
Valegrim |

Hmm; evil and wishes; could be fun....
Heathansson wrote:Yeah. Can you fieldstrip a Gwaziringian Chainblaster with 12 positronic railguns in under 15 seconds?Don't need one of those overated squirt guns, when you got as much super-awesomeness as me, companys that make those kinds of toys come to people like me for endorsements.
I'm so evil that the Legion of Super-Villains puts me down as a reference on their resume.

EileenProphetofIstus |

One problem you might have is powerful players interacting with much weaker players; specifically, what do weaker character do in an adventure with super tuff ones. Weaker characters feel unnecessary and unneeded and high power ones can deal with weak villians that would be challenge for the lower power characters.
everyone wants to feel that they contribute to the game; but like superman has said during numerous attempts to start the Justice League; he just doesnt need anyone else; they slow him down; and they get hurt.
team up superman, green arrow, and green lantern; and what is the archer going to do; not much. Aquaman wouldnt fair much better; team up wonderwoman; supergirl and that cowboy with the six shooters and well; he is just there for the commentary.
I am not saying these team ups wont work; several of the justice league stories have been about this very same issue; I would recommend watching them. It is important in a game to have the player feel like his character is getting development and play time; now, I think you will do and excellent job in this and have ever confidence in you; hehe, I am thinking you probably will need to explain to your players for their benefit that you are going to have challenges for each player regardless of the disparity in power level that is played; then find a way to make it stick. Disadvantages is a good way of doing this; but not a great way. If superman needed batman to get rid of kryptonite in every fight; well, that would get tiresome.
just food for thought; hehe and as much as you think about gaming; might just be snack crackers and cheese :)
Excellent point of discuession. So what do you other folks do in your superhero games to handle this problem? Do you mix power levels of characters or do you keep them all the same to avoid the issue?

EileenProphetofIstus |

Valegrim wrote:Hmm; evil and wishes; could be fun....Ok, I'll take you up on your evil wishes Mr. Magical Man. I wish Eileen was dead! I think she is a brat, makes my life difficult and she is always whining about something. Now that I have that out of the way, I can easily take over the world.
Just ignore her Valegrim. She has always had an identity crisis. It is for this very reason that she acts out for attention. Don't let her evil ways seduce you!

Freehold DM |

One problem you might have is powerful players interacting with much weaker players; specifically, what do weaker character do in an adventure with super tuff ones. Weaker characters feel unnecessary and unneeded and high power ones can deal with weak villians that would be challenge for the lower power characters.
everyone wants to feel that they contribute to the game; but like superman has said during numerous attempts to start the Justice League; he just doesnt need anyone else; they slow him down; and they get hurt.
team up superman, green arrow, and green lantern; and what is the archer going to do; not much. Aquaman wouldnt fair much better; team up wonderwoman; supergirl and that cowboy with the six shooters and well; he is just there for the commentary.
I am not saying these team ups wont work; several of the justice league stories have been about this very same issue; I would recommend watching them. It is important in a game to have the player feel like his character is getting development and play time; now, I think you will do and excellent job in this and have ever confidence in you; hehe, I am thinking you probably will need to explain to your players for their benefit that you are going to have challenges for each player regardless of the disparity in power level that is played; then find a way to make it stick. Disadvantages is a good way of doing this; but not a great way. If superman needed batman to get rid of kryptonite in every fight; well, that would get tiresome.
just food for thought; hehe and as much as you think about gaming; might just be snack crackers and cheese :)
A very good point, but if there is one things I learned from the Legion(and not from Justice League), it's that you should never count a legionnaire out. Shrinking Violet has taken out villains that someone else with her powers would never have a chance of hurting, espeically when one of the writers made her a close-combat expert. The same goes for Duo Damsel/Triplicate Girl, especially in the current story arc- one person with a gun is intimidating, three people with high powered rifles aimed at your head from different angles a mile away are utterly frightening. It's not something you see in Justice League much, but like you implied, there are times when Superman is either someplace else, hit over the head with a kryptonite baseball bat, or just plain out of action(hit with a magic missile, etc).
And btw, the guy with the sixshooters is Vigilante, and he's a damn cool character- I'm glad they put him in the cartoon series, he is a very underused character. I heard a rumor that it was supposed to be blue beetle and booster gold in there instead of Atom Smasher, Shining Knight, and Vigilante, but I'm glad they went with this trio. Just because you aren't superman, batman, or wonder woman, doesn't mean you can't throw down just like them when you have to.
Valegrim |

