
>"Interactive History" is all about making the history of cultures and >developing them as well. If what you are interested in is a "wargame" then >you may as well go play Galaxy or some other game (I'm not knocking them, I >used to run games of Galaxy at uni, and still wargame when the chance >arrives - but it's not IH!!!) I very do agree and thats why i started the whole Space Game discussion by asking if we can ADAPT the IH rules for a Space game. > >Also, the rules for IH are by necessity abstract. In Celandra the rules for >warfare are very abstract, its basically str(size) v str(size) of the >opposing armies, with some judicious storytelling by the people involved. >We do not need to go into talks about lasers v projectile, or different >designs of ships, or shields v armour... all we need to know is the basic >effectiveness of the militaries. Say "Force" of the military is how >powerful >the fleets are, and Size relates to the difficulty of destroying the >fleets. >The actual composition of the fleets are just story based, they don't >affect >the mechanics of the game in any significant way. We can have a list of Starship types, heres a rough one: Doom Star (MOO2, SW's Death Star or bigger), Battle Moon (Shadow Raiders), Titan (MOO2), Super Dreadnought (Honor Harrington), Dreadnought, Battleship, Attack Cruiser, Battlecruiser, Strikecruiser, Heavy Cruiser, Cruiser, Light Cruiser, Destroyer, Frigate, Corvette, Escort (startrek), Scout, Starfighter. This is just a military ship sizes. They can be other types of ships like: Explorer, Courier, Transport, Armed Transport, Assault Shuttle, Assault Ship, Colony Ship, Outpost Ship, Medical Ship, Repair Ship, Freighter, Merchant Cruiser, Yaght, Space Liner, Light Freighter, Carrier, Escort Carrier, Shuttle, Escape Pod, etc... You get the idea. >The whole idea is ,aking the story interesting. For the point of a story, >(and game balance) you should be able to have whatever "basis" for the >technology that you want, as long as you build in some "flaw" which makes >it somewhat equal to others. some eg from Sci Fi >*Star Trek "Warp" engines. Need special tech and separate engines - but it >is basically "very fast travel" This is similar to Star Wars in that you >would need to navigate very carefully to avoid hitting things... >Objects can be attacked at all times >*Bab 5 Jump-space. travel in "jump-space" is just like normal, but gives >effective faster speed. If use jump gates there is no need for special >engines, Navigation is hard because jump-space is different from >real-space, >and combat can only take place in one or other - not across the boundary. >*Space-Fold: (Battletech, Dune, etc) The ships instantly travel from one >point to another (within a certain distance). Ships require very big and >specialised engines as well as special circumstances to travel. (BT need >recharge times and no grav field, Dune need spice and special people for >navigations "navigators") I say we should have the option of Hyperspace travel available and Normal Space travel. Jumpgates and Stargates(mini artificial wormhole to one system to another with Stargate). > > It will have the same level of details, just for space. Would need to > > modify the form of governments, technology level, military like naval >into > > starfleets, crafts to whatever that would fit for the space age... need >to > > convert everything for space. :/ Exactly. Something we do have to work on. > >OK - I'm looking at http://www.hut.fi/~vesanto/ihfudge/ for reference. I read the rough draft of IH rules changes, but i think the Tech level thing have to be worked and some minor changes in other areas. > > 2) Will we be doing a game with with many diffrent Societies or > > one common Society > > Personally, If we are playing an Interactive History, we have to have >a mixture. The "Star Wars" universe had a multitude of races, but had a few >uniting organisations (Empire etc) In fact, one of the most unlikely things >that I keep on encountering is single species-wide organisations... Are >humans >the only ones to invent politics???? New players could have new species, or >could have separate organisations within existing species. I do agree with ya here. > > > 3) Who wants to be GM. > > Louis? Sure :) > > > 4) Do we begin with a stroyline or just start wherever. > > NEED A STORY! at least of some kind. There needs to be some kind of >basic structure or you get a lackluster game. What drives any good story is >a >driving storyline... just having descriptions is pointless... I do believe we should have a starting story and i will post ideas after i do bunch of replies. > > > 5) Do we want any conection to Celandra > > There is no way that we should have the two games interacting. If you >want you could have Celandra as some Far future or Far past world. But the >paradigm is nearly incompatible... Celandra has no real universe, it may >not even be a planet!!! but a flat peice of rock floating in the >"Dreaming". I do agree with ya and thats why i keep saying that this Space game should be base hundreds of thousands of years in the future. Celandra being sucked into the dreaming sounds interesting, but they would have to have more then one mythical world floating in the Dreaming because where does the Dark Elves and other beings that came out of the Dreaming and into Qaiyore? hmm? > > If players want, they can have "future versions" of their Celandra >races, and even have a "mythical" home planet of Celandra/Quaiore/Elyria >whatever, but those myths may not even refer to the same place... I suggest that Celandra isn't controled by any society, Celandra should be lost in space somewhere and a myth and a legend. > > > 6) Do we want Magic mixed with tech. or just tech. > > Clarke's law... What is magic to one species may just be judicious >manipulation of energy by another - or "alternative" energy sources. >Psionics >can be seen as "magic" or could be just some scientific oddity... Perhaps >one >society is very primitve, but has in the past been so advanced that they >have >nano-machines in their bodies which allow them to do "magical" feats once >they >learn how to use them... I think it's an irrelavent question actually. IH >measure what you are capable of, and the _how_ is relatively freeform... >-- First of all, whats with this Clarke's Law? I never heard of that guy or familiar with his darn laws. Anyway, since when people make laws on how the universe works? Isn't that God's Job. :) -LordLMP ______________________________________________________ Get Your Private, Free Email at http://www.hotmail.com ---------------------------------------------------------------- To unsubscribe, send mail to celandra-off@phoenyx.net.