. That make sense?

[–]dmshoeSasquatch Game Studio
We'll be engaging many artists to get Alternity illustrated. Can't speak for RK post directly, but some you'll recognize, some will be new. We've got a good working relationship with many artists that we've known since our WotC days.
Also - copyright of earlier Alternity works (novels, settings) remains with its owner, we assume in this case Wizards.

[–]SeattlePhanSasquatch Game Studio
And, for the second part of your question . . . a few years ago I kicked the tires (so to speak) on what a straight-up license might look like. It would take a pretty sincere royalty or guarantee structure and a business plan that would push Sasquatch into trying to be something we might not be ready to be. Plus, we think that we can build some compelling new content of our own. So, I would certainly be happy to entertain the notion if it fell into our lap, but for now I'm excited about building new worlds!
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This is my list of TPPs and licenses I would like to see work something out with SGS and their new Alternity game.

Third Party Publishers (TPPs)
Ronin Arts: d20 future
Dreamscarred Press: Ultimate Psionics
Kobold Press: Just because I like the company. :)
Louis Porter Jr. Design: d20 Modern/Future
Paizo: Pawns

Licensed IP Wishlist:
Bioware: Mass Effect
FASA: Crimson Skies
Mongoose Publishing: Babylon 5
WOTC: Star Frontier


1 person marked this as a favorite.

Fantasy:
D&D 5E: Low rules complexity, easy to GM, great to teach new players

Pathfinder: Moderate-high rules complexity, allows great customization/options for GMs & Players, allows you to create any fantasy campaign you can imagine

Space Fantasy

Starfinder: Pending game release, but looks promising for me to be able to finally run a decent Dragonstar and WH40K campaign.


Additional Questions:

How does initiative differ from original Alternity?
Can I keep up with Alternity 2017 development if I missed the Kickstarter?


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Unable to edit OP, additional references on modules & genre below.

[19:49] <+xyphoid> so the tagline is ‘modular’ – how does that work
[19:52] <+xyphoid> like, SF is one of the hardest areas to do generic games in because a ruleset that works well to support your Culture game is going to be pretty rough for your Greg Egan game
[19:53] <+SasquatchRich> RE: Modular . . . we think that one of the powerful uses of the Alternity game engine is to model a wide variety of SF genres and stories . . .
[19:54] <+SasquatchRich> So we’re building a game that invites the GM to use or set aside rules sub-systems to get just the flavor of SF he’s shooting for . . .
[19:55] <+SasquatchRich> Elements like cyber-tech, psionics, starfighter dogfighting rules . . . maybe you want ’em in your game, maybe you don’t. Use the modules you want, leave others for your next campaign.
[19:55] <+xyphoid> for example, let’s say we’re doing a pure exploration and research game with no combat, is it going to support that well?
[19:55] <+xyphoid> can i ignore classes, for example, if they don’t make sense?
[19:56] <+SasquatchStephen> xyphoid – sure. you might have just survivor, expert, and leader PCs
[19:58] <+SasquatchRich> Xyphoid, we agree. The challenge is building in “sockets” so that you can “plug in” psi rules (for example), without necessarily making exhaustive psi rules something everyone has to deal with.
[20:05] <+SasquatchRich> Will: That’s where those “sockets” come into play. We want to make sure that the “stub” of systems like Psionics, Mutations, Cybertech, Alien Artifacts are covered in the Core Rules, so that you’ll see how they work together if they’re all in play.
[20:07] <+Will> So the sockets are balanced such that if you have psi and mutations in play, it balances with a game with neither in play?
[20:08] <+SasquatchRich> Will: A character who invests big in psi shouldn’t be better than a character who doesn’t; they’re spending the same amount of character-creation resources…

[20:05] <+xyphoid> you talk about campaign design covering genres – what kind of SF genres are you covering?
[20:07] <+SasquatchRich> RE: Genres . . . space opera, exploration, post-apocalypse, near-future espionage, alien horror, all that stuff should be pretty accessible with our Core Rule set…
[20:09] <+SasquatchStephen> Xyphoid – we’re launching with Protostar, a medium future, hard SF setting
[20:10] <+SasquatchStephen> and we’ve also already published Thunder Run with our Quickstart Rules, which is set in a Mad Max-style post apocalyptic world.


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-Biotech
-Cyberware/Cybernetics
-Nanotech

After some consideration, I think that having three separate modules that cover in detail different types of Augmentations to organic beings might be too limited and/or costly.

-Augmentations (biotech, cybernetics, nanotech)

I believe a combined module that covers all types of augmentations would be more useful and cost effective, what do others think about this?