Ah; seduction; the stuff of intrigue. I cannot grant a wish like that; for there is no death only the perception of yea weak mortals of an errant flow of time and energy. Death, then, is the lack of perception of the flow of soul energy manipulating a fleshy mask; and this; you no long perceive each other; your wish granted; others may tell of your deed; you yourselves cannot see or hear each other; it is done.
<Eileen; go over the the pbp homebrew and post please :) >

Evil Twin of Eileen |

Ah; seduction; the stuff of intrigue. I cannot grant a wish like that; for there is no death only the perception of yea weak mortals of an errant flow of time and energy. Death, then, is the lack of perception of the flow of soul energy manipulating a fleshy mask; and this; you no long perceive each other; your wish granted; others may tell of your deed; you yourselves cannot see or hear each other; it is done.
Ok, so your not so all powerful. Rather than killing her how about simply ending her bodily functions such as respirations and pulse. See I can compromise!

Evil Twin of Eileen |

how about a nice slowly degenerative magical disease that eats away at her heart and soul, but leaves the body a strong empty shell ready for other uses; with a wish this could be done to feed you with that tapped energy?
Nah, she doesn't deserve such a kind treatment. No, I'm telling you, she's a real pain in the arse, has been ever since we were born in that laboratory. Mommy's favorite ya know. Most boring person I ever met. Thinks everything is roses and she is all that and then some. Don't understand how you could possibly be sticking up for her. Honestly, if it's her look, well, she's just a poor copy of carbon. If you want the real deal, look no further than your truly. Any energy she has is a waste.
Quick, lightning bolt, fireball, do something......Heath, Revenge will be mine. HAHAHAHAHAHHAHAHAHAHHAHAHAHAHHAHAH!

Evil Twin of Eileen |

how about a nice slowly degenerative magical disease that eats away at her heart and soul, but leaves the body a strong empty shell ready for other uses; with a wish this could be done to feed you with that tapped energy?
What other use could you possibly have with her empty, souless body?

Freehold DM |

Freehold DM wrote:I hate to say this, but evil clones, FTW. Unless she has that evil parallel universe goatee. In which case, women without facial hair, FTW.Thats because your stupid! I'd explain to you but I don't want to. Besides Freehold DM can explain it better.
FTW = for the win. Overall positive endorsement of whatever idea/statement/group precedes the acronym.
Many evil twins are known to have lush, thick goatees and thin, arched eyebrows. Goatees do not look good on a woman.

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Excellent point of discussion. So what do you other folks do in your superhero games to handle this problem? Do you mix power levels of characters or do you keep them all the same to avoid the issue?
The Buffy the Vampire Slayer RPG, a game based on a show where the main characters include a Vampire Slayer (super-strength, fast healing, tough, innate combat skills, super-agility, prophetic dreams and super-senses), a Witch (can do just about anything, but usually not terribly reliably), a Librarian and an Average Schmoe, handles this by giving the non-super people a certain amount of 'luck' or some extra 'hero points' over the higher-powered individuals.
Using this sort of mechanic, Superboy or Mon-El might have many times the power of Duo Damsel or Karate Kid, but Lu and Val would get some extra points that allow them to re-roll misses, avoid crippling injuries (by re-rolling saves perhaps) or even come up with unique ways to use their powers, depending on the system.

Evil Twin of Eileen |

Evil Twin of Eileen wrote:Freehold DM wrote:I hate to say this, but evil clones, FTW. Unless she has that evil parallel universe goatee. In which case, women without facial hair, FTW.Thats because your stupid! I'd explain to you but I don't want to. Besides Freehold DM can explain it better.FTW = for the win. Overall positive endorsement of whatever idea/statement/group precedes the acronym.
Many evil twins are known to have lush, thick goatees and thin, arched eyebrows. Goatees do not look good on a woman.
Agreed they do not! In this case it wasn't a "Mirror Mirror" situation, it was a cloning experiment that went wrong. Only I should have survived. Which is why I think you all need to destroy her, before it is to late.
Freehold DM, if you eliminate her, you and I could rule the universe together. What do you think?

