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http://emlia.org/pmwiki/pmwiki.php?n=WhatGoesUp.WhatGoesUp

The idea here is to come up with a simple, dice-based way to make them rockets blow up (or not) in a way that people can then write short stories about it -- the idea is to have a GMless game that is used as a way to make collaborative fiction less deterministic. Roleplay should mostly be freeform.

Is this a bad idea, /tg/?

Inspired by a two vs two game of Race Into Space ( http://www.raceintospace.org/ definitely TG material, as it's a mostly faithful transposition of the board game Liftoff)
>>
And so the small scale, less pompous gods made it manifest that whoever first traveled to the moon would meet one of their numbers there (Something about a timeshare there), and have a prayer answered with no uncertainty, no tricks and no monkey's paw style shenanigans.

The races that had long shaped the world with their wars and renaissances were too busy to listen.

Three smaller people, long considered lesser by most everyone else, heard the call and chose to answer it.

The fluffy, bouncy rabitians in their forest warrens. Their lack of opposable digits (or any digits) hasn't been a problem, oddly.

The solid, stalwart and somewhat potato-like kerbals, from that little desolate island that was their whole world until the Great Pillow Fight.

And the energetic, passionate, spazzy goblins, who in fairness had been wanting to go to space for many todays but finally got around to stop picking at each other.

This is intended to be a very derpy/silly play-by-post game in which each player writes about a page of fluff, and then condenses it into crunch actions. These crunch actions are fed into a fair dice roller to determine the outcome, which is then written about. And so on and so forth. Actual play sessions should last max. an hour and involve occasional interaction between the races before, during or after the rolling. Hopefully this gnerates some cute ficlets and lets people play who have little time.
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I'm intrigued.
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A thought- Success on 20, fail harmlessly on 19, fail badly on 1-20 seems a bit limiting. I get that it's the space race and success is not meant to come easy or cheap, but isn't that a bit of a recipe for constant failure?
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>>23642606

It is, the idea is that you spend points in research to make those odds go up. I haven't figured the crunch out for that part. The absolute best you should be able to get is "Success on a 2~20, minor fail on a 1" because it's funnier that way.
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>>23642646

Ok, I'm starting to see now. So your resource dots basically go into a modifier for success on the parts you put them into?
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>>23642451

First, you have to determine each step the ship needs to accomplish successfully to reach the moon, like Ignition phase, liftoff phase, initial assertion, orbit, etc.

Then you have to determine what challenges and problems can arise in those phases, and what can the players do about them.
>>
>Let's see...*roll*

>You have a stowaway fire elemental in your engine.

>wat do?
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>>23642693

This could work. Your "dungeon map" is an orbital map of Not Earth, and the rest is just the necessary math for speed and velocity.
Which may sound tedious, but some KSP players will eat it up.
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>>23642752
at least its not the fuel tank
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>>23643038
When did they add reentry burn?
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>>23643073
Its coming in the next update
along with sonic booms
but its only going to be the effect
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>>23643096

So now not only can you fail catastrophically, you can feel bad about it the whole way down!

sage for sort of off topic
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>>23643038
>>23643073
>>23643096
>>23643123
What game is this?
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>>23643189

Kerbal Space Program.
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>>23643298

AKA "Horrible Green Astronaut Death Machine".
>>>/vg/28834481

Also holy shit did the price really go up to $23
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I could see myself getting into something like this.
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OP here.

What I'd like to do is, does anyone have any crunch ideas? I'd like to keep this math-light, the idea is mostly to generate ficlets.

For example, this is for weight:

Rabitians, kerbals and goblins all weigh about 25kg, so let's call that 1 derp-weight. Points can be spent on research to make something more reliable, or less heavy.

To keep it simple-ish, things must always weigh at least twice as much as they can carry. So to send a small thing Far Out, if the payload weighs 1, the kicker must weigh 2, the second stage must weigh 6, the first stage must weigh 18. If it's a suborbital shot and the payload weighs 1, the first stage can weigh 2, and so on. The math is (whatever i am carrying)*2.

Pictured: Rabitian in a small capsule/spacesuit. This open-topped craft concept was studied IRL in case the LEM failed: http://en.wikipedia.org/wiki/Lunar_Escape_Systems

An obvious improvement would be mickey-mouse head circles so that she can flap her ears to use as reaction wheels for attitude control.

