[Churchofgaming] Diaspora: Our corner of the universe.
Carl Brown
catodon at whale-mail.com
Wed Sep 28 04:10:58 UTC 2011
Diaspora is FATE Hard SF. No artificial gravity, no psi, and no
reactionless thrusters. We will use combined knowledge of our group to
create worlds and situations as close to the plausible as we can. The
idea is not to say 'no' but to create a plausible explanation as close
to your idea as we can. For example, Bussard ramjets, were considered
for interstellar slower than light travel in the 1960's but since then
we have discovered that interstellar gas is too thin. However if you
really want to use them perhaps you are in an area of denser gas such as
a nebula or near a galactic core. The only exception is the FTL
'slipdrive' that travels over defined routes.
Humanity has been colonising the stars for tens of thousands of years,
the people of our cluster may not even know about Earth. In our cluster
civilisations and and interstellar trade has risen and fallen in great
cycles over the millennia. The slipknots join 8 solar systems in our
cluster. Often the system is named after the most populous world or the
star but each solar system is a lot of territory and a lot of people. A
system might contain, planets, moons, 'bubble worlds' made from inflated
metal asteroids, multiple stars, asteroid belts, comets, space stations,
O'Neill colonies etc. There are multiple languages, lower technology
systems tend to have the most. Fortunately, high technology visitors
generally have electronic translators. There is also a lot of cultural
and technological diversity, C/T skill will limit familiarity for all
kinds of equipment.
We are alone. The biospheres of the cluster are predominantly
genetically engineered Earth-life, terraforming wipes out alien life.
There is no intelligent alien life in our cluster, but some
non-terraformed worlds have alien animals. There is no good AI, robots
with human levels of intelligence are only achieved at the highest level
of technology, well beyond what and of our current systems is capable
of.
Spaceships are huge and require a lot of fuel, 70-90% of their volume.
Ships don't land. You get to the surface using interface vehicles like
shuttles or landers. On some worlds you can ride a space elevator down.
Starships are expensive to run but we are using the optional trade
modifiers to help simulate this. There are no space fighters. Space
battles are psychologically more like submarine battles that jet plane
dog fights. Though ships and other vehicles have a beam weapons
attribute beam weapons are actually difficult to make, 'beams' often
represents unguided kinetic weapons like naval cannons or railguns.
Campaign aspect to be defined in session three.
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