EileenProphetofIstus |

EileenProphetofIstus wrote:Excellent point of discussion. So what do you other folks do in your superhero games to handle this problem? Do you mix power levels of characters or do you keep them all the same to avoid the issue?The Buffy the Vampire Slayer RPG, a game based on a show where the main characters include a Vampire Slayer (super-strength, fast healing, tough, innate combat skills, super-agility, prophetic dreams and super-senses), a Witch (can do just about anything, but usually not terribly reliably), a Librarian and an Average Schmoe, handles this by giving the non-super people a certain amount of 'luck' or some extra 'hero points' over the higher-powered individuals.
Using this sort of mechanic, Superboy or Mon-El might have many times the power of Duo Damsel or Karate Kid, but Lu and Val would get some extra points that allow them to re-roll misses, avoid crippling injuries (by re-rolling saves perhaps) or even come up with unique ways to use their powers, depending on the system.
That's kinda an interesting idea Set. Currently the way things stand, each Legionnaire earns Hero Points to spend to receive extra actions, modify die rolls, that sort of thing. I also have a Luck trait I had planned on incoporating as well, though I'm not certain as to how just yet. Any suggestions on how to use these to deal with the above problem?

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That's kinda an interesting idea Set. Currently the way things stand, each Legionnaire earns Hero Points to spend to receive extra actions, modify die rolls, that sort of thing. I also have a Luck trait I had planned on incoporating as well, though I'm not certain as to how just yet. Any suggestions on how to use these to deal with the above problem?
Well doubling the amount of hero points earned/started with by your lower level guys might well be a way to go after all its somewhat more heroic putting yourself in harms way when your not nigh on invulnerable.

EileenProphetofIstus |

It should also be pointed out that this is only really a problem in a game that is more tactically based than RP based, if your having fun playing a character personality wise then who cares if your not ending the fight with one big fat kryptonian punch.
I'm looking at a game which is heavy into capturing......
1. The feel of being a member of the Legion, the organization itself.
2. The universe the Legion lives in.
3. A game that is mechanically sound.
Now two out of three of these things is specifically Legion oriented. I know I don't want a game where (mechanically) the Super Super Legionnaires handle everything in combat simply because they can take opponents out faster and utilize super-speed to get around quicker. Each group will have a blend of 3 characters, sometimes this will include a heavy hitter, sometimes it will not. I believe that plot development will be taken into consideration quite a bit when preparing an adventure so that the really powerful Legionnaires don't take everything over. The nice thing about it though is each player will have a heavy hitter so when those characters do get their moment, any imbalance between characters will be rotated around between the players. Also, since the game is being designed so that each player has 3-4 characters they play, with each Legionnaire being in a separate group that is still related to the plot, each group would probably be played for about an hour or so before setting those characters down and moving on to the next group. I would think this rotation of characters would eliminate much of the problem. Also in some cases, the heavy hitters could be put together more often than not for the heavy hitting part of the plot, this puts Legionnaires in more equal groups as well, though the question remains; how often would this be a good idea. I would think not all that often, else the game seems kinda fakey and constraining.

EileenProphetofIstus |

Ok, so today we are talking about super speed. I am putting together a table with the various categories for speed showing the distance one may fly in a game turn. A game turn is 6 seconds long. For those of you not real familiar with the Legion, it is greatly built on space travel. The comics typically show the characters arriving to planet "X" in time to assist with emergencies shortly after they get a call for help. The comics really don't give any kind of timeline but when reading they sure seem to get around really fast. The planets that the Legionnaires travel to are many, most of which are not in our solar system.
Keep in mind that we are also talking about space travel 1000 years in the future. Not only does earth have the ability to develop futuristic technology but they could also get it from other races which are more advanced in order to let earth catch up with the rest of the universe in regards to space travel.
The sun is about 93 million miles away from earth. The moon is about 240,000 miles away from earth. Using the methods of travel below, how long do you think it should take to fly there?
Superboy (Ultra Boy, Mon-el, and Supergirl)
Dawnstar
A Legion Cruiser
A Legionnaire with a Flight Ring
A military spaceship belonging to the Dominators or the Khunds
A small civilian spaceship
The way it stands right now I think I have them flying to fast. Not sure so I would like to get some feedback and compare to those superhero game/Legion experts out there. Just for some basis of comparison, I found out that the space shuttle (21st century) takes a little less than 4 days to reach the moon and that it would take 10 days for a very fast airliner to reach the moon.
Here is some information that might be of help when trying to determine distance in space.
AU = Astronomical Units: 1 AU = 92.9 million miles
LY = Light Year: 1 LY = 63,000 AU
P = Parsecs: 1 Parsec = 3.26 Light Years
MP = Mega parsecs: 1 MP = 1 million Parsecs
It would take light about 4.5 minutes to reach the earth from Mars.