Should cutebolds be in this?
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>>23645687

>1 derp-weight
>OP is maintaining course for using derp as a unit of counting/measurement

I like your style. Be back in a bit with some wordvomit.
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>>23645687

Cutebolds already figured out how to get the moon.

captcha: consider zirdlin
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>>23646231

I was using "derp" as general term for rabitian/goblin/kerbal really...
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If I generate the appropriate dice roll tables, can this be a quest?
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>>23648740

sure it can

but for it to be interesting, the tables will need to be pretty darn big
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>>23649016

I was going to do a not!earth plus not!moon, draw some trajectories between them, and vehicle markers can move between them really...

This is kinda reverse-engineering Liftoff I guess?

On that note, does anyone have the manual for that.
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>>23649677

http://boardgamegeek.com/boardgame/2853/liftoff Self-reply, but i anyone wants the original board game, most of it seems to be here.
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For rocket assembly you could you lego pieces like this guy did.
http://www.senselesspastimes.com/2012/12/deluxe-liftoff-game.html
different color piece could represent part quality and such
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>>23651496

Aweosme! Looks like I was going to do the same earth-moon drawing, more or less.
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There could be research levels.
Resource points are spent on a tech tree (one tree each for piloting, engines, and structure respectively) with X number of points needed to access the next part of the tree. Maybe certain prerequisites must be met to gain access to certain parts (e.g. achieving suborbital flight to figure out that fins don't work in space)

>captica ininglar multi
captica raises a good point on weither the trees should be linar of branching
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>>23653297

Makes sense. Thank you!

The idea here is to stimulate players to write brief silly ficlets, so the crunch should be light in execution but unforgiving...
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Each part that is used in the story gets a roll to see if it either works or causes shinanagins

e.g.
Bill Kerman sat in the cockpit waiting anxiously for the count down to finish. behind him was a brand new SAS module that the "smartest scientists known to kerbkind" and recently developed... without testing it first. Apparently, this SAS module would help keep the rocket stable in flight as it was linked to the fins on the side of the rocket. As the count down neared zero, Bill began the ignition phase and flipped on the SAS module. The rocket lerched as the ENGINES lit.....

roll to see if the engine works, explodes, ect.
roll to see if the SAS works or does something funny.
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I've made a preliminary version of the rules, does it make any sense?

It's basically a simplified version of Race Into Space, but with more ability to customize.
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>>23654170

Yep, basically. That's Bill of course, Jebediah gives no fucks.
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I've skipped reading the entire thread just to say I read the title as a Evengelion movie title.

You will (Not) got to space today. 4.22
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>>23658958
I don't get it
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>>23659024
>http://en.wikipedia.org/wiki/Rebuild_of_Evangelion
>Evangelion: 1.0 You Are (Not) Alone
>Evangelion: 2.0 You Can (Not) Advance
>Evangelion: 3.0 You Can (Not) Redo
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>>23659069

Lawls, thank you.

Slight revision.
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>>23658951
Don't look down on Bill. He's not as unflappable as Jeb, but he still gets into walks into the rumbling death machine.
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This is how i imagine a docking failure will go.
http://www.youtube.com/watch?v=cFehUQojGkU
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>>23659305

Yay! Cake!

Added a couple more "stations" to cover all possibilities.

I think this can easily be bolted-on to an existing RPG if need be.
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>>23660985

> captcha: But ssUfo

oh great, the Moon Nazis are here O_O;

The only thing it needs is a quick"datasheet" for an Up Goer indicating what it's made of and what the reliability is, basically. Not sure if it should be in the same picture for ease of carrying it around.
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Looks promising.
Bump for interest.
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>>23661221

Yay!

Here's a sample sheet for an Up Goer. This was obviously designed around a function. Note that the math is really easy (just double the weight each stage).
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I think this covers the gameplay sequence. If this is all being done in one session, fluff can just be a paragraph or two written on the fly.
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>>23658918

>That map
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>>23661805

Hey I'm trying to fit everything in one file right now :)

Added boom consequences and optional unmanned pods. I think this covers everything?
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A few clarifications that were pointed out to me on IM, also a "stupid" probe to get that extra milestone by watching it go (Even games with no automation should be able to do that)
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Man I need to start playing Kerbal Space Program again. The game is hilarious.

