From: thazar@globalnet.co.uk Sent: Thursday, October 18, 2001 2:26 AM To: blue_planet@lists.ient.com Subject: RE: Re: [BLUE PLANET] - A few thoughts and questions >Long John treatment is only good for the physical part of being a trooper. >The >psychological wear and tear is pretty hefty as well. Agreed. If you get a chance there's a rather tacky program on the South African 'Special Task force' on late night UK broadcast TV at the mo. If you're not in the UK some reasearch on the Special Task force might be usefull. The Police Special Task Force could have been based on Poisdens GEO Heavy Cav. The deal in Hostage rescue, Super SWAT, demolitions etc in a large wild country with a large 'Native' population often semi-hostile to them and manage to do so while covering vast areas through use of air-mobility etc. These guys face average of 2 hostage situations A DAY, and havent lost a hostage in over 8 years. >>> And third, just how the hell do you people out there get a game started >> anyway? Currently my players form a 'Priority Case Team', a group of indivduals from Law Enforcement, Military and Scientfic/Medical backgrounds to solve High Profile crimes on BP. Working for GEO Patrol but often under supervision of a deputy marshall they combine detectives, native patrol, medical & forensic investigators and millitary espionage/swat types. 'Homicide: Life on the Streets' meets 'CSI' and 'Silent Witness' DomT ------------------------------------------------ Global WebMail - Delivered by Global Internet www.global.net.uk ------------------------------------------------ *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.ient.com with the line 'unsubscribe blue_planet' as the body of the message. From: Jerome Darmont [jdarmont@dionysos.univ-lyon2.fr] Sent: Thursday, October 18, 2001 2:00 AM To: blue_planet@lists.ient.com Subject: Re: [BLUE PLANET] - A few thoughts and questions At 00:00 18/10/01 +0100, Jason Hockley wrote: > And third, just how the hell do you people out there get a game started >anyway? I asked them to design a group concept first, and then their characters had to fit in this group. They chose a band of independant (mostly newcomers and one native) owning a charter-hydrofoil (on credit :). -- Jérôme Darmont, http://fly.to/bleue.planete *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.ient.com with the line 'unsubscribe blue_planet' as the body of the message. From: David R. Crowell [gpfarm-dave@northnet.org] Sent: Thursday, October 18, 2001 5:07 AM To: blue_planet@lists.ient.com Subject: Astronomy was Re: [BLUE PLANET] - A few thoughts and questions ----- Original Message ----- From: Charles To: Sent: Wednesday, October 17, 2001 11:47 PM Subject: Re: [BLUE PLANET] - A few thoughts and questions > > First of all, I was looking at the sky on my way home from a game > > recently and I got to wondering about what the night sky might look like > on > I was watching a bit on the Discovery Science channel about colonizing > Mars, and how the sunset there is actually blue. How does the sunset look > on Poseidon? I imagine roughly the same, but with certain variations. > This is a unary solar system, right? Only one star? Lambda Serpentis is a yellow, main sequence star, 38.2 LY from Sol. Ther was some discussion on list of Lambda Serpentis being a binary, but my checking shows that that is Gamma Serpentis. > > > Does anyone bother with stellar observatories anymore in BP? In some ways it is more likely in BP, there are things out there worth looking for. > I asked my brother once if he knew why, for instance, we couldn't see the > galactic core at night. He didn't really know. A couple days later, I > read something about how, if you consider the bright center of the galaxy, > "we're on the planet that it's farthest from". ;) There's so much other > matter between us and the core, that we just can't see it - well, that and > the distance. We can see the rim of the Milky Way, though. It was > suggested that if we hadn't all of this excess matter between us, the > surface of Earth (if it were allowed to /have/ a surface) would basically be > a bubbling, molten mass thanks to radiation. Kind of limits where we could > find life, and where we could colonize. We are about 30,000 light years, that is to say 10,000 parsecs from the galactic core. A mighty long way indeed. > > > Question: Are there sections on augmented security troops/armies run by > the Incorp? Or is this in a book to come? Similarly, how about corporate > mercenaries, such as in Gibson's books, to assist in defections? (Or is > that meant for the PCs? ;) Just a guess, but I think that is what the forth coming "Black Crusade" book is supposed to cover. > > > And third, just how the hell do you people out there get a game > started > > anyway? I've got people interested in playing but the background is so > broadand detailed that I'm pretty much at a loss as to where to start. I sthere an aspect of BP that appeals most strongly to you or your players? Build a campaign around that. Think about what style of game your group likes and chose an area of the background that suits it. > > > I don't want to let them go off and