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Alternity 2nd Setting
Revised: 5/23/2017

On the topic of what will be the second setting for the new Alternity game, given the information below, what would you like to see as options for the second official setting?
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References:
Sasquatch Game Studio Alternity

SGS Facebook page

Kickstarter Comments tab

Reddit AMA

GMshoe Q&A

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$55,000: When we get this far, we'll create a new set of adventures set in another brand-new setting. We'll get your feedback on the genre - whether it's dark alien conspiracy, post-apocalyptic wastelands, or some other cool universe, and make an episodic adventure anthology based in that setting. Much like the Protostar Mission Guide, this stretch goal will be Season 1 of a brand new story!

Richard Baker Collaborator on April 19
@ Abhishek: Regarding Thunder Run, it's one of the strong contenders for Setting 2, but we're not quite ready to announce that stretch goal. (First things first: let's fund!) We plan to solicit some backer input about what that second setting ought to be when we put it on the board -- there are a zillion things we *could* do for a second setting, after all.

Sasquatch Game Studio LLC 5-time creator on May 3
@Sean - We've got a couple of settings that we'll pitch to backers, and let you vote on which one you'd like to see. The pitches are informed to a degree by the responses we've had on our beta test survey, where we'd asked what sort of sci-fi genres Alternity should be used for. While there is a range of responses, a few stood out, like post-apocalyptic setting, alien conspiracy/Dark Matter, space opera, and cyberpunk..

Richard Baker Collaborator on May 9
@ Teebone: We're still investigating some post-Kickstarter management tools for pledge adjustments, "slacker backers," and so on. Really just waiting on a little more information from a vendor or two. We've also got a plan for the setting 2 voting process. So, nothing to report *today*, but we should have some news soon!

[–]dmshoeSasquatch Game Studio[S] 2 points 26 days ago
Thanks for backing!
1. Conceptually, we're looking at the Protostar Mission Guide as a series of episodic adventures that comprise a "season" of story. Season 1 is part of the funded kickstarter, and will have 6 to 8 episodes within it. Season 2 would be the next series of adventures set in that universe.
2. We definitely want to show off the breadth of the Alternity system with a second campaign setting, and it is essentially an unannounced stretch goal. We'd probably lean toward post-apocalyptic or alien conspiracy for the genre, but we're also going to get feedback from backers to see if there's a general preference there we can satisfy.

[–]SeattlePhanSasquatch Game Studio 3 points 26 days ago
I had a ton of fun writing up that adventure . . . and the pregens, too. I'm not sure Eastern Washington is "big" enough for a post-apocalyptic setting, but it was fun to write about places I'd actually driven through. In the campaign pitch video, Steve suggested Mad Max on a planet with alien ruins . . . that sounds like a blast to me!

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For the second setting I would like to see one of the following:

A) A future post-apocalyptic collapse of an interstellar empire due to a galaxy wide event (a devastating interstellar or civil war where WMDs were used indiscriminately, an alien invasion from another dimension that wasn’t stopped, a machine uprising where the organics lost…), and where the survivors struggle to rebuild (on a planetary and system wide scale).

Key elements will be the collapse of society, the loss of technology, environmental devastation, competition for scarce resources, terror of things that go bump it the night, and the struggle to fight back against hopelessness/despair and to rebuild.

Base Modules: Core + Starship + Vehicles
Setting Modules: Apocalyptic/Post-Apocalyptic + Low Tech + Horror +Mutation

B) A future galactic scale “multiple empires on the brink of war” setting, where no one wants to be the first to shoot/get ganged up on/loose profits, so everyone fights their war in the shadows with “deniable assets”.

Key elements will be an emphasis on politics, economic rivalries, espionage, black-ops missions, threat of major war, a high degree of augmentations (cybernetics, biotech, nanotech), computer technology (Matrix) and powerful competing corporate/alien empire power blocks.

Base Modules: Core + Starships + Vehicles
Setting Modules: Social Interactions + Espionage + Special Ops/Black Ops + Virtual Reality/Cyberspace + Augmentations (Cyber, Bio, Nano)

I have no interest in Alien Conspiracy/Secret Societies themes (X-File, Dark Matter), Space Opera themes (Star Drive, Star Wars, Star Trek) or Science Fantasy themes (Numenera, Starfinder, Shadowrun, Dragonstar, Warhammer 40K) as a second campaign setting.

Anything else I can design my own campaign setting with the tools that Alternity RPG will provide or I can already get from another SF RPG already on the market that is tied to that IP specifically.


