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Old 12-05-2020, 07:57 AM   #111
Daigoro
 
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Default Re: Collaborative Worldbuilding Threads

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Originally Posted by dcarson View Post
On the Gurps discord the .ig command will do the same. You can also select how many books to choose .ig 5 or restrict to 4th edition .ig 3 4
That's handy to know. However, I'm beginning to think that a completely random selection would be a bit tricky. We'd need some kind of selection method.
Maybe first three posters' suggested books?
Voting to accept a random combo?
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That brings up an interesting idea.
If we were to rehash one of the earlier ideas it would be interesting to see what alternate world would be created.
Could well work. Were there any in particular you were thinking of?

In any case, there's not much indication of which topic to choose, apart from cold war super spies, and we only did super spies a few months ago.

So, dropping the other ideas, is there any preference between Travelling Space Circus and Secondary World Cyberpunk? These are the two which I've got some ideas brewing for.

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- Pirates with a twist, an early take on a weird west game.
BTW- Is that one suggestion or two? I.e. Do you mean pirates in the weird west?
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Old 12-05-2020, 01:52 PM   #112
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So, dropping the other ideas, is there any preference between Travelling Space Circus and Secondary World Cyberpunk? These are the two which I've got some ideas brewing for.
Both sound good to me, though I think I prefer the space circus.
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Old 12-05-2020, 07:26 PM   #113
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Both sound good to me, though I think I prefer the space circus.
Personally I lean the other way, but I'm more interested due to the smaller scale.

The Wierd West/pirates idea I threw out there is more of a new take on the setting dominated by the Pirates of the Carribean film franchise than anything else, I was just struggling to avoid the reference.
Pirate Fantasy might be a better moniker.
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Old 12-06-2020, 07:10 AM   #114
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On the horns of a dilemma, I am. I may have to trust in the will of Our Saviour, Thridys Ix.

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Personally I lean the other way, but I'm more interested due to the smaller scale.
I was thinking the circus would be smaller scale. You'd have a somewhat limited roster of characters and spaceships. But then we'd also be looking at the setting they're in, and detailing a number of star systems, albeit in broad strokes, so it could be small or large, depending on how we go.

Quote:
The Wierd West/pirates idea I threw out there is more of a new take on the setting dominated by the Pirates of the Carribean film franchise than anything else, I was just struggling to avoid the reference.
Pirate Fantasy might be a better moniker.
That has potential. I'll add it to my list.
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Old 12-07-2020, 07:37 PM   #115
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Default Re: Collaborative Worldbuilding Threads

So I've prepped an intro post for both threads- Space Circus and Cybercity.
Odds: Cybercity, Evens: Space Circus
Someone roll a d6 and tell me what you get.
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Old 12-07-2020, 07:59 PM   #116
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The Wierd West/pirates idea I threw out there is more of a new take on the setting dominated by the Pirates of the Carribean film franchise than anything else, I was just struggling to avoid the reference.
Pirate Fantasy might be a better moniker.
Weird Seas?
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Old 12-07-2020, 11:19 PM   #117
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Someone roll a d6 and tell me what you get.
Uh . . . 8. Wait. How'd this doubling cube get in my die-rolling program?

So, 3 . . . or 8. Your choice.
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Old 12-08-2020, 05:09 AM   #118
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Weird Seas?
strange seas.

that sounds fun, though laying it over a real place may make it trickier
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Old 12-08-2020, 07:27 AM   #119
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Uh . . . 8. Wait. How'd this doubling cube get in my die-rolling program?

So, 3 . . . or 8. Your choice.
A 3? Then Cybercity it is! ... As per my cunning fnord 4 posts up.

When that one peters out, we can move straight on to the Space Circus one.
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Old 12-08-2020, 09:19 PM   #120
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Indeed, this could work.

(SNIP)

I have the feeling that putting too many preconditions up front might stymie people a little. I think the most restrictive start we had was the dwarven agriculture thread, and that was fairly open to start with. You could see how it goes though.
Limitations and boundaries make for good drama, and force creative decisions. Moreover, one of the themes of a post-apocalyptic setting is the sense of staggering loss.

Everybody knows they live in a fallen world in which greatness has been squandered; every day is a struggle to survive; and what the elders took for granted, the children can no longer have or do or be.

How does one survive in such a state? What does it take to not give in to despair; to maintain a sense of decency and ethics; to find the strength to create and defend communities, and at least start to rebuild?

(Alternatively, you just ignore all that and play some version of Gamma World, which is just Dungeon Fantasy reskinned. Psionics substitute for magic, races are "mutants," and ancient technology that, amazingly, still functions substitutes for the magical treasure. The PCs may be "wasteland wanderers" instead of "dungeon delvers," but they're still just murder-hoboes.)

If magical high-tech just spawns in ("Oo! A TL 10 3D printer with an attached fusion plant, located next to a massive landfill that has 200 years of raw materials of all sorts!"), then it's no more a "post-apocalyptic survival" game than Star Trek or Buck Rogers.

After all, Trek and Rogers both took place after terrible wars had destroyed civilizations, so they're technically "post-apocalyptic" settings, right? (Not)
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