make a random bunch of characters and then try > > come up with plausible ways to drag them into a contrived situation. Yes, that seldom works for long term campaigns. It worked ok in D&D... "Let's see, we need a fighter, Joe, that's you. A cleric, Steve? Mike, how about you play the wizard this time?" For Blue Planet or other games that don't use the dungeon crawl paradigm this doesn't work. > > much prefer it if they could sit down to character generation together > with > > a concerted theme and some idea where things might be going. About the This tends to work much better, if you can get the players to actually follow your directions. > > Jason > > > > p.s. Oh, and one last thing. Does anyone still have a copy of that film > > script that Tun Kai Poh wrote for a short introduction to Blue Planet? I > had > > it a couple of years ago but I seem to have misplaced it somewhere in the > > meantime. *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.ient.com with the line 'unsubscribe blue_planet' as the body of the message. From: David R. Crowell [gpfarm-dave@northnet.org] Sent: Thursday, October 18, 2001 5:31 AM To: blue_planet@lists.ient.com Subject: Re: [BLUE PLANET] - Another paper model concept http://starshipmodeler.net/gallery3/jw_ogregev.htm This is an attack craft ground effect vehicle from Steve Jackson Games Ogre universe, this is another one of very different design http://www.sjgames.com/miniatures/img/photos/gev_mlr.jpg Ogre/GEV has many units that are hovercraft. It might be worth checking out. Otherwise, as you said reduce the guns size. Please keep doing the paper models, I am a long time paper model fan. And don't worry about doing stereotypically SF models. As our current present shows, compared to what was imagined for Space:1999, and 2001: A Space Odyssey, the future is mundane. --dave ----- Original Message ----- From: Paul Lesack To: Blue Planet List Sent: Friday, October 05, 2001 1:33 PM Subject: [BLUE PLANET] - Another paper model concept > I've been kicking around the idea of making another paper model for BP. > I was considering a hovercraft APC, because it's something that player > characters may conceivably encounter, especially if they're working for > or against GEO. > > I've come up with a simple concept sketch: > > http://www.primusnoir.f2s.com/bob/geoapc.jpg > > I've tried to base the design on some real life APCs. The problem is > they all have a tendency to look distressingly similar, especially if > they have no wheels or tracks. To make things worse, I have to keep it > pretty simple, otherwise no one will go to the effort to make a paper > model. > > The main gun has been exaggerated. I was planning to make it somewhat > smaller; it's an APC, not an MBT. > > Seeing as this list is pretty much the target audience, I thought I'd > ask your opinions. Should I go ahead, or work on something a little more > stereotypically SF? > > Paul > *************************************************************************** > To unsubscribe from this list send mail to majordomo@lists.ient.com > with the line 'unsubscribe blue_planet' as the body of the message. > > *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.ient.com with the line 'unsubscribe blue_planet' as the body of the message. From: Heivilin, Jim [banzai@missouri.edu] Sent: Thursday, October 18, 2001 9:07 AM To: Blue Planet List (E-mail) Subject: [FWD] RE: Re: [BLUE PLANET] - A few thoughts and questions > -----Original Message----- > From: "Core Dump" > To: blue_planet@lists.ient.com > Subject: RE: Re: [BLUE PLANET] - A few thoughts and questions > Date: Thu, 18 Oct 2001 10:05:51 +0200 > > > >>> And third, just how the hell do you people out > there get a game > >started anyway? > > My players were brought to Poseidon to develop the > intelligence activity of > a corporate state that finds its interests threatened by the actual > situation. They had to build up from scratch the intelligence > department and > chosed character profiles that seemed appropriate > (intelligence agent, > ex-security officer who got promoted, sniper, ex-GEO army > tech specialist, > psychologist... and the manager of course). The funny point > is they have an > important pressure but still have the dots... and Poseidon is > tough for > newcomers. > > cheers, > Remi > http://www.roliste.com > > _________________________________________________________________ > Get your FREE download of MSN Explorer at http://explorer.msn.com/intl.asp *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.ient.com with the line 'unsubscribe blue_planet' as the body of the message. From: Rusty.Neal@Bull.com Sent: Thursday, October 18, 2001 9:28 AM To: blue_planet@lists.ient.com Subject: Re: [BLUE PLANET] - Another paper model concept What I'd love to see is a paper model of the Cormorant, or the Trimaran Attack Sub from Fluid Mechanics. Or perhaps just some native outriggers... Rusty *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.ient.com with the line 'unsubscribe blue_planet' as the body of the message. From: Paul Lesack [lesack@interchange.ubc.ca] Sent: Thursday, October 18, 2001 10:22 AM To: blue_planet@lists.ient.com Subject: Re: [BLUE PLANET] - Another paper model concept David R. Crowell wrote: > ground effect vehicle from Steve Jackson Games Ogre universe, Thanks. I never considered looking at OGRE. From my cursory glance the vehicles all seemed very 70s looking. Then again, it was made in the early 80s. This one seems quite stylish, though. As our current present shows, compared to what > was imagined for Space:1999, and 2001: A Space Odyssey, the future is > mundane. > > --dave Maybe I should make them look exactly like today's GEVs. And orange and brown retro paint!. GEO Troopers with bell bottoms! Oh wait. That's GW. . . Paul *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.ient.com with the line 'unsubscribe blue_planet' as the body of the message. From: David R. Crowell [gpfarm-dave@northnet.org] Sent: Thursday, October 18, 2001 3:08 PM To: blue_planet@lists.ient.com Subject: Re: [BLUE PLANET] - Another paper model concept > Maybe I should make them look exactly like today's GEVs. And orange and > brown retro paint!. GEO Troopers with bell bottoms! > > Oh wait. That's GW. . . > > Paul ROTFLMAO!!!! I've been a gamer waaaaaayyyyyyy too long! *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.ient.com with the line 'unsubscribe blue_planet' as the body of the message. From: Jason Hockley [jh39@ukc.ac.uk] Sent: Thursday, October 18, 2001 4:14 PM To: blue_planet@lists.ient.com Subject: [BLUE PLANET] - Shock Troopers ----- Original Message ----- > In a message dated 10/17/01 6:08:07 PM Central Daylight Time, jh39@ukc.ac.uk > writes: > > Secondly, a friend of mine said he was looking at the figures given in > > the Player's Guide and he had worked out that it would be cheaper for the > > GEO to give rejuvenation treatments to Shock Troopers nearing retirement > > than it would be to train new replacements and give them the appropriate > > biomods. > > Long John treatment is only good for the physical part of being a trooper. > The > psychological wear and tear is pretty hefty as well. Well yes, but surely to a certain extent at least some of those that have managed to potential retirement age would be those that have proved themselves capable of weathering the "psychological wear and tear". I'm not trying to state absolutes here, just a situation that might be useful in small numbers. > The other thing to consider is the need for a training program. If a war > occurs, the > troopers will suffer losses that will have to be replaced quickly. If there > isn't a > well run training program, then the overall effectiveness of the troops will > drop as the > new replacements will be substandard. Obviously it wouldn't be to the *exclusion* of training new recruits. But it would enable them to keep seasoned veterans around and each one maintained would be one less *necessary* new recruit. I'm assuming that they try to maintain a reasonable number of extra troops beyond the minimum needed for simple practical reasons. Even Shock Troopers can die and missions can go wrong with higher casualties than expected. And it would seem to me that just having the soldiers with the greater experience around would be a good things for any standing force. Also, these are supposed to be the elite forces. My friend joked that sending them to Poseidon was probably a better weight for efficiency ratio than normal troops or munitions. Even so, I don't imagine that they're all that common compared to other military groups. Jason *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.ient.com with the line 'unsubscribe blue_planet' as the body of the message. From: Jason Hockley [jh39@ukc.ac.uk] Sent: Thursday, October 18, 2001 4:23 PM To: blue_planet@lists.ient.com Subject: [BLUE PLANET] - Shock Troopers ----- Original Message ----- > Well, here's part of my take on the matter. First off, not every trooper > is going to want to stay in the service. Secondly, the treatment isn't > cheap, and the more you use it, the rarer it's going to get, the more > expensive it's going to get. Add in things like seniority and insurance > policies - we're talking troopers with salaries exceeding GenDiver profits > here ;) Course, if you simply took lower-level soldiers, rejuve'd them and > gave a mind wipe, they might think they're back in basic. Hmmm... I was assuming something a little less sinister than that. I just thought there might be an option for Shock Troopers to sign on for a few more years than would normally be allowed or requested (I seem to remember being told that SAS forces have to retire at age 40) with rejuvenation as part of the incentive. After all there's got to be a few who have got so used to being a soldier that they would rather continue for a while than retire, and those might be just the ones that the GEO wants to keep hold of. And with rejuventaion included it's not like you're particularly wasting years off your life. Obviously if the costs for either the biomod or the rejuvenation change then this situation might too, but I'm just going with what's presented at the moment. > Also take into account that the prices listed in the book are, so to > speak, MSRP. GEO might (probably) get them much cheaper. I was assuming that the