Monday, September 28, 2009

Sample Purchase & Sales Agreementuk

Diaspora

Last Saturday we played Diaspora. There were two players present. If diaspora is first created the setting together and then the player characters for the setting. Diaspora is a "hard SF game", so a game that tries to Science to simulate Fiction based on currently known physics. The only concession is traveling faster than light to get from one planetary system to another. Hard SF is that there is no artificial gravity, no drives without reaction mass, and rarely aliens or psi powers.

diaspora based on FATE 3.0, as well as Star Blazers Adventures and Spirit of the Century (SOTC). Star Blazer Adventures is a game about rock and roll science fiction and so I will draw some comparisons below between the two games.

diaspora always plays made within a cluster of star systems that are connected together by the slipstream. Other clusters are rare and can only be achieved by chance (and then the return could be harder than you think). A cluster consists of 6-10 systems and each player and the GM would take over part of the systems. There were three, so each of us designed two systems. The systems I will post it in a later report, as a fellow player descriptions of their world has not yet finished. In the system for each system creation are three attributes (technology, environment and resources) fixed. Then it describes in the best manner of Fate, two aspects of the system. Then we determine how the systems together. Thereafter, each system gets a third aspect, which describes the space of the system in the cluster. It then entstandt a discussion between players can look like the relations of the systems.

Our cluster is partly dominated by Bask, a world that is dominated by cat people, and also by Cuchulain, a Celtic-tinged world that has no resources and operates more aggressive policy of expansion. Sooner or later there will probably be between Basques and Cuchulainn war.

The system was creating lively and interesting than the similar step in Star Blazers Adventures. Perhaps this was partly because I am in my role as a lead player just over the withdrawal, and the fact that is created in the Diaspora not only a sector of space, but virtually the entire "space" in which the game takes place.

Then it came to character creation. Went in two players and came out three interesting player characters (I want to play my absolutely times). As with all the characters in Play FATE phases are created. Each stage provides two aspects that describe the character and can be used in the game than advantages. Unlike Star Blazers and SOTC are the characters not the hero of her own novel / comics and the other characters act as guest stars, but each character is experiencing a crisis and the character of the player to the left side was involved in the crisis in any way. Conversely, describes the next phase as the has experienced the crisis character of the player to his left. The process takes a long time, but not longer than for other FATE games. After the 5 phases, each player out 15 skills and distributes them in a pyramid, a skill at +5, two to +4, contains three to +3, four and five to +2 to +1. The skills are different is somewhat different from the FATE games and are divided into four categories: classified tracks, battle, space and other expenses. Skills of the category Tracks modify Health, Wealth, and Composure. Battle-space and skills are just that. Everything that does not fit the other three categories. It is recommended that every character at least dominates a fight and a space craft. After the skills it comes to the stunts. Each character has three stunts and different from Star Blazers SOTC and there are no long lists, which make the selection of an elongated process, but for players to their stunts, in consultation with the other players and the game master himself entwerfen. Nach jeweils 5 Minuten hatte jeder seine Stunts beisammen. Dann wurde die Ausrüstung noch nach einer Liste verteilt, was man besitzt, wenn man bestimmte Fertigkeiten beherrscht (ähnlich wie in Reign). Zum Schluss haben wir uns noch Rüstungen und Waffen herausgesucht und das Spiel konnte beginnen.

Die Charaktere sind:
  • Zhang Yu: Der Ingenieur unseres Schiffs und von Detroit geflohen, nachdem Triaden seinen Großvater umgebracht hatten
  • Meorrw: Die Eignerin/Käptress der "Not Yet". Eine Katzenfrau vom Planeten Bask.
  • Doctor Cornelius Vanderbilt: Navigator of the "Not Yet" that is fused in his youth Endymion with a strange apparatus.

Our mission began to Bask. Meorrw was inspired by Senator Rarrgh! wide bar (actually more scratch) to take on a reconnaissance mission to the Cuchulainn system because of feared the Senate Bask that there a secret invasion fleet is built. I had not read the chapter on the social struggle, so we have made such as Star Blazers. Meorrws player agreed with a concession to lose the fight (the aforementioned crawl). They struck a good Price out and took additional charge aboard because of Cuchulainn, after all, there are still "tense trade relations." Then she asked her navigator from the zenith of the Bask-system in the nadir of Cuchulainn system to jump. managed thanks to its psionic abilities of that too. Vanderbilt doctor navigates namely Psionic abilities and are not by Navigator. At the nadir point, we were attacked by a Patroullienschiff, but because our boat has superior technology that are found nowhere else in the cluster, we were able to escape the enemy quickly and follow a vector in the system interior. More

happened not in the session.