Freehold DM |

Freehold DM wrote:Evil Twin of Eileen wrote:Freehold DM wrote:I hate to say this, but evil clones, FTW. Unless she has that evil parallel universe goatee. In which case, women without facial hair, FTW.Thats because your stupid! I'd explain to you but I don't want to. Besides Freehold DM can explain it better.FTW = for the win. Overall positive endorsement of whatever idea/statement/group precedes the acronym.
Many evil twins are known to have lush, thick goatees and thin, arched eyebrows. Goatees do not look good on a woman.
Agreed they do not! In this case it wasn't a "Mirror Mirror" situation, it was a cloning experiment that went wrong. Only I should have survived. Which is why I think you all need to destroy her, before it is to late.
Freehold DM, if you eliminate her, you and I could rule the universe together. What do you think?
What is one life measured against the universe? And yet...and yet.

Freehold DM |

Set wrote:EileenProphetofIstus wrote:Excellent point of discussion. So what do you other folks do in your superhero games to handle this problem? Do you mix power levels of characters or do you keep them all the same to avoid the issue?The Buffy the Vampire Slayer RPG, a game based on a show where the main characters include a Vampire Slayer (super-strength, fast healing, tough, innate combat skills, super-agility, prophetic dreams and super-senses), a Witch (can do just about anything, but usually not terribly reliably), a Librarian and an Average Schmoe, handles this by giving the non-super people a certain amount of 'luck' or some extra 'hero points' over the higher-powered individuals.
Using this sort of mechanic, Superboy or Mon-El might have many times the power of Duo Damsel or Karate Kid, but Lu and Val would get some extra points that allow them to re-roll misses, avoid crippling injuries (by re-rolling saves perhaps) or even come up with unique ways to use their powers, depending on the system.
That's kinda an interesting idea Set. Currently the way things stand, each Legionnaire earns Hero Points to spend to receive extra actions, modify die rolls, that sort of thing. I also have a Luck trait I had planned on incoporating as well, though I'm not certain as to how just yet. Any suggestions on how to use these to deal with the above problem?
As much as I hate Buffy, I have to admit this is a good idea. I would prefer that you use a system similar to Force points in the original (D6) Star Wars as opposed to the Buffystuff- weak character = more "Special" points opens the door to metagaming, imo. Research both and make a decision, or better yet merge the two to create something unique. Maybe the "change" left over from buying a team could form a pool of these bonus points in a fashion similiar to the various Gundam games?

Freehold DM |

Ok, so today we are talking about super speed. I am putting together a table with the various categories for speed showing the distance one may fly in a game turn. A game turn is 6 seconds long. For those of you not real familiar with the Legion, it is greatly built on space travel. The comics typically show the characters arriving to planet "X" in time to assist with emergencies shortly after they get a call for help. The comics really don't give any kind of timeline but when reading they sure seem to get around really fast. The planets that the Legionnaires travel to are many, most of which are not in our solar system.
Keep in mind that we are also talking about space travel 1000 years in the future. Not only does earth have the ability to develop futuristic technology but they could also get it from other races which are more advanced in order to let earth catch up with the rest of the universe in regards to space travel.
The sun is about 93 million miles away from earth. The moon is about 240,000 miles away from earth. Using the methods of travel below, how long do you think it should take to fly there?
Superboy (Ultra Boy, Mon-el, and Supergirl)
Dawnstar
A Legion Cruiser
A Legionnaire with a Flight Ring
A military spaceship belonging to the Dominators or the Khunds
A small civilian spaceshipThe way it stands right now I think I have them flying to fast. Not sure so I would like to get some feedback and compare to those superhero game/Legion experts out there. Just for some basis of comparison, I found out that the space shuttle (21st century) takes a little less than 4 days to reach the moon and that it would take 10 days for a very fast airliner to reach the moon.
Here is some information that might be of help when trying to determine distance in space.
AU = Astronomical Units: 1 AU = 92.9 million miles
LY = Light Year: 1 LY = 63,000 AU
P = Parsecs: 1 Parsec = 3.26 Light Years
MP = Mega parsecs: 1 MP = 1 million ParsecsIt would take light about 4.5 minutes to reach the earth...
I would separate speed from movement in game context- As much as the game is based on space travel, only a handful of fights take place in space- most occur in atmosphere. I would do it in a fashion similar to (once again) Star Wars where there is a difference in tactical and travelling speeds. Large spaceships should be fast in terms of travel but awful in tactical speeds, and it should become increasingly inverse with the smaller the travelling body becomes. Flight Rings should be extremely fast in tactical speed but lacking in terms of true interstellar travel- perhaps one could travel from Mercury to Pluto with a flight ring, but not from one end of our galaxy to the other. Thoughts?

