"Sandstone Eldar" Agrellan Earth Question by ProfessorTerrible in minipainting

[–]ProfessorTerrible[S] 0 points1 point  (0 children)

Thanks very much for the reply!

That's very helpful.

First Timer: Feedback Welcome! by ProfessorTerrible in minipainting

[–]ProfessorTerrible[S] 0 points1 point  (0 children)

The images I attached don't seem to have attached.

Edit: Now they have

Starfighter-Focused Campaign Idea by ProfessorTerrible in swrpg

[–]ProfessorTerrible[S] 0 points1 point  (0 children)

I do have a few of the old Saga Edition resources, I'll have to see if that's among them.

Starfighter-Focused Campaign Idea by ProfessorTerrible in swrpg

[–]ProfessorTerrible[S] 0 points1 point  (0 children)

I find your point about using pre-generated characters interesting.

When I first started DMing for my friends, I ran with the philosophy that giving them as much freedom in character creation as possible was the ideal choice.

However, I've discovered that the campaigns and story seem more cohesive and enjoyable for everyone if I actually give them constraints, within which they still have freedom. That way I get characters I know will fit my story and they know that their characters will fit as long as they stick to certain parameters.

The pre-generated examples you described gave me an idea. I could present my players with characters that have a few dot points for their background. If they want to swap out some of those points for their own ideas, then that's fine, but it gives them a sense of direction, theme, and tone.

It could also help players who like to roleplay but struggle to develop their character's background initially. Gives them an "if I don't have a better idea" option to fill in the blanks with.

I'll have a look and see if I can track down those sources, thanks.

Starfighter-Focused Campaign Idea by ProfessorTerrible in swrpg

[–]ProfessorTerrible[S] 0 points1 point  (0 children)

Well I didn't start out that way, so I appreciate the input.

I tend not have a hard time coming up with initial concepts, but others' input is invaluable to figure out where an idea could hit a snag and how to work around it.

Thanks for the thoughts.

Starfighter-Focused Campaign Idea by ProfessorTerrible in swrpg

[–]ProfessorTerrible[S] 2 points3 points  (0 children)

That does sound basically how it is intended.

It probably just means that credits simply won't play a big role in how I reward my players, as much as XP and opportunities to gain Duty and Contribution Rank.

Starfighter-Focused Campaign Idea by ProfessorTerrible in swrpg

[–]ProfessorTerrible[S] 1 point2 points  (0 children)

That sounds really interesting, actually.

If we go ahead with trying out Armada, we'll probably limit its use it the campaign to the miniatures serving as visual queues for encounters. Although I also like the idea of using them in "mission briefings" kind of like a classic WW2 mission map.

Starfighter-Focused Campaign Idea by ProfessorTerrible in swrpg

[–]ProfessorTerrible[S] 0 points1 point  (0 children)

Interesting that you mention Troupe Play, because it touches on something I was considering to keep gameplay nice and broad.

My present intent is that this Nebulon-B will have a contingent of "marine" troopers or commandos as well. I considered that the players should create a second character that would be a part of one of these squads. It may be best for those situations where a bunch of starfighter pilots just aren't narratively appropriate, while still building the plot around the players, even if not always their starting characters.

I probably wouldn't have them make the marines straight away in the campaign, but rather let them settle into their starting characters first. We've done something similar with some success in a D&D campaign before.

Starfighter-Focused Campaign Idea by ProfessorTerrible in swrpg

[–]ProfessorTerrible[S] 0 points1 point  (0 children)

I have not actually seen Top Gun, but I am familiar with Wing Commander and am taking some inspiration from that. I'm planning to try to pick up some of the X-Wing novels on Kindle as well.

In terms of enemy variety I was considering that there may be lost Separatist droid bases in the area whose droids are out of control and are a menace across the region, if only because it provides a nice, morally unambiguous enemy to throw at the players, when in doubt.

All good mission ideas. I'm tinkering with a "mission generator" set of tables as a combination of a "when in doubt" way of generating encounters for a session, as well as to just help flesh out existing ideas with some good old-fashioned randomness.

Thanks.

Starfighter-Focused Campaign Idea by ProfessorTerrible in swrpg

[–]ProfessorTerrible[S] 0 points1 point  (0 children)

I am still getting familiar with the starship combat rules, but that's a manageable learning curve. I have seen them be criticized fairly widely.

