QUOTE (ggodo @ May 10 2012, 11:43 PM)
Anybody going to give some idea of what to expect in it? Particularly space? My teams seem to end up involved in space a disproportionate amount of time. How about a bit more in depth of a review? Anything that isn't math. I just got my degree, I don't want to do math for a while.
I'll go into some more detail on the space parts, then:
The chapter on space is 30 pages long. There's 6 pages of fiction and 4 pages of history on space, and 6 pieces of half-page art. That leaves 17 pages of info on space operations of the 2070s.
One section talks about where in space stuff happens; low-earth orbit, geosynchronous orbit, Lagrange points, the moon, and deep space. It only talks briefly on what each place is and what is accomplished there (the info from
T:W is more in-depth, but not up to date - a good complement).
Then there's a page and a half discussion space survival - Orbital DK's 12 rule 'guide for not becoming dead in space' are nice. It's an in-game document you can hand your players (conveniently located alone on a page along with a piece of art, almost perfect for a hand-out!).
There's a page worth of discussion on the difficulties of getting into space, and last 15 pages talk about space operations: launch locations, bases and locations in all five categories mentioned above (LEO, GEO, Lagrange points, the Moon and deep space: it mentions several bases for each point, who runs them and what they do), the Space Rescue Service (what it is and it's history), and laws and regulations of space operations.
Most of this info is useful and/or interesting, but remember that all of the above info is in the in-game JackPoint post format.
Now, on to game information. There's about 2 pages worth of game info on running in space: There's a short note on the difficulties of getting into space--including suggestions for fines/sentencing for weapon violations; rules for long-term effects of zero-G, cramped quarters of space stations (penalty for trolls), decompression, hull breaches, standard weapons fire aboard space stations, radiation and solar flares, and space movement.
Finally, there's a chart with space travel times, and some gear:
- A balance augmentor made for zero-G enviroments.
- A Grenade Launcher made for space stations (firing non-lethal, or magnetic flechette grenades, and having a three-targets-at-once BF option)
- Catastrophic Rescue and Salvage Hardware space rescue drone.
- Golem III and Golem IV Space Combat Drones
- St. Bernard Space Recon Drone
- Vehicle mod package for turning a semiballistic or suborbital into a Space Rescue Service patrol/rescue craft.
- Vigilance-class Space Rescue Cutter (a 21-man space ship with solar sails, weapons, drone racks)
- Armadillo Space Suit (armored, strength-enhanced space suit, first used on Mars)
There are no written-out plot hooks, though I'm sure a number of ideas can be taken from the shadow talk.
QUOTE (CanRay @ May 11 2012, 02:51 AM)
I actually lost money on Safehouses, for example.
How did you lose money? Taking time off from another source of income to write it?