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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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IanCunningham
a hyperintelligent shade of blue

Mon

Nov 1
1999

01:20Z

[Cel] the IH Space Game - what I want

      We have a lot of argument going on right now about what exactly
the game should consist of. It's not really getting us anywhere, since
we're all working in the abstract. Thus, I'm going to lay out what
I want out of the game, and if everyone interested in it does the same
maybe we can have something to work out and compromise on.

Races/Society - I've seen a lot of bickering between a wide-open
anything goes universe vs a centralized one or two society pattern.
The same goes with any type of race vs focusing mostly on the humanoids. B5 
and Star Trek are both mentioned as being unrealistic
because of the overwhelming amount of humanoids. This is, of course,
a fault of TV, not the show. The Minbarri could just as well be giant
cockroaches and the Centauri sentient snot in a text universe, such
as novels or this game. It doesn't change their character.
       So what I'm saying is that I definitely want as many different
races as possible. I don't want a Star Trek where everyone is human
except for their funny ears or noses. However, I think several large
multiracial societies also would be ideal, if only for bookkeeping
purposes, and to prevent constant minor wars. SF war should be big
and it should MEAN something.
       In short - lots of weird aliens, a few major political/societal 
groups.

Technology vs Magic - I do not want to see magic in the game, unless
it's magic as per Clarke's Law ("Any sufficiently advanced technoglogy is 
indistinguishable from magic."). This also means I'd rather not see Celandra 
or The Dreaming involved. They would just
complicate an already complicated game (witness the amount of discussion! :) 
).

levels of technology/types - I think the tech levels of player societies 
should all more or less within a one or two step range. Too
high and you're reduced to spouting wisdom at the less evolved races, since 
it's no challenge to fight or defend yourself from them, or even
be economically threatened. Too low and well, you're a caveman let loose in 
Las Vegas. You're just not a player.
     As for types, with transportation I think a jump point/wormhole
situation is the road less traveled, and thus the one more fun. Unless
you're a BIG SF fan (and I don't mean primarily TV or movie SF.), that 
method isn't common enough for you to know all the cliches of that aspect of 
the genre. Also, it allows for interstellar civilizations, but keeps the 
difficulties of most travel being sublight.
     Beyond that, let's leave it open within limits. It worked with 
Elyria... If one society has developed shields, and the other has superheavy 
armor, fine. We just need to be prepared to deal with it:
in the long run, aren't those just two different ways of doing the same 
thing?

let's see what else? Oh yeah, story! As I said earlier (in a post I'm not 
sure ever made it on here, grumble grumble) - I like big, grand adventurous 
SF. Even that kind of SF deals with ideas and society, but it allows those 
impatient types among us *cough cough* to go haring off after lost 
civilizations or engage in a bit of sporting interstellar conquest. However, 
as long as I'm given the opportunity to play as a definitely non-humanoid 
ALIEN race, I'm happy no matter which way the story goes.

To sum up - I want lots of variety with species, low to middle variety in 
overarching governmental bodies, similar tech levels, jump-point tech, 
middle level SF tech-types (and here comes the argument about what's middle 
level...), and rollicking pulp style SF stories, but allowing serious 
societal speculation as well.

hmm. Maybe this won't help... ;)

                         Ian, lurking since Elyria died.

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