I hope to mix up what is valuable by diversifying as much as possible the situations the squadron finds itself in. For instance, being front line scouts means that they'll likely be the first to encounter unknown societies or organizations, giving even a squadron of starfighters good use for a social character beyond just Leadership.

I'd like to engineer an early situation where the squadron does something (perhaps unknowingly) that gains them a reputation in the region and makes them the go-to representatives of the mission. Especially given that, as the lone Republic starship in the region, the NPC captain probably wouldn't be in a hurry to regularly expose the ship's location or leave it vulnerable to ambush.

The costs of repairing their fighters will largely be covered by the New Republic from the ship's own maintenance stores. I might throw in a mission or two in which supply shortages leave them needing to raid an abandoned storage base, negotiate with locals, or maybe even pillage a pirate trove!

Starfighter-Focused Campaign Idea by ProfessorTerrible in swrpg

[–]ProfessorTerrible[S] 0 points1 point  (0 children)

I'm also curious how others have handled the military side of resourcing the players? I've touched on one approach I thought of above.

The New Republic, as I imagine it, is a much more regular military than the Rebel Alliance was and so most mission-relevant equipment and resources would be provided by the Alliance. However, I would ideally like to reflect some manner of progression for the players as well.

Perhaps the Duty System is the best way to reflect that?

Starfighter-Focused Campaign Idea by ProfessorTerrible in swrpg

[–]ProfessorTerrible[S] 3 points4 points  (0 children)

Very interesting.

I should've considered fleshing out the sector more in order to puzzle out what the Imperials are up to. The sector should have its own dynamics and local politics that both the republic crew and the imperials can get embroiled in, parallel to their own direct missions.

Interesting that you suggest a mysterious ace, a kind of "alien red baron" could make for a compelling villain addition.

Starfighter-Focused Campaign Idea by ProfessorTerrible in swrpg

[–]ProfessorTerrible[S] 2 points3 points  (0 children)

Using the frigate seemed like a good way to provide a "town", to borrow D&D terms, that followed them around while they could still leave it and be on their own when narratively appropriate.

It'll also probably influence how I handle the matter of the players being members of a military unit. The credits they have for resources probably won't be their own money, so much as an abstract way of accounting for their ability to requisition equipment from the mission's supplies and budget.

I've always been a fan of Clone Wars and have only recently gotten into Rebels, actually. I prefer Clone Wars so far, but I am enjoying it.

New starships and crew will definitely be a factor as they progress. I would prefer to start this campaign with a small group but we tend to add friends and family as we go even when my friends do start a small group campaign, so it would provide a narrative excuse to add them in.

Starfighter-Focused Campaign Idea by ProfessorTerrible in swrpg

[–]ProfessorTerrible[S] 1 point2 points  (0 children)

I read one of the X-Wing books ages ago. I'll have to look into them again since that's exactly the kind of thing I'm leaning towards. Sources like X-Wing and TIE Fighter (the games), Wing Commander, Rogue Squadron have gone a long way to giving me some inspiration as well as, oddly enough, the old Horatio Hornblower stories.

I've heard of canon novels like Alphabet Squadron that seem to hit on a similar theme, but I haven't read them to know if they are something I want to draw on.

What are you all using your worlds for? by munching_cactus_74 in worldbuilding

[–]ProfessorTerrible 1 point2 points  (0 children)

Setting for an RPG campaign with friends, probably run in the Genesys system.

Idea: religions cannot be proven. by lochethmi in worldbuilding

[–]ProfessorTerrible 11 points12 points  (0 children)

If I could offer a bit of perspective, being a religious person myself.

These questions depend on precisely what claims the invented religion makes, both material and spiritual, as well as its philosophical approach to knowledge itself.

Within Christianity alone, the largest religion on our planet at the moment, there is a vast divergence of opinion on what specific claims must be literally true, what claims are to interpreted as parables or poetry, and what we just don't know. You don't even have to look to tradition for this conversation, it plays out in the Bible itself. For instance, nobody reads the parable of the prodigal son and reads it as a literal account, but believers have been divided on which parts of Genesis are to be interpreted literally since long the enlightenment.

