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Old 05-03-2017, 06:59 AM   #91
ericthered
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What I wish I knew as an Online GM 18 Months ago

I started Game Mastering for online groups about a year and a half ago. I talk about what I wish I knew: How long it really takes a group to form online, new things you have to do to make the group stick together, and about rule 0 of GMing: it is your job to make the game work.
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Old 09-25-2017, 01:32 PM   #92
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Gurps City Management Chart

I started playing a city management game. Gurps supports this surprisingly well, but I still wanted to make a chart to get all the different parts strait. I present you with the result.
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Old 10-30-2017, 10:37 AM   #93
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FTL in Borlo

In my Borlo campaign, my design of Faster Than Light (FTL) travel was very important, even though the players never left the planet's surface. How easy or difficult it is to get somewhere shapes the culture and game-play of a setting. I really liked the system. It lets you cross the galaxy in a month, but it takes weeks to get to any particular place. My favorite consequences include:
  • It creates massive frontier areas where communication and transportation is possible but slow
  • Travel times are unpredictable
  • The ideal route for a merchant (or any other spaceship) is often to visit a new world.
I liked these features, and I now present the system to you.
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Old 01-30-2018, 09:12 AM   #94
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Invasion of the Hawfax: South America

We return to the turn of the century and the strange aliens that arrived. We look at the continent they landed on, and how they changed it.
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Old 11-06-2018, 11:54 AM   #95
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Robots as Spaceships: Theory and Systems


After a long hiatus on the blog, I've started a series. This series focuses on how to use the spaceships system to build robots. Here, I talk about why we want a system for building robots, and what kinds of robots we're going to focus on. I also muse on why we use systems at all.


I hope you enjoy the series, and I hope you find use for all the robots we'll be building!
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Old 11-13-2018, 08:42 AM   #96
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Spaceships: How Tough Should Armor be?



In preparation for Robots as spaceships, we explore what spaceships armor values would be if you extrapolated them down to human scale and made them comparable to existing armor systems.



The answer is Three. The DR on spaceships armor systems should be three times higher than it is, at least at the SM+0 scale. If that seems too simple, I wrote a whole article about it!
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Old 11-19-2018, 08:01 AM   #97
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Robots as Spaceships: A Simple Gunbot


In this post, I build a Simple Gunbot using the spaceships system. Analysis will wait a week, but I found many simple and interesting things when I built this "Spaceship".
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Old 11-29-2018, 06:59 AM   #98
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Robots as Spaceships: Nitpicking the Gunbot



Now that we know what the gunbot looks like, we can analyze what parts of it don't exactly match up with our expectations. In this post, we pick out what parts need to be tweaked, reworked, or at least noted. We gain some insight into spaceships, and move closer to our goal of building a robot creation system.
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Old 12-11-2018, 12:30 PM   #99
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Robots as Spaceships: Robot Attributes

In this post, we look at what the attributes of a robot should be, including Strength and DX.
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Old 01-09-2019, 08:28 AM   #100
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Robots as Spaceships: Scaling Costs


This is a more generic spaceships post, talking about how to build spaceships of a non-standard size without figuring out an alternate cost for every system. Its a tool that I use extensively when building my spaceships, and I'm going to use it a lot when talking about robots as spaceships!
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