After the meeting we discussed more about the system. It turned out, namely that the issue "hard SF" is still getting used to. Namely, when eg scanning a system with the best attack and suddenly takes a spiral pattern over 100 days. When the game leader the 100 days it will not play, but time passes at a time with great strides.

What I like about Diaspora:
  • The creation of the star cluster
  • The creation of the characters
  • Stunts are freely defined
  • Hard SF is not represented by meticulous rules, but is in the narrative background
  • ships are much easier to understand and concise illustrated than in Star Blazers Adventures
  • diaspora is large and extensive A5 , t 270 pages, so I can do it in the truest sense of the word easier to take than the Cons 600 pages A4 Star Blazers Tome

What I do not like to Diaspora:
  • In-game leader chapter will be made to about 50 pages from SOTC. The SOTC text is Open Game Content to my knowledge would have can therefore be printed for readers who have not SOTC.
  • The Platoon Combat subsystem. The place could have been better used.
  • The book was written as FATE alternative to travel. It shows. If you have never played Hard SF or read, some concepts are rather unclear
  • advanced societies do ALWAYS! a major technological collapse. This game looks dystopian.

What I lack in Diaspora:
  • Just those 50 pages from SOTC
  • A chapter on modern astronomy
  • a chapter or paragraph on Fleets and battles between them
  • The promised Journal for spacecraft
  • The utopian approach of travelers. It's cool to go to the stars!

So that is my first impression and also a game.

Monica Roccaforte Story

player wishes

weekend I headed for the first time Diaspora. For this I will write more later. It is interesting to me was the discussion after the game. If one for over a year for a different group of role-playing systems leads to crystallize, and then articulate at some point actually even know what the players want. The list almost easy times to capture the imagination of my group of players together.

  • just play vampires. play off play off
  • Travel
  • The daily life of the characters
  • A campaign for several years playing
  • from the game master just sprinkle just let itself without having to decide where the story goes
  • player characters can die if the dice so require
  • settings where you can be cool
  • No Reign
  • not play in social interaction rules
  • grasp on time start
  • The player characters are all part of the same organization
  • With three players play
  • With five players play
  • play no settings that are known from TV, films and books are
  • No Warhammer 40K as ; setting
  • All players integrate directly into the game
  • The "campaign" from the outset only interpret to 2-3 game nights
  • It is important to play out the interaction among the characters than the adventure to get ready
  • ...

The list is not exhaustive. If add my players there's what you want: just write a comment or email.

Added to that my wishes as a game manager and it will be interesting to find the intersection:

  • try out systems that are already in the closet for years, or were acquired on a spending spree (see previous post)
  • No Vampire play
  • try my own world
  • Warhammer Rogue Trader guide
  • travel and everyday life can go by the board
  • play scenes that keep the action moving
  • With 4 players play
  • No long breaks by food
  • Every Saturday guided
  • No boredom in the game
  • No eternal discussions about plans
  • An adventure game = one session
The art of the director, then, is his own desires with the Wü ; Payment: to marry the player. For role-playing games is supposed to be fun all stakeholders, not just the game master or just the players.

Sunday, September 20, 2009

Problémy S Driverem Pl2303

story so far ... (Or the guild of fishermen living)

long 11 days, no new entry. That was not planned. Well, last weekend I was in the Con 2009, Dungeons Reimlingen. It was very nice, although I have more Dominion (Game of the Year 2009) did a role play. A round REIGN came together and we have created the world according to Star Blazers rules themselves. The process I have tried out for the first time in a fantasy kingdom. As it were, the last round of the cons and was already late in the evening, the setting was not to be taken seriously.

The players had formed a guild of life fishing, fishing the zombies from the sea and by allied Necromancer again makes them productive members of society. Her current mission is to build a wall to keep out the zombies from a part of the kingdom.

The dead are in this World towards the sea on rafts sent - are the same sea from which later the zombies. There is a magical forest that was cut down to make the wooden molds, pour the lava stone in the form ... all very allegorical. One of the players said that the world is a metaphor for environmental pollution. Interpretation of what is great.

The guild got their contract, because a member of the Queen's beautiful shoes made. Shoe is also the term for hybrids in the Kingdom ...

The real action is set to be demons, old signs, family history, I (I your father ... Luke) and the son of the Queen.

The long-term outcome of the cons was to me to buy Dominion and the Dominion-Extension. Together with various role-playing, which in Germany is finally available. But more on that next entry.

Thursday, September 3, 2009

Bright Disease Tested With Biuret Solution

Children and Youth Book Prize

Maybe one of you more books for a younger audience and has even been in what.. the drawer:

Children and Youth Book Prize of the Munich Mercury, Michael Meller Literary Agency and the Arena-Verlag

If you look at the parties that sounds really big for a chance: D