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Re: the Silent Void

PostPosted: Fri Aug 17, 2012 2:35 am
by J.K.Mosher
Passing Satelites . . . Venting Air from your suit . . . venting air from a deceased worker's suit . . .
-- but you are right Rob . . . there should be more in the game giving ideas on how players can
get back . . . (*sigh* another section to add *sigh*)

Thanks for the feedback. the more I get the more gaps I can correct :)

Re: the Silent Void

PostPosted: Fri Aug 17, 2012 6:59 am
by Onix
I think maybe the idea is to emphasize or more clearly explain that the struggle is an internal one. That the universe that the character is living in extends only slightly past the fabric of the space suit. Maybe bringing that more into focus will make the game more interesting. Don't go looking without, look within.

Re: the Silent Void

PostPosted: Wed Aug 22, 2012 11:08 pm
by J.K.Mosher
Thanks for the idea Onix . . . have to figure out how to do it, but It seems like
the route I should follow :)

The next re-write/tweak of Silent Void will be fairly large/extensive.
Will be adding rules to patch gaps found during the play-test and adjusting
the focus to a lunar/asteroidal mining, which will allow for some
skill/job/class additions and gear lists.

So it is expanding, and should if I can get it almost right add more playablility
to the system . . . though KEETON may take a smaller role . . . he can't be blamed
for everything that goes wrong while mining in space ;)

Re: the Silent Void

PostPosted: Sat Sep 01, 2012 12:01 pm
by J.K.Mosher
UPDATE:
So "the Silent Void" is slowly evolving.
I'm preparing to start an extensive rewrite (which I alluded to in a previous post)
this re-write will include (I hope)

- a focus on not only floating in space, but also being trapped on lunar/asteroid surfaces, via a retooling of
the premise to show a focus on lunar & asteroidal mining .
- rules on regaining MAP & PEP
- rules on combat (Non-lethal)
- inclusion of a new attribute SIP (Survival Instinct Points)
- tightened examples of complications
- expanded mechanic to include increaing difficulty fo tasks (simple to impossible)
- movement rules
- jobs/occupations w/ skills that can offer boons to specific actions
- the inclusion of equipment

With this in the works the "Play Test" may have to go on hold, unless there are any objections.
Wish me luck. :)

Re: the Silent Void

PostPosted: Mon Sep 03, 2012 10:53 am
by J.K.Mosher
Starting the re-write . . . here's the opening of the new booklet;

The Background
The year is 20XX or round abouts. The nations and corporations of Earth have moved into the void of space. The search for new sources of mineral resources driving a boom in expoloration and construction. Orbital stations and Lunar base camps provide the jumping off point for multi-year excursions to neighboring asteroids, and moons.
These endeavors are not without risk. Accidents are frequent, be it at the mining locations or on the transports to and from. People and mateials are lost, but not so much as to impede the cost of continued growth and exploration.

The Premise
You are trapped. locked into a spacesuit facing the hostile envvironment of the void. But how did this come to be?

I continue on with some examples of how you would get trapped. Mostly the same one from the previous version, but I will be adding more. I'm hoping this revison will generate a more re-playable game . . . but that remains to be seen.

Re: the Silent Void

PostPosted: Mon Sep 03, 2012 11:24 am
by J.K.Mosher
Another major adjustment I'm considering is moving from a COIN based mechainc to a DICE based one.

Dice Mechanic Formula:
Player's Roll - GM's Roll + Player's Bid + Applicable Player Skill = Result.
- if the result is equal to or above 1/2 the vaule of the dice being rolled the action succeeds.
So for an Easy task I'm thinking a d4 should be rolled. So to succed at a simple task the above
formula would have to total 2 or more.

Task Difficulty / Dye to be Rolled / Success Value (to Meet or Exceed) / Example of Task
Easy / D4 / 2 / Short out a Door Control Panel
Moderate / D6 / 3 / Deadstick Land a shuttle on a Moon
Hard / D8 / 4 / Force open an door
Improbable / D10 / 5 / Re-write a Stations complete Opporating System in less than a day
Impossible / D12 / 6 / Force open a sealed pressure door

As I am no math whiz, so I have no idea how to deduce if this mechanic would be viable.

Re: the Silent Void

PostPosted: Mon Sep 03, 2012 1:05 pm
by Onix
In each one of the examples with the dice, the probability of passing is 50% which doesn't make sense if the increasing die value is there to make things harder. How about this.

Difficulty
Easy 2
Moderate 3
Hard 4
Improbable 5
Impossible 6

The rolls start with a d4. If the player spends a MAP or PEP the die type goes up one (for example d4 becomes d6 then d8 etc.)

Re: the Silent Void

PostPosted: Mon Sep 03, 2012 1:20 pm
by J.K.Mosher

Re: the Silent Void

PostPosted: Mon Sep 03, 2012 2:01 pm
by J.K.Mosher
Before I posted I should have checked my hand written notes . . . :(

Last night . . . when i really started considering the DICE mechanic I was thinking the
Score to Meet/Beat should be 1/2 the dice value +1.
So again on an Easy Task (d4) the Score for success would be 3 (4/2+1=3)
For Moderate Task (d6) it would be 4.

But in hind sight I'm leaning towards Onix's suggestion. I may tweak the scores up a little bit as I have
mentioned in this post, but giving the players the chance to increase the dye size via bids is not only
less math heavy, but is faster. Simple, Clean, and Quick is better than complicated any day :)

Re: the Silent Void

PostPosted: Mon Sep 03, 2012 2:15 pm
by Onix