Colony
Colony
Next week we do character creation for Colony. It is basically a game about the first humans to ever colonize another planet in another galaxy. The ship will take over about 300 years to arrive which means everyone you left behind is dead. It is just you and your colony mates.
The games themes will focus on two things:
1. Relationships - Given this is a huge experiment the crew of a colony ship had to be skilled and trained at creating a colony. However, once you get on board there is no going back which means those trained people got to bring their immediate families. New relationships will form and will such a tight group of people conflict is bound to rise up.
2. Exploration of the planet - I'm not defining the planet. This will be done with a successful roll and the players define what is discovered.
Here is the wiki which still needs a lot more info but I'll keep it up to date.
http://zerneeak.com/rpgwiki/index.php?title=Colony
The games themes will focus on two things:
1. Relationships - Given this is a huge experiment the crew of a colony ship had to be skilled and trained at creating a colony. However, once you get on board there is no going back which means those trained people got to bring their immediate families. New relationships will form and will such a tight group of people conflict is bound to rise up.
2. Exploration of the planet - I'm not defining the planet. This will be done with a successful roll and the players define what is discovered.
Here is the wiki which still needs a lot more info but I'll keep it up to date.
http://zerneeak.com/rpgwiki/index.php?title=Colony
Concept Ideas
Chris asked me to repost this:
Just a couple of thoughts on character concepts:
1. Zoologist in charge of the genetic ARK project. Loves animals more than people. Needs confirmation from Admin before cloning begins. Has secretly cloned her own pets...
2. Psychologist/Rec/Fitness Officer. Hyper-fit ex-Marine in charge of 'sleeper' health, mental and physical, upon waking. Has all kinds of weird anti-grav swimming/exercise machines. At odd with other 'med-pushin' psychiatrist. Believes in personal responsibility and hard work. Loves holo-films and makes me think of Matthew McConaughey, but gay, gay, gay, gay, gay. Perhaps left lover on Earth for this project, knowing that procreation was NOT in his/his partner's future.
3. Zero-G Deckhand specialist/mechanic. Also ex-Military. Resents the Admin and Engineers who can plan all day but don't know how to actually fix things. Has engineering training as well, but feels a good whack with a wrench will straighten out most problems. Was able to bring his daughter, but left his eldest son after a strained relationship.
Some other thoughts about the Colony ship:
Perhaps there are Keepers and Sleepers. The Keepers are waking, generational caretakers of both the ship and Sleepers. After 300 years in Zero-G, they may be a bit kooky and perhaps there were losses of Sleeper pods, revolution, or civil war. I'm almost thinkin' crazed mountain people like you might find in Virginia. Wife suggested making them short and weird shaped, due to not having gravity... Of course, none of the 'original' Keepers are left when the Sleepers wake up. Perhaps the Keepers have an almost superstitious/religious view of the Sleepers when they awaken, as it could have been the only way to maintain cabin-fever like society.
Another idea could be shifts of awakening people, serving at different times, but there could be a lack of perfect information being passed to the new shift. Almost like that movie 'Moon' or something. The PCs could be just starting a shift. Some could have been awake for shifts before.
Anyway, just some thoughts. Looking forward to it.
Just a couple of thoughts on character concepts:
1. Zoologist in charge of the genetic ARK project. Loves animals more than people. Needs confirmation from Admin before cloning begins. Has secretly cloned her own pets...
2. Psychologist/Rec/Fitness Officer. Hyper-fit ex-Marine in charge of 'sleeper' health, mental and physical, upon waking. Has all kinds of weird anti-grav swimming/exercise machines. At odd with other 'med-pushin' psychiatrist. Believes in personal responsibility and hard work. Loves holo-films and makes me think of Matthew McConaughey, but gay, gay, gay, gay, gay. Perhaps left lover on Earth for this project, knowing that procreation was NOT in his/his partner's future.
3. Zero-G Deckhand specialist/mechanic. Also ex-Military. Resents the Admin and Engineers who can plan all day but don't know how to actually fix things. Has engineering training as well, but feels a good whack with a wrench will straighten out most problems. Was able to bring his daughter, but left his eldest son after a strained relationship.
Some other thoughts about the Colony ship:
Perhaps there are Keepers and Sleepers. The Keepers are waking, generational caretakers of both the ship and Sleepers. After 300 years in Zero-G, they may be a bit kooky and perhaps there were losses of Sleeper pods, revolution, or civil war. I'm almost thinkin' crazed mountain people like you might find in Virginia. Wife suggested making them short and weird shaped, due to not having gravity... Of course, none of the 'original' Keepers are left when the Sleepers wake up. Perhaps the Keepers have an almost superstitious/religious view of the Sleepers when they awaken, as it could have been the only way to maintain cabin-fever like society.
