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Nebuleon SE - New Edition suggestions 
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Joined: Fri Mar 13, 2009 10:52 pm
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 Nebuleon SE - New Edition suggestions
From my blog:

Matt is asking about Nebuleon SE on facebook as well as Alan over on our forums. Here is what I told Matt:

Quote:
Gee Matt, you don’t ask the easy ones. ;) Basically, it has taken a back seet to development of the Squirrel Dice Game. To be honest though, I have been struggling with changes I wish to make to the Iridium version. I really like where Iridium V2 has gone and get great feedback from the play testers but it is still a case of whether to update the Nebuleon SE to Iridium V2 or just stick with V1 and the setting updates I would like. I think what I need is a good editor.

So, I have kind of hit a loop/block. Part of what I am having trouble with is what should be included, what should be added and what should be subtracted. Short list off the top of my head:

1. V1 or V2?
2. Planet generation system? If so, what kind?
3. Ship gen system? Change the ship combat system?
4. I will be clarifying FTL, the effects of travel. the specifics of travelling.
5. Better/clearer rules on healing.
6. ???
7. Profit!!!!

Of course, any suggestions are very welcome. In fact, much like Clash over at Flying Mice I would ask for suggestions, modifications, revisions and requests for Nebuleon SE.

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Thu Feb 25, 2010 9:26 pm
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Post Re: Nebuleon SE - New Edition suggestions
First go at the Planet Building system.

Aspects: These are descriptors. So, Physical Aspects are things like landmass, seas, size, environment and the like. They can:
1. have no quantifier
2. Have a quantifier between -10 and 10

For the quantifier we would use it like so. Say, Price Index has a quantifier of 3, then all product prices would be multiplied by 1.3. If it was -3, then they would be multiplied by 0.7.

GMs can make up whatever Aspects they want but some are suggested.

Below is a rough draft of the planetary fact sheet. Click for a bigger version.

Image

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Thu Feb 25, 2010 11:45 pm
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Post Re: Nebuleon SE - New Edition suggestions
You might want to take a look at the Traveller planet creation rules released as Open Game Content by Mongoose for ideas/inspiration.

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Fri Feb 26, 2010 2:55 am
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Post Re: Nebuleon SE - New Edition suggestions
I have looked at it and specifically do not want that. The basis of this is that in practical play (for me, Nebuleon in general) it is not a case of some detailed calculation. It is more about describing a play environment. So, I am not looking to generate:
Roup 0407 C77A9A9-6 S Hi In Wa A323 Im

But more
Warm Jungle world with many governments populated by the Gren trading in grains and pharmaceuticals. No previous contact with intersteller civilization.

So, good suggestion but I am hoping to take it in a different direction and break down the individual aspects of a planet.

Thanks!

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Fri Feb 26, 2010 8:15 pm
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Post Re: Nebuleon SE - New Edition suggestions
Thengel wrote:
So, I have kind of hit a loop/block. Part of what I am having trouble with is what should be included, what should be added and what should be subtracted. Short list off the top of my head:

1. V1 or V2?


V2

Quote:
2. Planet generation system? If so, what kind?


I like what you came up with on your blog!

Quote:
3. Ship gen system? Change the ship combat system?


Make it as painless as possible.

Quote:
4. I will be clarifying FTL, the effects of travel. the specifics of travelling.


Excellent! Neb was a tad thin on those topics! :D

Quote:
5. Better/clearer rules on healing.


Also good!

Quote:
6. ???


"Then A Miracle Occurs!"

Quote:
7. Profit!!!!

Of course, any suggestions are very welcome. In fact, much like Clash over at Flying Mice I would ask for suggestions, modifications, revisions and requests for Nebuleon SE.


You mean like I did today? :D

-clash

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Fri Apr 16, 2010 10:26 am
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