- Worlds that do not trade with other worlds are poor and have low technology.
- 1st Corollary of Law 1: Poor, low tech worlds are in constant danger of extinction.
- 2nd Corollary of Law 1: Exceptions to this law tend to be extremely nasty.
- You are not the first traveller to arrive in this system.
- 1st Corollary of Law 2: If you don't know what happened to previous travellers, you are asking for trouble.
- The people that built your ship assumed that you would always be fully supplied, have a full fuel tank, and not have more than the recommended amount of cargo and passengers before entering hyperspace.
- 1st Corollary of Law 3: The most important knowledge a traveller must have is how to bend Law 3.
- Human beings are short-sighted, paranoid, selfish, greedy, and delusional.
- 1st Corollary of Law 4: This is the primary source of profit for travellers.
- 2nd Corollary of Law 4: This is the primary source of danger for travellers.
- 3rd Corollary of Law 4: This applies to your crew, too, so watch your back.
- Always be prepared to nuke the site from orbit (a.k.a. Dead men tell no tales).
- 1st Corollary of Law 5: Remember that everyone you meet is trying to figure out how to kill you if they decide they have to.
- Exposure to hard radiation does not give you super powers. It simply kills you.
- Gravity is a harsh mistress.
- Don't touch that.
- 1st Corollary of Law 8: If you think you can profit by touching that, go ahead, but be prepared to be wrong.
- 2nd Corollary of Law 8: Much better to order a crewman to touch that.
- Never forget where you landed the shuttle.
- 1st Corollary of Law 9: When on a planet, always conduct yourself in such a manner that you are on the shuttle when it takes off again.
- 2nd Corollary of Law 9: Always remember that your captain can probably recall the shuttle on autopilot.
- 3rd Corollary of Law 9: It doesn't do any good to be on the shuttle when it returns if your captain is simply going to throw you out the air lock.
- It's good to be the Captain.
- 1st Corollary of Law 10: Your entire crew knows this.
Tag: ideas
Cyberpunk
Another game that never was. I was going to run a Savage Worlds cyberpunk game, but it never got off the ground. This was an essay I wrote for myself as a thought-starter and background information sort of thing.
The Technological System is nothing less than the sum total of the organization, techniques, drives, and capabilities of modern existence. In the Technological System, efficiency is king, trumping nationalism, economics, even biology. That which can be made efficient thrives; that which can not withers. That includes ideologies, historical conflicts, cultures … and people.
...continue reading "Cyberpunk"
C’ai Shen
For the Dreadmire campaign, I had the idea that there was this huge port city somewhere off in the void. It would be the source and a way-point for trade goods and people, and a source of rumor. Going there might have become a goal for the PCs. I never really developed any of this stuff, but the ideas are still interesting, at least to me.
The City “T’sai-shen”
Cai-shen
The Chinese god of prosperity, both of religious Taoism and in the syncretist folk religion. He has various magical powers, such as warding off thunder and lightning, and ensuring profit from commercial transactions. As a historical figure he is identified as Zhao Xuan-tan (Chao Hsüan-t'an), "General Zhao of the Dark Terrace", from the Qin Dynasty. He attained enlightenment on top of a mountain. He also assisted Zhang Dao-ling on his search for the life-prolonging elixir.
...continue reading "C’ai Shen"
Dreadmire campaign ideas
This was just a file of notes of plot points, setting ideas, encounter ideas, and whatnot for the campaign. Since the game never really went anywhere, I never used 90% of this stuff.
Dreadmire Campaign Ideas
Tribe of Fomorians –
- a city of them, but scattered members can be found all over the Dreadmire.
- Some can pass as human, though the cat-eye gives them away if you can see through their glamer.
- Similarity to Rakshasa – urbane, yet cruel – communicative, but not open – enjoys society, but is an enslaver and tyrant.
- Fomorian warlock ruling a plantation – Halflings in servitude, almost slavery
- Fomorian rogue passing as a human woman – may be an ally to the PCs, but is also quite willing to turn on them if hired by an enemy
Dreadmire
Somewhere along the way, I don't remember when and I don't remember how, I acquired this little beauty: Dreadmire. It's a campaign setting book for D&D 3.0 -- think swamp, Cajuns, frogs, swamp, swamp people, voodoo, swamp magic, swamp, mosquitos, and swamp.
I started developing a campaign using this setting, but that was about when D&D 4.0 came out and I wanted to try it, so I started converting stuff. Unfortunately, after running the campaign a few sessions, I discovered that I really didn't like running 4.0, so we quit and went on to something else.
But here are a bunch of notes from the game, some of which is still in the original 3.0 form and some converted to 4.0. Enjoy!