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ERA 10 Autoplayer
This booklet creates a campaign of adventures for a squad of space marines. Playable continuously. Stop at any time; pick back up whenever desired with as many players as are available. Does anyone still game by email? You don’t have to, but these rulez can make that style gaming compelling.
The mechanics ask the player heroes to wage war for the Tetra-League. The goal is to crush all who complain, well, complain while shooting firearms. The League is run by cartels of varied interests. The cartels are the Tetra-League despite what the constitution says. Right? Wrong? Be the guys with the plasma accelerators. The plots don’t need a rival or much motive. That and the galaxy is so wide and blue—really, blue?—that the threat never truly ends. Peace is always one more orbital insertion away. God bless us, every alien.
This booklet is used in conjunction with Fundamentals of Era Ten.
Free-Style Role-Play uses a Quick and Dirty system. The players are not going to always control precisely what happens in combat. The player selects a broad action, and a result is generated from a set of outcomes. Yes, there are dice rolls. Wouldn’t be a game without such.
Yet instead of rolling D20 ad nauseum, you take actions in free-style fashion and compare your abilities against the generated event. A deck spawns the combat actions and allows the players to improve in ability as they adventure.
See the play tester videos.
*** Get it Now on Drive Thru ***
Chronicles of the Outlands
The players are fantasy characters without class distinction, proto Vikings, exploring and adventuring in a broad continental land bordered by seas. Magic works. All the characters will slowly improve a magical sword and train a magical mount. Magic is an integral part to play. Yet there are no spells per se, as each player character grows in power through the actions of the game.
There are six principal traits of characters: Bold, Clever, Energetic, Gifted, Methodical and Rugged. There is no degree that measures a trait; they are either present or not. The absence of a trait denotes the character is not any better than the norm in that area.
The player characters will also acquire a special set of combat skills, called swaggering techniques, by engaging in battle. These will be personal fighting styles as well as techniques gain specific to their Blade, Mount, Longboat and Wizardry. The new (level zero) character probably has practiced and even fought, but only through often repeated exercise of the game mechanics will he obtain great swagger.
To gain levels the character must perform Ignoble Deeds, nine tests of worthiness. These will relate to game events of the following types: Adventure, Fame, Battle, Ingenuity, Magic, Profit, Forethought, Comradeship and Courage.
Magic is performed like any other skill. The player describes an action based on a wizardry technique, and the Referee decides the degree of difficulty that must be rolled to succeed. It’s that simple (or not). In combat however, the mechanics of each Q&D apply. The various magical techniques will be seen as Advantages, making the dice roll easier. Once the player discovers any Wizardry techniques, he can shift to Recitation Method and use his magic for specific results. Yet using magic dooms the character to slowly change to something less human.
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