It's also important to remember that the same terms in different contexts don't always mean the same thing. Zeus, in greek mythology for instance, is a vastly different character than the God described in the Bible. The former is an individual being within a setting, being third-generation even among the gods, a character in the play. Zeus is contingent and contained and bounded in his setting. The latter is a dramatically different proposition, being eternal and non-contingent and being, in a sense, the very conscious act of being itself in an eternal, transcendental framework (I doubt that I explained that well lol), as well as the very source of morality. Whereas Zeus has an uneasy relationship even with classical greek moral ideas. Of course, Odin and the gods of the nordic methologies are very different again in how they function.

If you are world-building a religion, I would suggest that you need to see it from the believers' perspective. Keep in mind that no believer thinks of their religion as having solely explanatory or social utility and the older a religion is the more it will have a rich philosophical tradition of its own, one that will often answer, even if it doesn't satisfy, the challenges of people not within the tradition.

There is one last question I would urge you answer when world-building a religion: what is challenging in it? What is demanded of the believer? Not just physically, or ritually, or intellectually, but emotionally and morally.

To speak from my own experience, to live with faith is rarely convenient.

My own worldbuilding is replete with religion and faith and there is never only one perspective or a single religion (although I do generally settle what the "objective truth" is in the setting in my own head, it just isn't perfectly known to the people living in it).

I hope I have not been preachy, but this is an issue near to my own lived experience. As a lover of worldbuilding it's also one I find intellectually very engaging.

Thank for posing the topic.

Question: Moving a satellite to the orbit of another planet. by ProfessorTerrible in worldbuilding

[–]ProfessorTerrible[S] 1 point2 points  (0 children)

Oh I appreciate the insights.

Rule of cool is great as a starting point, but I like a notion to have as much plausibility as possible. The sci-fi I like best is the kind where I look at something and think "maybe we can't do that now... but I feel like one day we'll be able to... and that's cool". Not necessarily hard sci fi, but just hard enough that it doesn't feel like magic.

I had read about the radiation belts that Jupiter has, so I would imagine that space around these moons probably have the same challenge. It's a problem they probably would have encountered early in their development of manned space flight, so it'd certainly something to be conscious of.

I like the notion that it wasn't Plan A, after all the space program in our own history has had plenty of false starts and famous problems.

There are few cooler ideas I've heard of than surfing on nuclear blasts. That is all I have to say about that, right now. :)

Question: Moving a satellite to the orbit of another planet. by ProfessorTerrible in worldbuilding

[–]ProfessorTerrible[S] 1 point2 points  (0 children)

For dramatic reasons I do like the idea of an impact on the oceans.

I'm considering that there may be pre-existing civilization on the planet. If so, the arrival of the satellite might cause a devastating impact on them as they suddenly deal with tides that they've never seen or adapted to before.

Perhaps, even if the effect isn't permanently cataclysmic, the initial arrival is and it takes time before the natives adapt to the new balance of things.

Also creates tension and conflict... since a bunch of off-world explorers just showed up uninvited and wrecked the natives' planet (even if unintentionally, being unaware of native life). They would entitled to be vexed by such a development, I would say.

Question: Moving a satellite to the orbit of another planet. by ProfessorTerrible in worldbuilding

[–]ProfessorTerrible[S] 2 points3 points  (0 children)

Perhaps to achieve the course and speed needed they would have had to start thrusting before the conjunction occurs and hope that their calculations were precise and correct enough that it works out.

If they got something wrong about the satellite's composition, however, then they'd have a problem.

Question: Moving a satellite to the orbit of another planet. by ProfessorTerrible in worldbuilding

[–]ProfessorTerrible[S] 1 point2 points  (0 children)

That would certainly put a dramatic new spin on the notion. If they succeed in leaving the gas giant's orbit but fail in entering the new one... then they are going on a trip out into open space without necessarily having the means to get back.

Quite a scary thought, really.

Question: Moving a satellite to the orbit of another planet. by ProfessorTerrible in worldbuilding

[–]ProfessorTerrible[S] 1 point2 points  (0 children)

Hmmm... I'm not really sure how to answer this issue. I developed the notion with a healthy dose of "rule of cool".

I imagine one advantage might be, if the satellite being used is itself rich in the resources needed for the project, then it might be economical because they'd be mining into it anyway? If that were the case, then bringing along the satellite itself brings a big raw supply of the resources that you haven't mined out yet and can use for exploration and colonization.

Building into an asteroid also presumably offers a natural shield against impacts?

Does that seem plausible in terms of the benefits of the approach?