EileenProphetofIstus |

As much as I hate Buffy, I have to admit this is a good idea. I would prefer that you use a system similar to Force points in the original (D6) Star Wars as opposed to the Buffystuff- weak character = more "Special" points opens the door to metagaming, imo. Research both and make a decision, or better yet merge the two to create something unique. Maybe the "change" left over from buying a team could form a pool of these bonus points in a fashion similiar to the various Gundam games?
So what are force points all about?

EileenProphetofIstus |

Freehold DM said:
I would separate speed from movement in game context- As much as the game is based on space travel, only a handful of fights take place in space- most occur in atmosphere. I would do it in a fashion similar to (once again) Star Wars where there is a difference in tactical and travelling speeds. Large spaceships should be fast in terms of travel but awful in tactical speeds, and it should become increasingly inverse with the smaller the travelling body becomes. Flight Rings should be extremely fast in tactical speed but lacking in terms of true interstellar travel- perhaps one could travel from Mercury to Pluto with a flight ring, but not from one end of our galaxy to the other. Thoughts?
Eileen said:
I have a stat for Agility (as in quickness/combat reflexes/initiative) and a stat called Speed. Speed was intended to reflect how fast one could run or fly. Basically a way of measuring how to cover running across the battlefield to flying across space. You mentioned that you think that Speed and Movement should be different from one another. Are you thinking for ships, characters or both? How would you define these as being different? Just trying to get a feel for what your suggesting so I can think it over. I don't understand the difference between tactical speeds and the difference in travel speed. Do you mean tactical speed being like manuverability? If you are I agree that would be different than your basic speed of getting from point A to point B. Agility would be more like manuverability. I hadn't really thought about what attributes space ships would have yet but I think a cruising speed, top speed, and manueverability would be a start for the purposes of travelling and interacting with ships in combat. Yes? No?

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I....think an attempt to quantify speeds at these levels is going to have you beating your head against the wall. Let me give you an example of what you're up against.
Remember the Death Star? Big laser? Blows up planets?
I read some Niven, and it turns out you just need to speed up an asteroid to speeds not even approaching anything near to lightspeed to jack up a planet. The Death Star was senatorial pork spending. It was unnecessary. Just crash the Millenium Falcon into a planet at .1c or something. Boomyow!!! Nuclear winter.
I don't think the LOSH is "hard" science fiction per se. That's not a condemnation. That's not some kind of "my sci fi's kung fu kicks your sci fi's kung fus' ass" statement. You can afford to let yourself off of this hook somewhat.
I'd go with some kind of wormhole/boomtube gate device, or "hyperspace," then a flat "Mon-el can fly there in 15 seconds, but Dawny will take 1/2 hour with her Legion flight ring" when they go back to impulse power or out of the wormhole/gate/whatever.

