I caught one of those contemptible summer colds this week. Late Monday night, I started getting sore tonsils, and things went downhill from there. Thursday as I was leaving work, the office manager subbing for the area manager asked me if I wanted to work Friday. I said “no.” Just as I got my car in the driveway, the lead driver called with the same question. I gave the same one-word answer. He was kinda surprised, but accepted it and let me go. I went to be around midnight and slept until 12:45 PM Friday afternoon. I felt hungover the rest of the day, likely because of the lack of liquid while I slept. I even cancelled the D&D for Kids I do at the FLGS, partly because I felt bad, and partly because most of the parents cancelled, and the rest didn’t respond.
By yesterday morning, though, I was feeling much better, but I coughed a lot. Today, I’ve felt pretty good, coughed less, but there have been some side effects that I’ve been unhappy with. Hopefully, even that will be gone by tomorrow, as I’ve agreed to work. Tomorrow might get real interesting…
I went in to the FLGS Wednesday to pick up Mindjammer, only to find out the one copy the store had sold two hours before I walked through the door. So, I put it on order, but was told there weren’t more at the distributor, so I might have a wait. I then went about my Living Forgotten Realms way. Apparently, the owner had the foresight to order more copies, and I picked it up on Saturday. I haven’t dug into it much, but I did look at the new version of the plot damage mechanics. I like this version better than the version in Legends of Anglerre. It’s a bit more clear, and has better examples of how it works.
I like the setting, except that psionics are limited to VR, which is not going to work in my game. That’s okay. I want to build my own.
I’ve also been reading through Diaspora. I’ve gotten through system development, and while it’s interesting, I don’t think I’d ever use the linkages system. While they provide an example of a system that connects in a fashion other than a straight line, I can’t see there being to many variations, considering you always work through the systems (one for each player) in a linear fashion.
On the other hand, the ratings system, especially after the sidebar at the end of the chapter, sparked some ideas. I just need to figure out what I would rate the worlds of the setting on. Diaspora uses technology, environment and resources, which aren’t bad, but in my mind, currently, all of the worlds of the StarSea are easily habitable, or relatively so. There may be desert worlds, ice worlds, or water worlds, but no vacuum worlds, or hostile atmospheres, etc. Settings like that, while challenging, only creates accounting problems (air supplies, suit integrity, etc.) and a certain “bean-counter-y” feel I really like not having to worry about.
Along that lines, I started giving the nature of the StarSea some thought. In fact, it’s really a mix of some of the ideas I’ve established in my own head combined with some small amount of expansion. The StarSea is like the real world space, a seeming void speckled with matter. However, the Wyrd (the force of magic) appears in two ways throughout the Sea. First, it appears as motes of light. How many times has any one of us watched a TV show with Sci-Fi space travel, and noticed a star moving between us and the space ship? (Hint: it happened a lot on the original Star Trek.) Motes are those tiny flecks of light that seem to be spread through the Sea. They seem intelligent to observers, moving of their own volition, and escaping when captured, seeming to teleport out of whatever container they are placed in. I see the motes a little like the Will-O’-The-Wisps of Pixar‘s Brave, winking in and out of existence, leading people towards the Wyrd’s arcane designs.
The other expression of the Wyrd in the StarSea is the medium ships ply, the Ether. The Ether is a flow of energy with a gaseous nature with currents and eddies. Ships can either move with the current, or tack against it. The Ether also allows people to survive without environmental suits in the void, for a while. Its magic creates breathable air and protects from cold and heat, but won’t sustain a traveller for long. So, weightless maneuvering would be a necessary skill for knights and their allies to have.
Ships use the Ether currents as the medium of travel, as mentioned before. Wyrd-drives align with the ether-currents like sails and keels on old fashioned sailing ships, and knife the ships along. Many also have wings for moving through air, as the vertical sails and keels of aquatic ships don’t provide the lift necessary for flight.
I think that’s all I have time for tonight. It’s late, I need to be up in the morning, and I have need my beauty sleep.