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Chris Sham
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Lord of all Kitchen Utensils!
Lord of all Kitchen Utensils!

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Lovely exterior views of ISS, showing off all the changes to its structure since the Space Shuttle missions ended. It's lucky they did this when they did; after the MS-10 failure, I imagine mission controllers will have much less patience for non-essential frivolousness like this.
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Another simple GM tool, with small SPOILERS for some published adventures.

Rather than having a pile of pages, each with stats for a separate starship, I just have this one table to list and compare them all together. Includes a mix of official Modiphius stats, my own creations, and a selection of other GM's creations. I will expand it as I keep playing.

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An engineering design rules add-on I made up for my players, in the style of the old LUGTrek Spacedock rules.

One of my engineering players wanted to design and build a very long-range warp drone, to go check on a distant star they were curious about. The crew doesn't want to spend their very limited time chasing a vague hunch, so it seemed reasonable to send some sort of proxy explorer, and the engineer wanted to build one from scratch. And it seemed more fun to actually design the thing than to just roll dice and say "yep, it's built now".

So I dug out the old Spacedock starship construction rules, as well as the TOS expansion to it (volume 4, since that's the closest Last Unicorn got to the era we're playing in), and slapped this little thing together in a rush. It doesn't mesh perfectly with the Modiphius rules, but I think I improvised alright. I intentionally put a tight limit on the 'design units' budget, to give the players some hard choices.

It's been years since I last messed around with Spacedock, and I hadn't noticed before that it has a little bit of the same feel as Kerbal Space Program's rocket construction. I'm now vaguely thinking about ways to make a more complete set of Spacedock-equivalent rules for STA. I don't think it's really necessary, I like the spaceframe/mission profile system we currently have. But my brain is heading down this path now anyway.

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I have a hunch it might have been more profitable (and waaaaay quicker) to turn SpaceShipOne into a full commercial tourist vehicle, than to try to immediately redesign it into the larger SpaceShipTwo. But I could easily be wrong.
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This is an interesting question, and obviously you need a kerbal to run it properly.

I'm not sure I fully buy the idea that Webb is the best example. He may have worked well in the '60s to build up the organisation, but building it up and keeping it going aren't necessarily the same task. Either way, there never seemed any doubt that Bridenstein is badly underqualified in many areas.

The comments section is very sad. Lots of apparently Republican voters, furious at Teitel for daring to utter the phrase "climate change" (even though she's very clear that it's not what the video will actually be covering), and apparently getting very defensive of their president's choices (even though she was very clear that the video would be limited to focusing on the job requirements in general).
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A trimmed down, public version of something I made for my players, to replace the warp speed table on page 205. Our campaign is using the older TOS warp scale, so we needed that instead of the TNG scale. And then I went a bit nuts, adding more and more detail, comparing the two speed scales together.

There's a lot of emphasis on time per light-year, because our campaign map is divided up into light-year sized hexes. Our private version of this also includes highlighted extra rows for the player ship's speed limits, and a rough attempt at figuring out power requirements of each warp factor (trying to match the graph in the TNG Technical Manual).

The one big thing that I still haven't sorted out yet is the inverse of the full TNG warp formula, to go backwards from the multiples of c to the warp factor, if it's above warp 9.

And finally, the historical comparison sheet mostly sticks to Alpha canon, with just a handful of more important Beta canon bits, so it's a bit sparse. But I think it's ok for figuring out general trends over the centuries.
Warp tables (public)
Warp tables (public)
docs.google.com

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I can't recall if this has been asked here before, but when is your game set? I know the core book encourages the 2370s more than anything else, but I'm curious how much people have actually stuck with that or diverged from it. Comment the exact year too, if you have the energy for that.
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votes visible to Public
3%
ENT (mid 2100s)
17%
DISCO/TOS/TAS (mid to late 2200s)
71%
TNG/DS9/VOY (mid to late 2300s)
5%
Outside the main time periods
5%
Alternate universe of any sort

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There are broadly two models of policing:
1. A community support service, there to help everyone to prevent trouble before it arises, and to lend a hand fixing the problems that slip through.
2. A paramilitary force, there to beat the crap out of anyone who steps out of line.

Only the second model needs to be armed. And in the long run, the second model divides up and terrifies communities so much that violence inevitably becomes the norm, and then people claim that they have to be armed because they fear everyone else.

But the first model actually works better, and doesn't need to be armed (beyond some basic self-defence to restrain rowdy drunks). The Peelian principles - https://en.wikipedia.org/wiki/Peelian_principles - are an excellent starting point for effective community policing, and the UK has shown for decades that this works very well without guns, as have several other decent police services.

If I may digress into an essay on this:
Britain has applied both models 1 and 2 over the last century or so. Internally, within England, Scotland and Wales, they've mostly stuck to model 1, since Robert Peel told them to, and it seems to mostly work well. British crime rates aren't perfect, but I know plenty of other countries who still envy them.

But externally, in the British colonies (including, I would argue, Ireland), they did the evil empire thing, and deployed troops to keep people in line at gunpoint. Often these colonial militia were recruited from one local group, to pick on another local group, reinforcing divisions within society that made combined resistance against the imperial oppressors much harder.

This means that a lot of these ex-colonies were left with the wrong model of police, when Britain went away. I know here in South Africa, we never successfully shook the old colonial militia type of police, and our cops are still pretty thuggish. After apartheid ended, we tried civilising the police, rebranding them from the 'South African Police' to the 'South African Police Service', and changing all their old military ranks for civilian ones. But when high unemployment lead to high crime rates in the late '90s/early '00s, the military ranks came back, the police minister publicly encouraged his police to shoot to kill, and things just got worse. We've also seen SAPS brutally suppressing protesters (especially anti-government protesters and strikers), with the Marikana massacre as the lowest point of all, in a long bloodbath of extrajudicial beatings and murders that mostly don't even make the news anymore.

All of this tells me that our police, and any police, should be disarmed.
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I can't seem to find a precise rule for how much Power is needed per warp factor. I could have sworn I'd read such a rule, but the closest I can find in the core book, page 219, is:
"When a ship goes to warp ... spend one or more Power ... The
Power spent determines how quickly the ship is moving."

That's kind of vague. I had assumed it was 1 Power per warp factor the ship jumps to, and I was looking it up to clarify whether fractions like warp 1.5 should be rounded down to cost 1 Power, or up to cost 2 Power.

But now it seems that I've just made those details up, and I'm not quite sure how the wording on page 219 is meant to be interpreted. What exactly is "quickly" in that context?

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Hmm. I've never thought to define myself as "an anarchist who likes rules" before. I'm still not sure that's accurate enough, but it's something to chew on.
Anarchy in the UK
Anarchy in the UK
existentialcomics.com
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