price in the book was for the GEO simply because it's supposed to be pretty near impossible for anyone else to get it anyway. > > veterans rejuvenated and available for duty? Especially as one might > assume > > that those who do survive to that point are likely to be those who are > > extremely good at their job. > > Or are desk jockeys or tend to stay out of fire. I sincerely doubt that Shock Trooper biomods are given to desk jockeys, and priority is probably given to those who will be in the thick of things. It's too expensive to hand out to any old soldier. > > Anyway, your thoughts and comments would be greatly appreciated. If > > nothing else it gives me something to read when I'm supposed to be writing > > essays. > > Heh. Hope I've supplied some helpful info. Well all information is good. > Oh, and I have to say this.. You're the GM; you're god; what you say, > goes; if they don't like it, tough; feel free to nudge your characters > around. And for crying out loud, limit access to certain things :P Heh. I'm already aware of the need to limit things. No Marshals, Magistrates or Atomic Monkeys in *my* game thank you very much. I'm definitely more of a low key sort of gamer. The local games club has dubbed me "The Anti-Munchkin" for my ability to churn out underpowered characters in almost any system I'm given. Jason *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.ient.com with the line 'unsubscribe blue_planet' as the body of the message. From: Jason Hockley [jh39@ukc.ac.uk] Sent: Thursday, October 18, 2001 4:29 PM To: blue_planet@lists.ient.com Subject: [BLUE PLANET] - Kickstarting a game ----- Original Message ----- > > > And third, just how the hell do you people out there get a game > > started > > > anyway? I've got people interested in playing but the background is so > > broadand detailed that I'm pretty much at a loss as to where to start. > > I sthere an aspect of BP that appeals most strongly to you or your players? > Build a campaign around that. Think about what style of game your group > likes and chose an area of the background that suits it. I should probably have clarified this request. Currently I have one player (maybe two). I was trying to get ideas to pitch to the local games club in an effort to gather in a few more. There's a hundred or more gamers in this little town so I don't exactly know what I'm going to end up with. I was trying to figure out general trends more than anything else. Once I figure out who is playing I was just planning on picking something interesting from a book (maybe an appropriate Access Denied section) and going from there. Interestingly enough, the one player I have already was asking me about ideas earlier today and started by saying "Have you ever seen the cartoon Talespin?", so I'm guessing that I may be ending up with the ever popular charter transport company. Jason *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.ient.com with the line 'unsubscribe blue_planet' as the body of the message. From: Jeb Boyt [jeboyt@hotmail.com] Sent: Thursday, October 18, 2001 6:21 PM To: blue_planet@lists.ient.com Subject: [BLUE PLANET] - Re: Astronomy ----Original Message Follows---- There's so much other matter between us and the core, that we just can't see it - well, that and the distance. We can see the rim of the Milky Way, though. It was suggested that if we hadn't all of this excess matter between us, the surface of Earth (if it were allowed to /have/ a surface) would basically be a bubbling, molten mass thanks to radiation. Kind of limits where we could find life, and where we could colonize. ================================ This has nothing to do with BP, but it does bring up an interesting theory that I recently came across. The hypothesis is that the Sol System is inside a narrow band within the Milky Way Galaxy within which life is possible. Closer to the core, there's too much radiation. Further out, there are too few materials for planet formation (or something like that, my memory is incomplete on this part). As a applied to SF gaming and SF in general, this is an intriguing theory because instead of a large galaxy divided up into broad areas like the Alpha Quadrant (Trek) or Imperial Space (Star Wars) you have a galactic geography that is a big hoop. You can travel outside the hoop, but you aren't going to find habitable planets there. From a political perspective, you could also wind up with a limited number of potential starfaring groups (be they Empire, Federation, Republic, etc.). Once a group expanded out to the edges of the hoop, they could then only expand along the hoop until they met another hostile group. Consequently, you could wind up with large groups with well-defined frontiers spaced as segments along the hoop. Jeb _________________________________________________________________ Get your FREE download of MSN Explorer at http://explorer.msn.com/intl.asp *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.ient.com with the line 'unsubscribe blue_planet' as the body of the message. From: S. Ben Melhuish [sben@pile.org] Sent: Thursday, October 18, 2001 6:41 PM To: blue_planet@lists.ient.com Subject: [BLUE