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Unable to edit OP, additional references below.

[19:53] <+SasquatchRich> RE: Modular . . . we think that one of the powerful uses of the Alternity game engine is to model a wide variety of SF genres and stories . . .

[19:54] <+SasquatchRich> So we’re building a game that invites the GM to use or set aside rules sub-systems to get just the flavor of SF he’s shooting for . . .

[19:55] <+SasquatchRich> Elements like cyber-tech, psionics, starfighter dogfighting rules . . . maybe you want ’em in your game, maybe you don’t. Use the modules you want, leave others for your next campaign.

[19:58] <+SasquatchRich> Xyphoid, we agree. The challenge is building in “sockets” so that you can “plug in” psi rules (for example), without necessarily making exhaustive psi rules something everyone has to deal with.

[20:05] <+SasquatchRich> Will: That’s where those “sockets” come into play. We want to make sure that the “stub” of systems like Psionics, Mutations, Cybertech, Alien Artifacts are covered in the Core Rules, so that you’ll see how they work together if they’re all in play.

[20:07] <+SasquatchRich> RE: Genres . . . space opera, exploration, post-apocalypse, near-future espionage, alien horror, all that stuff should be pretty accessible with our Core Rule set…

[20:08] <+SasquatchRich> Will: A character who invests big in psi shouldn’t be better than a character who doesn’t; they’re spending the same amount of character-creation resources…

[20:22] <+SasquatchRich> RE: mutations . . . fairly modest for the Core Rules. Big crazy mutations are more like superpowers, and superpowers probably belong in their own Alternity expansion.

[20:53] <+SasquatchRich> That might be one of those modules we were talking about — not clear that it needs to be part of the core rules set, but as part of a specific mecha-focused setting it would be pretty cool.


Alternity 2017 FAQ
Revised: 5/21/17

On the topic of common questions for the new Alternity game, do you have any additional questions you recommend be added to the list, so I can submit them later to SGS for some answers?
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References:
Sasquatch Game Studio Alternity

SGS Facebook page

Kickstarter Comments tab

Reddit AMA

GMshoe Q&A
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Is this a 2nd Edition of the game?
How does the damage/would system differ from the original Alternity?
Will the new version of Alternity be compatible with the rules and setting books of the original Alternity?
Will you be providing a conversion document between the different rules editions?
Will you be supporting the races and campaign settings (Star* Drive, Dark Matter...) of the original Alternity?
If no, will you be providing conversion rules so we can use them in the new Alternity?
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Why a roll high mechanic instead of roll low mechanic as in the original game?
What are the classes and races that come in the core book?
If it has levels, what is the level cap?
Will it have equivalents to feats, advantages/disadvantages, perks/flaws and the like?
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Will you be providing VTT support?
Will you be providing a license for Third Party Support (TTP)?
Will you be providing PDFs and POD options?
Will you be providing low-cost entry options for players (like a free System Resource Document online, a $5 Hero Guide PDF, and a $10- $20 Core Rules PDF)?
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What modules will you be creating in addition to the core rule module?
Will you be creating a new version of the Arms & Equipment Guide from the original Alternity?
Will you be doing open playtests for the core rules, rules supplements and modules?
Will you be adding a Species Creator point based racial creation system in the Xenologist’s Guide?
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What forms of feedback and communications will you keep open with backers?
Will you be going to GenCon 2017?
When the KS in over, will you be using BackerKit?
Will you be making a EU friendly option for the KS?


Alternity Modules
Revised: 5/21/2017

On the topic of modular rules designs for the Alternity game, given the information below, what additional modules would you like to see considered for development?

What other SF setting examples would you describe as (Core Module + Additional modules) that would provide GMs with the tools needed to run that type of game?
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References:
Alternity Design Blog #7: Modular Design

SGS Facebook page

Kickstarter Comments tab

Reddit AMA

GMshoe Q&A

Sasquatch Game Studio
The core book would have everything you need to run a game, but there are some aspects of the original Player's Handbook that might wait until a new module to expand upon. For example, while we'll touch on things like cyberpunk style hacking, mutants, or psionics, we'll save in-depth expansion of those rules to later modules or settings where they are appropriate. And some stuff gets its own book -- like ship design, which gets the Shipyard book, and alien/adversary design, which will be in the Xenologist's Guide.
· Reply · May 3 at 4:19pm

Richard Baker Collaborator on April 5
@ Thomas -- I think we need to support some amount of psionics/mindwalking/ESP in the core game, just because so many great sci-fi stories feature characters or aliens with mental powers. (Heck, we put a psychic alien in our Quickstart Guide adventure.) Diving into an extensive treatment of all things psionic is probably something that we'd save for a supplemental sourcebook. That's one of those modular elements of the system: It's suitable for some games but not all.