Another idea could be shifts of awakening people, serving at different times, but there could be a lack of perfect information being passed to the new shift. Almost like that movie 'Moon' or something. The PCs could be just starting a shift. Some could have been awake for shifts before.
Anyway, just some thoughts. Looking forward to it.
Thanks for posting your ideas. I love all of them.
1. The Zoologist would be cool and could play important parts on cloning which is a major part of colonization. Just make sure you have good ideas for human relationships as that is a major source of conflict.
2. I like this guy but part of the mission of the colony is reproduce and successfully survive on the planet. I'd be interested in how this could be part of the character and how it conflicts with him being gay.
3. Great concept.
As for your idea on the colony ship I like combining the two. The keepers are people who wake up periodically and check the systems. They are also responsible for waking everyone up when the reach their destination.
1. The Zoologist would be cool and could play important parts on cloning which is a major part of colonization. Just make sure you have good ideas for human relationships as that is a major source of conflict.
2. I like this guy but part of the mission of the colony is reproduce and successfully survive on the planet. I'd be interested in how this could be part of the character and how it conflicts with him being gay.
3. Great concept.
As for your idea on the colony ship I like combining the two. The keepers are people who wake up periodically and check the systems. They are also responsible for waking everyone up when the reach their destination.
Updated the wiki:
http://zerneeak.com/rpgwiki/index.php?title=Colony
Also, just throwing out how I envision the game.
1. The main focus is going to be the exploring and mystery of the planet itself. We'll continue to define it using style points and I'll try to introduce general weirdness and mystery for the characters to deal with.
2. The relationships between the colonists with a focus on your qualities. Expect these to pop up a lot.
3. Politics of the colony. One of the things I wanted was a clear power gap when everyone arrived and there is no clear leader. Expect colonists to splinter off and groups like the scientist and military trying to lead.
So, I'm curious what you want? It can either be general (I want to kill aliens) or specific to your character (I want to focus on the love triangle my character is involved in).
It is even better if you tie it into one of my goals above. I'd appreciate a comment from everyone. Also, please post here unless you think a reveal would add to the story.
Any other feedback is good, too (like if you want to switch back to ORE )
http://zerneeak.com/rpgwiki/index.php?title=Colony
Also, just throwing out how I envision the game.
1. The main focus is going to be the exploring and mystery of the planet itself. We'll continue to define it using style points and I'll try to introduce general weirdness and mystery for the characters to deal with.
2. The relationships between the colonists with a focus on your qualities. Expect these to pop up a lot.
3. Politics of the colony. One of the things I wanted was a clear power gap when everyone arrived and there is no clear leader. Expect colonists to splinter off and groups like the scientist and military trying to lead.
So, I'm curious what you want? It can either be general (I want to kill aliens) or specific to your character (I want to focus on the love triangle my character is involved in).
It is even better if you tie it into one of my goals above. I'd appreciate a comment from everyone. Also, please post here unless you think a reveal would add to the story.
Any other feedback is good, too (like if you want to switch back to ORE )
- jimmy corrigan
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o.r.e. please.
for cereal though, i really liked the first episode. kudos, all. i would like to request flashbacks with those we left behind. and via these flashbacks, sort of blend in the different ways that all of the pc's, perhaps unknowingly, had integral relationships to one another pre-launch. i would also like to request more cool gm-driven twists (like being woken up 14 years late with no fuel-- that rocked). that's all for now. i'll try to think of more.
for cereal though, i really liked the first episode. kudos, all. i would like to request flashbacks with those we left behind. and via these flashbacks, sort of blend in the different ways that all of the pc's, perhaps unknowingly, had integral relationships to one another pre-launch. i would also like to request more cool gm-driven twists (like being woken up 14 years late with no fuel-- that rocked). that's all for now. i'll try to think of more.
[quote="jimmy corrigan"]
for cereal though, i really liked the first episode. kudos, all. i would like to request flashbacks with those we left behind. and via these flashbacks, sort of blend in the different ways that[i]all[/i] of the pc's, perhaps unknowingly, had integral relationships to one another pre-launch. i would also like to request more cool gm-driven twists (like being woken up 14 years late with no fuel-- that rocked). that's all for now. i'll try to think of more.[/quote]
Great feedback. You can expect flashback with your "those I left behind" and other characters. I'll try to come up with some good mysteries and twists but can also use help like when DD suggested the thing about the keepers.
