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Gary N. Mengle
Attended The Ohio State University
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Gary N. Mengle

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For your information, this is my vacation spot of choice.
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Audrey Winter's profile photoMike Goodman (Lorenzo Gorla)'s profile photoGary N. Mengle's profile photo
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Spartii, N15
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Gary N. Mengle

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Last teaser before the I'm out for a week or so.

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Better. I like this.
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Gary N. Mengle

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This is pretty incredible.
 
@Douglas Waltman:
"Almost done my 1:28 scale model of dungeon module B1. I've got to find a way to get this to GaryCon. Maybe Mike Carr could pose for a picture with it?"

This man or is crazy or is awesome! ;)
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Very nicely done
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Gary N. Mengle

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Just something fun I dashed together last week. For now it'll do as a logo.

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+Michael Wenman No. It is really jarring to me as well. Otherwise, it's a solid logo!
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Gary N. Mengle

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Last #TellurianDawn update before vacation!

Work on the tech system continues, though it's very mathy and may take a little while. I've also started working on the equipment lists and begun assembling a vision for sector design.

The skill list has been revised, which seemed necessary now that more of the game is on paper. While the number of skills (40) is the same there were a number of additions and deletions. This means that the careers need revision as well, which is about half done. Meanwhile I've added one new career and three new Benefits, put in a random career table and array-based stats for those who want them.

I have also started the actual Alpha 0.1 draft of module 1, but don't want to push too hard on it until some playtesting gets rolling.

See you all in a couple of weeks! I'll be designing analog until I get bsck!
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Gary N. Mengle

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It's Tellurian Dawn rules Q&A/Discussion time!

1) When you say "Each subsequent term grants one less career skills roll..."  does that mean the first term gives 3 rolls and all other terms give 2 rolls; or the first term gives 3, then the second term gives 2, then the final term gives 1?

Your first term gives you 3 career skill rolls, your second gives you two, and your third grants one. If there are more terms than that, you get zero career skill rolls for them. But every term, even those after the third, also gets you one personal skill roll and one career benefit roll. Plus you get a personal benefit at the very end.

2) What does each rank in a skill do?

I'll make a note to clarify this for the 0.1 draft; it seems like a consistency of terminology problem, combined with a general lack of explanatory text. In short, you'll leave character creation with a number of ranks in skills. When you make a skill check, you add the stat mod of the relevant stat and the total ranks in the appropriate skill. 

3) Does being unranked in skills give any downside for italicized skills?

Well, you have zero ranks in it, so there's your downside.

However, given the way experience works (or is supposed to, at any rate) I am considering dropping the whole italicized/non-italicized thing and saying that you can at least try any skill. Perhaps with the caveat that you have some reference work, coaching, a repair manual or whatnot. I'll see how this shakes out in playtesting.

4) Is initiative D&D style or WoD style? It is never stated.

I am not clear what this means. I take it though, that the question is whether you roll initiative once for the whole combat or once each round. You roll once for the whole combat, and your initiative can move up or down each round depending on your actions.

5) You seem to use TEC and TAP interchangably are they the same or did I miss something?

The acronym changed partway through the initial design process. TEC is correct and I'll fix this in the next draft.

6) Is the raw average being 2 less than the average difficulty the reason you have rolls beging rare?

This principle will probably be explained in greater detail in a future draft. In short, though, it's not my intention to make rolls rare, but to make them meaningful when they do occur.

7) Why do your stats go beyond 20 when the highest the raw stat can be is 19? Can the player's advance them?

Future-proofing. Stats above 19 are indeed possible, with enhancements or for alien characters, neither of which are written up yet. The latest draft does include enhancements (cybernetic, bioimplants, nanotech, etc.) as a benefit for some careers.

A more pressing concern is why to keep the 3-18 stat range at all. I am thinking about options for this.

8) Why are so many combat actions lowering the PC's inititaive? Why would you go later in the order if your enemy has acted or hasn't acted and won't act before your lowered inititaive anyway?

I expect this to be tweaked pending playtesting. The thinking is that those actions which take a long time to complete can lower your initiative, while fast, "snap" actions might raise it. There are currently no combat actions of this latter type. But then, I'm missing a Reload action as well, so I do expect to get additional actions in there at some point.

9) How does Traveller play? I'm not familiar enough with it say if your game works the way you want it to.

Well, first of all, go play Traveller! It's a great game and one of the most important RPGs ever published, right behind D&D along with Call of Cthulhu and Champions.

I'll explain this in further depth in the designer's notes, which I don't expect to write up for quite a while. Briefly, though, Traveller has a lot of what you might call "minigames" built into it. Character Creation is one; trade is another. But the systems for designing ships and worlds are also minigames, just relegated to the purview of the GM. It is my intent (and bear in mind that those systems are not designed yet, although I have some notes on them,) to open up some of this to player investment as well. So, for example, while "world" design will have some dice rolling in it like Traveller does, there will also be some around-the-table collaborate setting-building elements, something like you see in Burning Empires.

10) The current learning roll is INT+skill-flags vs TN 8.  First, doesn't that make later ranks easier to pick up?  Second, if flags count as a penalty on your skill roll, doesn't that mean the more you practice a skill the less likely you are to learn it?

Yeah, I'll need to rewrite this. It makes complete sense in my head but not on paper. As written it is dumb.

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I thought the 3-18 mapping to 2d6 roll modifiers was clever, myself, and I'd like to see it kept.
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Gary N. Mengle

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You know, I'd give a lot to see David Bradley and/or Sean Pertwee show up on Doctor Who.

I know I'm not alone. Come on, BBC, make it happen. 
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David Bradley was in "Dinosaurs on a Spaceship".
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More road trip music.
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Gary N. Mengle

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Teaser. #TellurianDawn  
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Hot damn!
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I have pulled the Tellurian Dawn drafts down from Google Drive, in preparation for the new drafts which will then be iterated upon as playtesting commences and proceeds.

Remember: Playtest target start date is the second half of August. I will be sending out invites at that time. I'll be back from vacation on the 7th or 8th, so give me a week or two after that.

Designing the vehicle system is very challenging, by the way. I wish I had Excel to help me here.

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Part of my road trip playlist.
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Tellurian Dawn design proceeding whilst on vacation, in analog form. Obviously I won't have anything to post except the possible very occasional status update until I get back, but within a few days of my return there should be a new draft.

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Well, yes, but only on graph paper.
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Writer, Creator, Programmer, Game Master.
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Gamer, writer, tech geek, programmer, blogger and all-around adventurer.
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  • The Ohio State University
    2010 - 2014
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Overrated. Not a bad restauant, but a terrible _German_ restaurant. Schmidt's sells itself as such, but the best sausage in the place is the distinctly non-German Bahama Mama - which is admittedly very good. And the creampuffs are amazing. The bratwurst, however, is of vending machine quality, and there is simply no excuse for that from a place with the pedigree of Schmidt's
Food: GoodDecor: GoodService: Good
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reviewed 2 years ago
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