EileenProphetofIstus |

I....think an attempt to quantify speeds at these levels is going to have you beating your head against the wall. Let me give you an example of what you're up against.
Remember the Death Star? Big laser? Blows up planets?
I read some Niven, and it turns out you just need to speed up an asteroid to speeds not even approaching anything near to lightspeed to jack up a planet. The Death Star was senatorial pork spending. It was unnecessary. Just crash the Millenium Falcon into a planet at .1c or something. Boomyow!!! Nuclear winter.
I don't think the LOSH is "hard" science fiction per se. That's not a condemnation. That's not some kind of "my sci fi's kung fu kicks your sci fi's kung fus' ass" statement. You can afford to let yourself off of this hook somewhat.
I'd go with some kind of wormhole/boomtube gate device, or "hyperspace," then a flat "Mon-el can fly there in 15 seconds, but Dawny will take 1/2 hour with her Legion flight ring" when they go back to impulse power or out of the wormhole/gate/whatever.
Yes, I was thinking about using these ideas after I posted and I want to include them in the game. So you think I'm trying to be to technical? Just kinda go with the flow on speeds and have people use space portals? I do think this is the best approach. My concern was if I free for all it to much with movement that I would have problems later on. Much of the problem is that I don't have any experience with space oriented games and how they are handled. The DC game as far as I can tell doesn't cover it and Marvel seemed to not really discuss it either. Do you think I should have a stated speed at all or just go with the simple idea that "this category is higher therefore it travel a lot faster than this other ship"? As far as skill checks go, I figured I would minimize this to battles on the battle mat and for situations such as a damaged ship trying to outfly something.
I guess what I'm asking Heath is if you think I should just pass on the idea of having specific movements for the upper categories? I think in the cases of lower movements it needs to be there for purposes of combat or finding out who flies across the city first to reach an emergency and react to that situation.
What would you do for the lower categories in reagards to speed? At this point what I have done is listed how far one can travel at such and such category in 1 action, 2 actions, 3 actions, or as a free action. I did this for all of the categories. It isn't bad working with realistic numbers such as feet or miles (something that is comprehendable) but when you get into millions of miles, lights years, AU, parsecs, and Mega parsecs, well honestly, how can one comprehend such distance? I can't.
Do you think it would work to say that portals cut the rate of travel by say 50%, 90%, something like that. I figured eventually I would make a map of the Legion universe which shows where the planets are in relation to one another. On that map I thought about using a ruler to measure the number of inches one location was from another, each inch = "X" amount of light years, then when they travel through a hole in space reduce the amount by 80%, something like that? Good idea? Bad idea?

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WRT upper categories, you mean light speed and faster, right?
I....kinda think so.
You're not the only one who's noticed a lack of quantification of these things in sci fi games, although I only have Star Wars d6 to talk about. Also Cyberpunk, but their outerspace wasn't considering lightspeed to be doable.

EileenProphetofIstus |

WRT upper categories, you mean light speed and faster, right?
I....kinda think so.
You're not the only one who's noticed a lack of quantification of these things in sci fi games, although I only have Star Wars d6 to talk about. Also Cyberpunk, but their outerspace wasn't considering lightspeed to be doable.
I'm sorry what does WRT mean? You lost me on this post. Sorry! I added more to the upper post about your portal ideas as well.

EileenProphetofIstus |

with repect to...
Yes, the upper categories start out travelling in thousands of miles, then millions, then AU's, Light Years, Parsecs, followed my Mega parsecs. The higher the category the more it progressed. I was trying to figure out where to put the likes of Superboy and if people thought he would fly faster than say a Legion Cruiser.

Valegrim |

well; I would probably start with a tech breakdown for civilization periods; meaning our civilization has not light speed category; you could just set a development standard of technology by this if you wanted to; and have those with ftl guard it as their prime technology; think of this as commerce; the ability to travel is ultimately important. i think i have a chart of tech levels...... ;)

EileenProphetofIstus |

well; I would probably start with a tech breakdown for civilization periods; meaning our civilization has not light speed category; you could just set a development standard of technology by this if you wanted to; and have those with ftl guard it as their prime technology; think of this as commerce; the ability to travel is ultimately important. i think i have a chart of tech levels...... ;)
Yes I thought that some civilizations would be more advanced than others and those that were greatly advanced even for the 30th century would be able to utilize travel in the really high categories. I agree that they wouldn't be likely to share their technological edge with everyone. My concern was how getting characters to emergencies while they can still do something about it or figuring out who travels faster when the situation arises in the game.
Valegrim said:
ftl guard
What does ftl mean?