- SpaceMonkey
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What is Zach Alcala's relationship to Naan Watashe (I know he is rival for Uta but he wouldn't know that)?
I'm thinking Naan is none too shy about telling Uta (and anyone else) his feelings on the matter, so common knowledge.
Naan has also noticed Uta's interest in Zach, but that may just be because he pays a lot of attention to her. Whether Zach has noted this or not is up to him, Naan has not said anything directly to him regarding it.
I'm thinking Naan is none too shy about telling Uta (and anyone else) his feelings on the matter, so common knowledge.
Naan has also noticed Uta's interest in Zach, but that may just be because he pays a lot of attention to her. Whether Zach has noted this or not is up to him, Naan has not said anything directly to him regarding it.
**Formerly dnd3eplayer**
Now your humble host. Let me know if you see any board issues.
Now your humble host. Let me know if you see any board issues.
[quote="cczernia"]
What is Arnel Colchak's relationship to Fletcher Penn?[/quote]
Fletcher sided with the scientists re: how many troops to bring. Arnel never forgot that and bears a little bit of a grudge.
Hey man, I'm slinging volume and fat stacking benjies, you know what I mean? I can't be all about spelling and shit!
- jimmy corrigan
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fletcher thinks arnel means well and is just trying to do his job. he thinks the sheriff is a passionate man with some misplaced frustration. fletcher knows that he will be an asset to the colony (probably sooner than we think) and realizes that the best way to work together with the man is to give him a wide berth.
I think my intial concept for Zach's relationship with Watashe was that the Horticulturalist could hook him up with the best, all-organic grub he could get. Perhaps we were 'forced' to work together before leaving, with Zach drawing up dietary plans based on potential survival needs of the crew and Watashe working out how/what to grow?
[quote="cczernia"]Thanks everyone. That clears things up a bit. I can now remove the ? from my relationship lines:cheers:
Why would Arnell stick his neck out and possibly get fired to get Chris stuff?[/quote]
Pfft it's not so much sticking his neck out. I don't talk to him all heady scientific like but explain things to him so he can wrap his head around it so he can manage his enforcement folks and not worry about looking like a dumb buck to all the civies
[quote="Skyman"]Pfft it's not so much sticking his neck out. I don't talk to him all heady scientific like but explain things to him so he can wrap his head around it so he can manage his enforcement folks and not worry about looking like a dumb buck to all the civies[/quote]
Anything that you would legally and reasonably require you can get from Gabe Tablan (though he might be reluctant to give it to you because he thinks you killed his son). What would you need from an officer in the military that you wouldn't be able to get from Gabe? Why would that officer give it to you.
[quote="cczernia"]Anything that you would legally and reasonably require you can get from Gabe Tablan (though he might be reluctant to give it to you because he thinks you killed his son). What would you need from an officer in the military that you wouldn't be able to get from Gabe? Why would that officer give it to you.[/quote]
Clearance for research since Arnell is part of the review board
- SpaceMonkey
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- jimmy corrigan
- Posts: 4900
- Joined: Mon Aug 11, 2003 11:00 am
- Location: 1313 mockingbird lane
- jimmy corrigan
- Posts: 4900
- Joined: Mon Aug 11, 2003 11:00 am
- Location: 1313 mockingbird lane
Here is Shawn's address:
4529 63rd St.
92115
You should be able to google it to get directions. Once you find the house, there's a walkway on the right side of the building. Go to the second door down.
4529 63rd St.
92115
You should be able to google it to get directions. Once you find the house, there's a walkway on the right side of the building. Go to the second door down.
Hey man, I'm slinging volume and fat stacking benjies, you know what I mean? I can't be all about spelling and shit!
- SpaceMonkey
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- jimmy corrigan
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- Joined: Mon Aug 11, 2003 11:00 am
- Location: 1313 mockingbird lane
Game on tomorrow (7/11) 7pm at Mord's.
I updated the wiki with the last game. Feel free to check it out and fix any errors
http://zerneeak.com/rpgwiki/index.php?title=Colony
I updated the wiki with the last game. Feel free to check it out and fix any errors
http://zerneeak.com/rpgwiki/index.php?title=Colony
- SpaceMonkey
- Killer Robot
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- jimmy corrigan
- Posts: 4900
- Joined: Mon Aug 11, 2003 11:00 am
- Location: 1313 mockingbird lane
- jimmy corrigan
- Posts: 4900
- Joined: Mon Aug 11, 2003 11:00 am
- Location: 1313 mockingbird lane
- SpaceMonkey
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- jimmy corrigan
- Posts: 4900
- Joined: Mon Aug 11, 2003 11:00 am
- Location: 1313 mockingbird lane
- SpaceMonkey
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[quote="jimmy corrigan"]aaaaaaaaargh!!! i am not happy. as of this morning, like, right now, rehearsal[i]is[/i] happening. not happy me is not happy![/quote]
Take that, Happybert* !