It was a blast watching how other people would accomplish amazing things with efficient and properly designed rockets Then attempting to replicate the results with terrible oversized explosion magnets
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Yeah, KSP is awesome.
So is BARiS (there's a free remake out, too).
The idea here is that this can be bolted on a campaign that has an INTO SPACE component, maybe this stuff can be done in the background while the PCs go on the main quest, and then they can be shot up.

Or it can be a boardgame by itself.

Here's an example for a turn - hopefully the math is easy.
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>>23662753
So, you planning on setting up a playtest for this?
Maybe something over IRC and/or Google Docs?
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>>23663024

I'd love to, yeah - can even use the wiki. Or maybe roll20.

But I have to go to work now...
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Before I go, two questions

* Can someone do a better layout? I stink at it (and would like to keep the whole game in one file)

* Anthing missing/unclear?
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>>23663394
Did you ever explain how pilot/mechanic skills work?
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>>23663632
From what I get, piloting can be used to turn bad rolls into good rolls
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>>23663632
It seems piloting increases your rolls to avoid failure/boom by the amount of their rank.

>A Derp fires off the second stage of his 'Newish' rocket, rolling a 14. Newish stuff fails on a 14, but the Derp has Pilot 2, increasing the roll to 16; allowing the Rocket to continue into space.
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>>23668807

Yep, basically. Interestingly, in RaceIntoSpace pilots can add +0 to +4% to a roll -- in this if anything they make a lot more difference, they can add as much as 20%.

Pilot is used to take a fail roll to OK, and Mechanic is used to take a boom roll to fail. If you have two derps on the rocket they can work together.
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How long is a turn? I'd assume three days being that's how long a unit of "rations" (that includes air right?) lasts.

How about combat?

For boarding, I was thinking one ship would try to dock and one would try to run away. Running away is a lot easier so the boarder would have to either make the boardee run out of RCS, or make them unwilling to use the last of it (because they need to go home with it).
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How's about a playtest?
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>>23671910

https://app.roll20.net/join/95562/sRn-Uw
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this is too cool to die
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I think this is pretty much finalized; the only mechanics that I can think of that need to be there are:

* What if there's a fight?
* Can you shoot someone else's spacecraft? Maybe make it look like an accident
* What kind of payloads are there? You mention a grappling hook, mapping supplies...
* What's the logic to determine what stays in space and how much air/food/water that uses?

If anyone has any ideas...
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Actually, how about reusable capsules? Should things have a "reusable" option?
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>If it starts pointing toward space you are having a bad problem and will not go to space today

Funny thing about that, I was playing some rocket building game (Not KSP) and there was an error in my rocket building. The fuel was jetting out so quickly that it reversed any acceleration I had when burning the fuel.

Seeing this, I pointed the fuel to jet upwards, without burning.

I managed to get into space with loads of fuel wasted, no fires started, and a very messy spaceship.
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>>23646286

That's the cutest thing I've seen all day
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bump
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>>23677686

OP here - Is there anything else that this might need?

I'm in the process of writing the rules on the wiki rather than in that one image... Unless that'd be easier to distribute?

What'd you rather see?
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>>23677941
You can make it a PDF - we can post those now.

Just use Word or Open Office, and when you save it, instead of using the quicksave button or save as, export> export as pdf
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>>23646286
Smiling so much right now.

I love that image forever.
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>>23677951

I'd rather keep it on the wiki for ease of editing for now, a PDF should happen after a few test games, definitely.

What hasn't been covered?
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http://emlia.org/pmwiki/pmwiki.php?n=WhatGoesUp.Gameplay This is what I have so far.

Missing:

* What happens if boarders win a contested docking? Is there a fight?

* Unmanned capsules, other than the basic rocket probe. This is intentional for now. I make drones for a living and I don't want this to look like work.

* Derp experience. Extra stamina maybe?

* Racial bonuses/penalties. I can't figure out good crunch for them.

