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Celandra is a game in which the players take the roles of societies, rather than playing individual characters. The players will invent a society with its culture and heritage, and will guide its development and interaction with the world. Emphasis will be be placed on developing a detailed history of Celandra, along with myths and legends.
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RylenDreskin
Rylen Dreskin

Thu

Dec 2
1999

03:28



Wikify

[Main] Various Admin

Hey all,

I'm really pleased with all the NPS societies, especially since I forgot
to add summaries for the three I posted yesterday.

First, players
Tribes, welcome aboard.  I need to do another going over, but I think
your ready.  You need to think about how spread out your people are, how
well they maintain their communications, and what they'll accept as a
habitable planet -- but I expect your already doing that.

Remanant, wonderful funny story.  How does a secret system work?  What
do they do with univited visitors (cometters, pirates, ships passing
through)?  Is it long established or did they put it here because of all
the local action?

I've got a few comments on the NPS
Nooians and Parith are in.  The Parith need names for their two other
systems.  Jason?
The Mechlaus and Seven Dynasties are in, but I'm torn about their size
and might wind up kneecaping them.
The Regressionists, likewise.  Keaton, you brought this to my attention
originally, but you need to consider how few habitable planets there
are.  Low technology, while intresting, tends not to survive in an
environment where you don't if you don't take proper care of your
equipment.  Alternately, there could be marginally related Regressionist
movements on several habitable planets.
T-14 I'm very torn about.  Great Mambo is a wonderful book even if the
chicken only gets half a page and I love idea of nanotechnology.  But
the potential power is immense though you limited it nicely.  I've got
to think.
Knights are great.  I'm going to try and tweak them to include some run
ins with and relationship to the pirates of the late Hegemony.

Game start,
I've been considering how to manage this.  I'd like to hold active play
until we have a crude map and I've a refrence card with peoples
determinants.  And we haven't even set the starting year.  However I did
promise and we have plenty of information built up already.  What I
propose I'm sure no-one will like:  TURN 0.  This idea serves two
purposes; it stalls while we finish wiring the game up and it shows how
your societies aren't starting from nothing on HE ???.  Essentially, I'd
like everyone who wishes to write up two internal actions and make up a
resolution.  These represent things your society has been working on the
last few years:  projects underway, reforms debated, changes rejected,
crises starting.  You can choose any degree of sucess, though I recomend
you limit it to something framing future action, not a real
accomplishment, say at Good (+1).  Failure on the other hand knows no
bounds and a serious failure sets up all sorts of intresting story
ideas.  External actions are allowed as long you negotiate effects with
the other player or have already mentioned the event; GTC taking over
Lanothar or the Tribes entering Mar'san space would be examples.  Again
this is an optional activity to do short term what the time line did
long term, establish who is doing what.  Anyone really object to this?

Keaton, I'm one of those overly familiar Americans and feel a little
uncomfortable always calling you by your last name.  May I use your
first name?  If so, what is it?

As my first abuse of power, I declare Freefall to be one of the official
space oriented comics of Humanity.  It's funny, vaguely topical and at
http://www.purrsia.com/freefall/default.htm

Anyone know about or have good sources on terraforming?

Rylen (who seems to go on and on)

drat, no Vebulen, Cometters, pirates, or general systems tonight.

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