Richard Baker Collaborator on April 12
@Lee -- I think that a serious transhuman focus probably demands some dedicated source material (it's a rules module, like a big esper or mindwalking focus would be). But I think we want to provide enough building blocks that people interested in that sort of setting could use the Core Rulebook to explore post-Singularity adventure. At some point we'll have to prioritize, of course -- but we hope to engage with our backers as the campaign concludes to find out what priorities you all would like us to set.
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Alternity RPG Modules (Blog #7):
Core (ground combat, basic tech interactions, simple interpersonal stuff)
Starship [Capital Size; Enterprise]
Starship [Smaller Size; Serenity]
Vehicle

Addition Modules Ideas:
Apocalyptic/Post-Apocalyptic
Biotech
Cyberware/Cybernetics
Espionage
Fantasy
High Tech (PL 9+)
Horror
Low Tech (PL1-5)
Magic
Martial Arts
Mass Warfare
Mecha
Mental Power/Psionics
Military/Mercenary
Mutation
Mystery/Investigation
Nanotech
Power Armor
Pulp Fiction/Noir
Robotics
Science Fantasy
Secret Societies/Conspiracies
Social Interaction
Space Opera
Special Ops/Black Ops
Steampunk
Superhuman/Superhero
Supernatural/Paranormal
Time Travel
Transhuman
Virtual Reality/Cyberspace
Xenobiology

SF Settings Examples (Core + X):
Babylon 5: Starships + Social Interactions + Mystery/Investigation
Battletech 3025 era: Starships + Post-Apocalyptic + Mecha
Dragonstar: Starships + Fantasy + Magic
Fallout/Wasteland: Post-Apocalyptic + Vehicles + Mutations
Heavy Gear: Starships + Mecha
Mass Effect: Starships + Mental Powers+ Social Interactions
Shadowrun: Fantasy + Espionage + Magic + Cyberware + Virtual Reality/Cyberspace
Star Wars: Starships + Mental Powers
Starship Troopers: Starships + Power Armor + Biotech
Warhammer 40K: Starships + Horror + Magic
XCOM: Special Ops


@Steelfiredragon,

Thanks for the correction, I was indeed referencing a Bridge, not Cockpit.

+1 to the other systems​/components


There are a lot of good ship classes and references to many Science Fictions IPs, when I have time, I would like to organize the ships here into some kind of reference for a future blog or post.

I learned about a lot of ships I have never heard of, special thanks to everyone who included a link in their posts. :)


There are a lot of good ideas for Starships in that thread, here,
and also over here on page 2 where the thread diverts to the topics of automation and crew sizes.

With the release of the SF rules soon, I have been giving some thoughts on the subject of what kind of "hero ship" I would like to have my future PCs use, that is appropriate for adventurers/freelancers/private contractors and the like, for a PC group in the 3-6 size range.

Some kind of small starship (frigate size?), suitable for independent operations, with decent weapons, shields, armor and defense systems, an electronics suite (sensors/targeting/communications), a solid level of automation & ship AI, and "starship modules" that will help them in achieving their quests/missions.

Without having the starship construction rules on hand, this is just a starting point, but I would like to see something along the lines of:

Key Starship Modules:
Cockpit, Sensors, Life Support, Cargo Bay, Engines
Weapon Systems, Defensive Systems/External, Defensive Systems/Internal

Mission Specific Modules:
Gunnery Stations, Drone Bays, Shuttle Bays, Meditation Chambers (for spellcasters), Machine Tools Workshop, Armory, Medbay, ECM Module, Science Lab, Holding Cell, Xeno Lab, Training/Exercise room, Research Lab... and so forth.

What other systems/modules would be of use for the races, classes and themes already described for Starfinder, and that is geared for the type of adventures/quests/missions that a space faring adventuring party of 3-6 PCs is most likely to get involved with?


David knott 242 wrote:

The lack of automation is a relic of the time when the original movies were made. The impact of future technology on our everyday lives was tremendously underestimated back then.

More recent SF properties like Mass Effect and Halo seem to employ a higher level of automization and AI use, even Babylon 5 and the revised Star Treck movies seems to do the same.

What other modern SF IP implies more computer/AI less meatbags for running starship functions?


2 people marked this as a favorite.

Like it, just a hint of Shadowrun and Bladerunner to get in the right SF mood. ;)