Should it be PDF'd?
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I think it's mostly done!

http://emlia.org/pmwiki/pmwiki.php?n=WhatGoesUp.Gameplay

I'd like some help with boarding / hostile action, and racial crunch.
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Was I the only one who thought of Rabbids when the Rabitians were first described?
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>>23681814
I'm almost certain that's the intent.
http://www.youtube.com/watch?v=lSb3ZZybNkg
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>>23682105
>http://www.youtube.com/watch?v=lSb3ZZybNkg

It wasn't, Rabitians is something a friend of mine statted up. They're derpy enough to qualify for a silly/cartoony race into space game.


http://journeysnt.pbworks.com/w/page/28451927/Custom%20Races#Rabitian

Awesome video, thank you!


So, anyone knows what should happen after a contested docking?
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>>23682199
>contested docking
Just a suggestion: A contested docking with a manned craft should require the use of a harpoon/winch/tractorbeam/whatever.

Also: Are unmanned ships still an option? I can't find the rules for them in the PDF.
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>>23682841

There is a Probe payload that is a simple rocket that can do one maneuver by itself - the idea is that spacederps fire it off and watch its behavior to remove the never-done-it-before penalty.

Again, I build robots/drones for a living so if I statted unmanned systems it'd look too much like work :)

Do feel free to edit the wiki though, there are no signup requirements.

Agreed on the contested docking (Or make the other vessel run out of fuel). I'm just not sure what happens AFTER a hostile docking attempt. Is there a fight? Do derps steal technology / rations / payloads?
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>>23682841

If you want to add stuff, please do it here http://emlia.org/pmwiki/pmwiki.php?n=WhatGoesUp.Extras the page is unlocked
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>>23682841

I am not against unmanned missions, I just do not think I can stat them well, so if someone else feels like it, please do :)
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>speaking hypothetically
>Unmanned missions
Would they require a communications network (read as: satellites) in place, or not?
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>>23683161

Depends on the tech level of this, really - I've mostly abstracted that for these rules.

FWIW, this was originally developed to fit a Mystara-like setting in which magic does not work past the ionosphere, so only first stages can be magical and everything else is being done with compressed air and solid rockets.
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>>23683161

http://emlia.org/pmwiki/pmwiki.php?n=WhatGoesUp.Extras

I think adding the requirement for a satellite network is too complicated, although I do have an orbital lighthouse in there.
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http://emlia.org/pmwiki/pmwiki.php?n=WhatGoesUp.Spacewar

I added some war rules. I guess this could be a "secret war" affair that only happens in space, a la Battlezone?

So, for whatever reason the race into space has gone from a friendly competition to an actual fight. I consider this a defeat condition for all players involved honestly, but wrote some optional rules to help deal with it. Players are encouraged to engage in brinksmanship, threaten sanctions, etc. before starting an actual fight.

BOARDING COMBAT
After a contested docking succeeds, derps can fight. Each derp declares an enemy and rolls one die; if it is equal or less than the attacker's stamina, they injure an enemy derp. This is simultaneous, so two derps can injure each other. It is quite possible for a fight to end with no winners!
After a round (meaning that every derp has rolled for combat) the component in which they are fighting, usually a capsule or habitat, rolls a reliability check to represent possible damage to it during the fight. If the fight is happening outside of the vehicle, skip this step; instead, every derp checks for reliability on their EVA suits.
Optionally, Spess Muhreen derps can be sent up. They can perform basic flight, have 0 for pilot and engineer scores (and cannot improve them), and roll two dice in combat.
Spacederps share a basic kinship with one another and will not kill other spacederps unless specifically ordered to after the fight.
Capturing spacederps is possible; they can then be ransomed for points or materiel.
Capturing an Up Goer is done by simply occupying it.
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VESSEL COMBAT
Probes can now be used as weapons. When an Up Goer is in position for docking with another, it can instead shoot a probe to force a Boom on a non-boomed component on the enemy vessel. The target can use a docking burn to evade, and the attacker can use a docking burn to follow. If after all the fuel has been spent evasion did not happen possible, the component is chosen by the target, UNLESS the attacker uses a docking burn to aim precisely (Fail means that the defender chooses the target component; Boom means that the attacker missed widely or there's a misfire, and the probe is lost). Forcing a boom on a componet does not cause the reliability of that component type to decrease! Either way the probe is lost.
A ram is a new component that weighs 1, must be mounted at the start of a vessel, and allows a successful contested docking to cause a boom in the same manner of a probe. It has no reliability values. The main advantage over using a probe is that a ram can be used for multiple attacks.
A shield is a new component that weighs 1 and can be designated as a target for a ramming or probe attack. It has no reliability values and is discarded on a boom. It has no other uses, as shielding against attacks is too different from shielding against reentry heat.
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ESPIONAGE/SABOTAGE
When mapping the world, every time a new five percent is mapped, roll a D20 against the mapped area. On a success, a good picture of another faction's launch facility has been obtained which allows intelligence derps at home to learn something about their procedures: the surveilled player must give one resource dot to the observer. This can only happen once per observer/observed pair.
It is possible to send a saboteur in another faction's base. Only one saboteur per player can be active at a time. A saboteur can be flushed out by the defender by spending three points on a security sweep; a saboteur costs three points per turn to the attacker for upkeep. A saboteur reveals (and is automatically flushed out) by being a exception to the rule that a Luck reroll can only be used on one's own Up Goers -- the sabotaging player can force a reroll on the sabotaged player.