PLANET] - Re: Astronomy [OT] > This has nothing to do with BP, but it does bring up an interesting > theory that I recently came across. The hypothesis is that the Sol > System is inside a narrow band within the Milky Way Galaxy within which > life is possible. Closer to the core, there's too much radiation. > Further out, there are too few materials for planet formation (or > something like that, my memory is incomplete on this part). Pretty close, at least to the SciAm article I recently read (too lazy to check to see if it's online, but it was in the most recent print issue). It isn't quite that life is impossible outside the band, but the odds of finding a habitable planet will drop pretty sharply outside it. -- Sben *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.ient.com with the line 'unsubscribe blue_planet' as the body of the message. From: DarrenKng@aol.com Sent: Thursday, October 18, 2001 6:56 PM To: blue_planet@lists.ient.com Subject: Re: [BLUE PLANET] - Kickstarting a game Well, the charter travel company has the weight of hard SF tradtion behind it, dating back to the days of Traveller... And as with traveller, it works because it lets the GM put the players into almost any place or situation imaginable. After all, EVERYBODY needs transport sooner or later, and on Poseidon even the GEO or Incorporates can't count on their own being there when they need it. As for attracting players... I'm having the same problem, only one (available) player is into more realistic, plot-oriented games. The problem is getting a few others interested, without letting the gun-happy munchkins play a party composed entirely of shock troopers... DarrenK *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.ient.com with the line 'unsubscribe blue_planet' as the body of the message. From: Charles [chalz@earthlink.net] Sent: Thursday, October 18, 2001 7:07 PM To: blue_planet@lists.ient.com Subject: Re: [BLUE PLANET] - Another paper model concept > Thanks. I never considered looking at OGRE. From my cursory glance the > vehicles all seemed very 70s looking. Then again, it was made in the > early 80s. This one seems quite stylish, though. ... Actually, one of the maps Dave has is (C) 1977 SJG ;) It's as old as I am :) But then again, so's the A-10 *purrpurr* > Maybe I should make them look exactly like today's GEVs. And orange and > brown retro paint!. GEO Troopers with bell bottoms! Dude!! Pimp-VTOL!!! > Oh wait. That's GW. . . GW? -C > > Paul > *************************************************************************** > To unsubscribe from this list send mail to majordomo@lists.ient.com > with the line 'unsubscribe blue_planet' as the body of the message. > *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.ient.com with the line 'unsubscribe blue_planet' as the body of the message. From: DarrenKng@aol.com Sent: Thursday, October 18, 2001 7:25 PM To: blue_planet@lists.ient.com Subject: Re: [BLUE PLANET] - Another paper model concept >> Oh wait. That's GW. . . >GW? Games Workshop. The mass-market munchkin machine that is the bane of all true wargamers... DarrenK *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.ient.com with the line 'unsubscribe blue_planet' as the body of the message. From: Charles [chalz@earthlink.net] Sent: Thursday, October 18, 2001 7:29 PM To: blue_planet@lists.ient.com Subject: Re: [BLUE PLANET] - Shock Troopers > > psychological wear and tear is pretty hefty as well. > > Well yes, but surely to a certain extent at least some of those that > have managed to potential retirement age would be those that have proved > themselves capable of weathering the "psychological wear and tear". I'm not Still, there are those, like your big ol' 5 star generals, who just get 'tired', and they're not down in it, either. Unless you're some sort of sociopath, I think that enough butchering will mess you up good. -C > trying to state absolutes here, just a situation that might be useful in > small numbers. > > > > The other thing to consider is the need for a training program. If a war > > occurs, the > > troopers will suffer losses that will have to be replaced quickly. If > there > > isn't a > > well run training program, then the overall effectiveness of the troops > will > > drop as the > > new replacements will be substandard. > > Obviously it wouldn't be to the *exclusion* of training new recruits. > But it would enable them to keep seasoned veterans around and each one > maintained would be one less *necessary* new recruit. I'm assuming that they > try to maintain a reasonable number of extra troops beyond the minimum > needed for simple practical reasons. Even Shock Troopers can die and > missions can go wrong with higher casualties than expected. And it would > seem to me that just having the soldiers with the greater experience around > would be a good things for any standing force. Also, these are supposed to > be the elite forces. My friend joked that sending them to Poseidon was > probably a better weight for efficiency ratio than normal troops or > munitions. Even so, I don't imagine that they're all that common compared to > other military groups. > > > Jason > > *************************************************************************** > To unsubscribe from this list send mail to majordomo@lists.ient.com > with the line 'unsubscribe blue_planet' as the body of the message. > *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.ient.com with the line 'unsubscribe blue_planet' as the body of the message. From: Charles [chalz@earthlink.net] Sent: Thursday, October 18, 2001 7:36 PM To: blue_planet@lists.ient.com Subject: Re: [BLUE PLANET] - Shock Troopers > I'm already aware of the need to limit things. No Marshals, Magistrates > or Atomic Monkeys in *my* game thank you very much. I'm definitely more of a > low key sort of gamer. The local games club has dubbed me "The > Anti-Munchkin" for my ability to churn out underpowered characters in almost > any system I'm given. A GM after my own heart! Oh, be still my cardio! My first real game, Palladium Fantasy, I constructed an elven merchant - yes, a merchant. We were supposed to be in civilized settings :P Stupid me.. ;) > > > Jason > > *************************************************************************** > To unsubscribe from this list send mail to majordomo@lists.ient.com > with the line 'unsubscribe blue_planet' as the body of the message. > *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.ient.com with the line 'unsubscribe blue_planet' as the body of the message. From: Charles [chalz@earthlink.net] Sent: Thursday, October 18, 2001 7:51 PM To: blue_planet@lists.ient.com Subject: Re: [BLUE PLANET] - Kickstarting a game > As for attracting players... I'm having the same problem, only one > (available) player is into more realistic, plot-oriented games. The problem > is getting a few others interested, without letting the gun-happy munchkins > play a party composed entirely of shock troopers... > > DarrenK As Dave likes to say, let them try to play such characters - but give them real world situations and consequences. Oops, you accidentally shot an undercover marshall! Guess who's busted now! Well... Dave's examples are better... ;) Also recall that you can kill with one shot in this game - and BE killed. Let'm go gung-ho; did anyone mention the trip mine? *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.ient.com with the line 'unsubscribe blue_planet' as the body of the message. From: DarrenKng@aol.com Sent: Thursday, October 18, 2001 8:06 PM To: blue_planet@lists.ient.com Subject: Re: [BLUE PLANET] - Kickstarting a game In a message dated 19/10/01 02:00:40 GMT Daylight Time, chalz@earthlink.net writes: << As Dave likes to say, let them try to play such characters - but give them real world situations and consequences. Oops, you accidentally shot an undercover marshall! Guess who's busted now! Well... Dave's examples are better... ;) Also recall that you can kill with one shot in this game - and BE killed. Let'm go gung-ho; did anyone mention the trip mine? >> Should work fine, provided I can exclude my least favourite munchkin from the group. He developed the most cunning plot I've ever seen a munchkin use- whenever he's in a situation where I would normally kill him off and feel no remorse, he always seems to drag the rest of the party in with him, and holds the campaign to ransom... No matter how I try to set things up, he ALWAYS seems to manage it. Next time I'm going to call his bluff and kill everybody- a then they might think twice about folowing his lunatic schemes. DarrenK *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.ient.com with the line 'unsubscribe blue_planet' as the body of the message. From: David R. Crowell [gpfarm-dave@northnet.org] Sent: Thursday, October 18, 2001 8:10 PM To: blue_planet@lists.ient.com Subject: Re: [BLUE PLANET] - Kickstarting a game Small games can be rewarding in their own right. Sometimes good players attract more good players sometimes they don't. Some of my best games ever have been with only 2 or 3 players though. ----- Original Message ----- From: To: Sent: Thursday, October 18, 2001 7:56 PM Subject: Re: [BLUE PLANET] - Kickstarting a game > Well, the charter travel company has the weight of hard SF tradtion behind > it, dating back to the days of Traveller... And as with traveller, it works > because it lets the GM put the players into almost any place or situation > imaginable. After all, EVERYBODY needs transport sooner or later, and on > Poseidon even the GEO or Incorporates can't count on their own being there > when they need it. > > As for attracting players... I'm having the same problem, only one > (available) player is into more realistic, plot-oriented games. The problem > is getting a few others interested, without letting the gun-happy munchkins > play a party composed entirely of shock troopers... > > DarrenK > *************************************************************************** > To unsubscribe from this list send mail to majordomo@lists.ient.com > with the line 'unsubscribe blue_planet' as the body of the message. > > *************************************************************************** To unsubscribe from this list send mail to majordomo@lists.ient.com with the line 'unsubscribe blue_planet' as the body of the message.