*(that's Happy Albert you know)
**Formerly dnd3eplayer**
Now your humble host. Let me know if you see any board issues.
Now your humble host. Let me know if you see any board issues.
Game tomorrow (7/19). Place, Andy's. Time 7:00pm
Wiki has been updated with most of what happened last week. I still need to add the flash backs. I can only remember two:
Chris Ryder delivering bad news
Upti giving his disapproval to Naan.
http://zerneeak.com/rpgwiki/index.php?t ... y_Synopsis
Wiki has been updated with most of what happened last week. I still need to add the flash backs. I can only remember two:
Chris Ryder delivering bad news
Upti giving his disapproval to Naan.
http://zerneeak.com/rpgwiki/index.php?t ... y_Synopsis
We are halfway through the game and I'm having a lot of fun.
However, some things I noticed is with XP and the way the game is set up from a mechanic level it is almost impossible for you guys to fail. Most challenge ratings are difficulty 7-13 and you guys have been getting +8-12 in most situations meaning that you only fail on rolls of 2.
Right now, I don't have a problem with this but it seems silly to even have a system. I've been pumping up the NPCs a little for contested rolls to increase the challenge.
So, I'm curious as to what you think about the mechanics of the game. Would you like it to be more challenging. Would you like to see more extended contests?
Also, feel free to give me any other feedback.
However, some things I noticed is with XP and the way the game is set up from a mechanic level it is almost impossible for you guys to fail. Most challenge ratings are difficulty 7-13 and you guys have been getting +8-12 in most situations meaning that you only fail on rolls of 2.
Right now, I don't have a problem with this but it seems silly to even have a system. I've been pumping up the NPCs a little for contested rolls to increase the challenge.
So, I'm curious as to what you think about the mechanics of the game. Would you like it to be more challenging. Would you like to see more extended contests?
Also, feel free to give me any other feedback.
[quote="cczernia"]We are halfway through the game and I'm having a lot of fun.
However, some things I noticed is with XP and the way the game is set up from a mechanic level it is almost impossible for you guys to fail. Most challenge ratings are difficulty 7-13 and you guys have been getting +8-12 in most situations meaning that you only fail on rolls of 2.
Right now, I don't have a problem with this but it seems silly to even have a system. I've been pumping up the NPCs a little for contested rolls to increase the challenge.
So, I'm curious as to what you think about the mechanics of the game. Would you like it to be more challenging. Would you like to see more extended contests?
Also, feel free to give me any other feedback.[/quote]
Oh, that reminds me, I wanted to apologize for how disjointed and unfocused we were last night. Sorry!
As to the challenges - I think it might have something to do with the nature of the roles. I know for my character, I tend to only be rolling for stuff that he's really good at - investigations and other sheriffy stuff like that. So I think it's perfectly fine that he's almost always going to be successful in those things. That's his job. However, if he were to run into a challenge unrelated to his specialties, I'm sure it wouldn't be all successes.
I haven't even actually spent any of my experience...
Hey man, I'm slinging volume and fat stacking benjies, you know what I mean? I can't be all about spelling and shit!
- jimmy corrigan
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i also apologize for my contributions to a less-than-focused, albeit fun, game session. however i must say, that was a cool episode!!! i really liked everyone's choices and actions-- it moved the story along in a compelling manner. also, welcome aboard, john (if you can see this forum, that is)!
chris, i think you dealt with fletcher's conflict with the clone children really handily, as far as mechanics go. if you'll remember, i lost that roll off, cause i had the same number of modifiers as they did, and they out-rolled me. if i had a suggestion, it would be just that. pump up npc's just as you did with the clones and all should be well.
have fun with the rest of the campaign, fellow oolonizers!
chris, i think you dealt with fletcher's conflict with the clone children really handily, as far as mechanics go. if you'll remember, i lost that roll off, cause i had the same number of modifiers as they did, and they out-rolled me. if i had a suggestion, it would be just that. pump up npc's just as you did with the clones and all should be well.
have fun with the rest of the campaign, fellow oolonizers!
- SpaceMonkey
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