I am bad at this sort of thing, PLEASE let me know how to do it better!
>>
For less bellicose games, here's an extended play option.

http://emlia.org/pmwiki/pmwiki.php?n=WhatGoesUp.Colonization

targeted moon landing, and resources can be produced in space.
A greenhouse is a new component that, except as indicated, works like a habitat. It does not allow stamina recovery, instead it produces 1 ration per turn per weight (This allows for overunity gain of rations eventually; I know it's unrealistic. Presumably capsules that dock to the orbital greenhouse return waste to it when they load up rations, let's not go too far into that.) . If duration checks are made, greenhouses get damaged before the main habitat or capsule. Any number of greenhouses can be tended to by one derp, but tending to them cancels out the stamina recovery that a habitat provides. Greenhouses that are not being tended to do not produce rations. In fluff, a moon greenhouse could instead be a corral for moon critters, etc.
A refinery is a new component that only works on the moon's surface. It produces one burn worth of fuel (booster or maneuvering) per turn per weight, but must weigh at least 3. It must be tended to by a derp in order to produce fuel, and roll reliability like everything else - on a fail no fuel is produced, on a boom the refinery is destroyed and the derp is injured. The refinery can hold any amount of fuel, but in order to refuel an Up Goer, a cart must be present near the refinery and pass a roll -- a fail means that no fuel can be transferred this turn, a boom means that in addition to that the cart is destroyed. In fluff the cart may also be a Dune-style harvester, etc. Note that a refueling tug will use fuel as it moves, so the requirements for lunar ascent and descent should be considered.
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The new game winning condition is to assemble an interplanetary ship - while this can be built in one go, orbital assembly is a lot more feasible. The interplanetary ship must:
Be self sufficient as far as rations go.
Carry at least 4 derps.
Have at least 8 habitat/capsule space (Hey, it's a long trip)
Carry one of each payload type, including a refinery (The waylight will be used to talk to the home world, the mapping supplies to make a map of the new world en route, the probe to see where the gravity capture for the new world is, etc.)
Be able to perform a burn to escape, and still have at least half its fuel remaining for braking when it gets there.
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bump
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Cooperative expansion - Stop the Rock!

http://emlia.org/pmwiki/pmwiki.php?n=WhatGoesUp.StopTheRock

Oh noes! A very big rock is flying towards the world! It won't break it in half, but it will make enough of a mess to make it a very bad place to live in for a long time.

Heroes across the world start a search for powerful ancient artifacts that can stop the impending doom. Some even start their own space efforts intending to send professional miners into space blow the rock up at the last minute!

Your derps however know better than to waste time on this sort of silliness: the best way to make the rock go away is to give it little nudges over a period of time, the earlier the better.
The rock hits the world in 20 turns. Howevrer, we're not sure that it's true. Roll a D20 for the rock at each start of a turn; on a 20, it takes one more turn, and on a 1, it takes one less turn.