Valegrim |

One thing to think about is how fast are you going to let people ever go; is there going to be an ultimate speed; is it 100 parsecs a hour or a second. Go really fast and the galaxy gets a lot more crowded and the idea of neighbor really changes; is there gonna be inter galactic travel; the galaxy is big; but nothing compared to the distance between galaxies. I am suggesting that you give some thought to the scale of game your going to have; what is local; are things in just a few dozen neighboring stars; one quardent; a spiral arm of the galaxy; the whole thing; is some stuff to consider. Keep in mind the closer to the center you go; the more dense the star clusters; the more stars per area.
What I would probably do; is get or make a star map and map out political boundries of star empires, alliances and the like; aligned governments might all be the pool that all the legionaires arise from. Also; is the humanoid gene seed most prevelant? Your probably going to need to make some basic average joe's of all these sentient life as examples along with extremes. I think if you have about 12 basic types of aliens; that is probably a good start; has enough for flavor and gives some basic templetes for peeps to build characters off of; also gives you lots of room for really different cultures and outlooks.
Another thing your going to have to consider is warp/gate and the like technology; does it exist; if so; this really changes things; how big or small can a gate be; where do peeps go during this travel; you could just have it like a doorway; no time between travel; but so massive and disruptive to gravetational feilds it cannot take place anywhere near a solar system; maybe it takes something like a white or brown dwarf or pulsar to power it.
lots of fun things to consider.

EileenProphetofIstus |

One thing to think about is how fast are you going to let people ever go; is there going to be an ultimate speed; is it 100 parsecs a hour or a second. Go really fast and the galaxy gets a lot more crowded and the idea of neighbor really changes; is there gonna be inter galactic travel; the galaxy is big; but nothing compared to the distance between galaxies. I am suggesting that you give some thought to the scale of game your going to have; what is local; are things in just a few dozen neighboring stars; one quardent; a spiral arm of the galaxy; the whole thing; is some stuff to consider. Keep in mind the closer to the center you go; the more dense the star clusters; the more stars per area.
Eileen said:
The ideas that you offer here are pretty well laid out in the comic. Legionnaires go from one solar system to the next on a regular basis. In the original series, they travel by space cruisers. Essentially some crisis would arise on some planet zillions of light years away (parsecs perhaps) and in a panel or two, the characters arrive. I want o retain this feel. In the reboot situation, they start using gates/portals to pass through to get around quicker with their ships. In the current series, they use a walk through type of transporter and "Boom" your there.
I want to retain the spaceship use and the idea of zipping from world to world, as it is the normal. The characters in the comics would also go on vacation on different worlds just like we jump in our car and go to the zoo or some other place for a day or two. Happened all the time in the comics. I think the best approach is to use the ships and then hit a space portal of some sorts to ease the burden of travel through space.
Valegrim wrote:
What I would probably do; is get or make a star map and map out political boundries of star empires, alliances and the like; aligned governments might all be the pool that all the legionaires arise from. Also; is the humanoid gene seed most prevelant? Your probably going to need to make some basic average joe's of all these sentient life as examples along with extremes. I think if you have about 12 basic types of aliens; that is probably a good start; has enough for flavor and gives some basic templetes for peeps to build characters off of; also gives you lots of room for really different cultures and outlooks.
Eileen said:
I was planning on doing this. I thought maybe I would do it some time later on (like months from now) but maybe I should try and tackle it earlier to help solve this issue. See what seems to work or not. I thought I would get some maps off the internet and then modify them by adding in all of the Legion worlds. Then later on I can sort it out better once I go through a lot of comics and garner more information from them about the displacement of worlds.
The humanoid gene is by far the most prevalent, but other forms do exist, some are kinda blobby looking, but most are variations of humanoids. I thought I would try and scan pictures from the comics to include specific races. I also thought when I create my own I'd try and find some kind of templates to go off of like we did with the characters awhile back. I'll be using one of the templates you gave me for a character. My daughter felt she HAD to take a picture off the internet and modify it for hers, so I did a lot of searching for her while she was asleep one night and gave her a bunch of options which fit her general character idea. She loathed the idea of actually DRAWING a costume. I think its fun. I did a couple of characters back in the 80's with Marvel and Superworld and they turned out really well. Used pictures like what you sent me.
Valegrim wrote:
Another thing your going to have to consider is warp/gate and the like technology; does it exist; if so; this really changes things; how big or small can a gate be; where do peeps go during this travel; you could just have it like a doorway; no time between travel; but so massive and disruptive to gravetational feilds it cannot take place anywhere near a solar system; maybe it takes something like a white or brown dwarf or pulsar to power it.
Eileen wrote:
Well as mentioned the idea of the gates existing is pretty much defininate. I eventually would like to include some danger/difficulty factors when using gate for space travel. Kinda a spontaneous trouble for the PCs like random encounters are in D&D. I like a certain amount of spontaneous things when I run a game rather than having everything set in stone (this occurs, then that sort of approach). When I run games I liked to be surprised by unexpected events as well.