The rock needs 20 nudges to be pushed away from the world.
Any nudge given to the rock counts for all subsequent turns; in theory, 1 nudge given on turn 1 would be enough. If the rock can only be reached at the last minute, it would need 20 nudges at the last turn. If the rock is reached on turn 10, it will need 2 nudges, if it is reached on turn 15 it will need 4 nudges, and so on.
Nudging the rock requires landing an Up Goer on it, and spending a booster burn for each nudge that the Up Goer can spare. The rock is big but not as big as a planet, and has little gravity; landing on it is a docking maneuver, and taking off it is free although a Rock Pushoff burn to synchronous orbit is required.
Spacederps are fighting for literally everything in their history ever! If they are out of stamina when they get to the rock, they can choose to become injured to use their skills one extra time, or to use their return fuel for extra nudges (and hopefully be rescued later).
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>>23685884
The rock can be reached with two burns from low orbit, or one burn from synchronous orbit, or one burn from lunar orbit. Leaving the rock costs one burn and goes to synchronous orbit.
Getting to the rock requires roughly the same amount of fuel due to differences in orbital velocities, but it is easier to get to it when it's closer: for every 5 turns the rock is away from impact, there is a duration step. Round down: for the last 4 turns, there is no duration step.
If the game continues after the rock has been stopped, the nudging has caused the rock to become a second moon; it can be visited normally.
If the rock hits the world and colonization rules were being used, it can be the start of an interesting RPG campaign if anyone had a self-sufficient program and you fast forward some years...

This is intended as a cooperative game; if a winner absolutely must be declared, it's whoever landed the Up Goer(s) that gave the most nudges to the rock. If the game continues after stopping the rock, stopping it gives a dot bonus to each player equal to the number of nudges they gave it.
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I want to play this very, very badly
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>>23685969

I guess we can set up a roll20 for it?

What's a good way to play this online? It mostly needs a shared tabletop and a way to place tokens on it. A dice roller would help.
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>>23686012
Roll20 would be fine for it, as long as everyone kept up with their turns. its got diceroller, tokens, and can keep the game state between sessions.
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>>23686570
I have to do a bit of work, but have some players in 3 hours or so. Is there any way to unlock a Roll20 tabletop so that people can use it after I made it if I'm not there?

I'm half tempted to build a javascript tabletop for this.
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>>23686641
Prettycsure people can join the game without the gm being on, but I couldnt tell you how.
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Last from me - Underped capsules (readded as optional since someone asked)

Underped Up Goers

* An underped capsule is a component. It also counts as a derp having 0 for Piloting and Engineering, and weighs as much as its Stamina stat. It can be lightened as normal.
* It does not need rations to work. However, its Up Goer performing ANY burns needs a point of Stamina per burn.
* It can temporarily strand itself (power down) to avoid Duration checks. However, it must do a reliability check when it powers back up.
* Losing an underped Up Goer carries no penalty, but going somewhere new with it carries no bonuses. However it removes the never-done-it-before penalties.
* When the underped Up Goer is out of stamina, it can either self destruct, or count as stranded. It can be powered back up by a spacederp essentially trading Stamina with it.
* The underped capsule operates like clockwork. A sequence of actions for it to perform are written down Robo Rally style at launch or at recharge, and must be followed. The only IF/THEN allowed is if a burn fails, either abort or try again.
* Underped capsules use payloads normally if it makes sense, spending a point of stamina per use.

* A generator is a payload component. Maybe it's a solar powered Stirling engine; maybe it's a large fishbowl used as a flywheel and wiggled around by sea monkeys; who knows. It weighs 1.
* A reliability roll allows a generator to give back 1 stamina to an underped capsule it is attached to; OK returns a point of stamina, fail does nothing, boom destroys the generator.
* A generator can be used only once per turn.

http://emlia.org/pmwiki/pmwiki.php?n=WhatGoesUp.Underped
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https://app.roll20.net/join/95562/sRn-Uw I'm going to be around all day on this if anyone is interested.
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From a quick test, it looks like this might work best as a play by post sort of things. Can it be a quest thread maybe?
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File: 1363327887013.jpg-(40 KB, 711x400, Rabbids_goHome_moon.jpg)
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40 KB JPG
Somehow, I picture the Rabi as these guys. Rabbids from Rayman.
Makes sense since they want to go to the moon too.
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>>23694596

lol... that works! Should this be a quest, then?
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>>23694940
3 derp races trying to go to the mun? And sabotaging each other on the way? Why not?
Rabbids, Kerbals, and Grots, a mixture worthy to fly to the mun!
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>>23695091
And then, let it begin!

>>23695322
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Rolled 18, 20, 14 = 52

test



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