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[BLUE PLANET] Wait. There's a Third Edition Coming Out?

Greg Benage

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This sounds great to me as I thought v2 was a bit fiddly. Also if the KS doesn't start until 2020 I won't be breaking my New Year's Resolution.

Welcome back!
I didn't think it was that fiddly in 2000, but that was twenty years ago. These days I can't even.

I liked putting the training packages together but not writing down a gazillion skills and adding up all the ranks. This preserves what I liked about that without the annoying part.

And thank you!
 

Gee4orce

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I've read some more of the Quickstart now and I've got to say I'm getting really excited for the Core Book Kickstarter. I really like the idea of the Campaign Archetype - although the example one is less of an archetype and more of a detailed worked example. I wonder if the final archetypes will be more generic? Red Sky Charters seems like a great conceit for a campaign though - I'm itching to play it after reading it.

I notice that there's no mention of robots in the setting either (other than a mention of 'robot cargo handlers'), and other SciFi tropes like clones and replicants. It shouldn't be very hard to drop those in if needed though. It does mention that Long John has enabled an explosion of new genetic engineering, but doesn't really detail what these new forms are.
 

Greg Benage

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Validated User
I've read some more of the Quickstart now and I've got to say I'm getting really excited for the Core Book Kickstarter. I really like the idea of the Campaign Archetype - although the example one is less of an archetype and more of a detailed worked example. I wonder if the final archetypes will be more generic? Red Sky Charters seems like a great conceit for a campaign though - I'm itching to play it after reading it.
Red Sky is a bit more detailed since that was Jeff's campaign. ;)

I think the campaign archetypes will have NPC contacts, rivals, enemies, plot hooks, tracks, ties, etc., but we'll also have some guidelines for how to create those yourself. That way you can mix and match and replace to your heart's content, or just make up your own with a little direction. There will also be some features we couldn't get in the QS: For example, a map of the Red Sky compound and similar assets for each archetype.

I notice that there's no mention of robots in the setting either (other than a mention of 'robot cargo handlers'), and other SciFi tropes like clones and replicants. It shouldn't be very hard to drop those in if needed though. It does mention that Long John has enabled an explosion of new genetic engineering, but doesn't really detail what these new forms are.
The full range of tech from v2 should be in there, updated. I do think there's more of an emphasis on drones/remotes than autonomous robots. Not sure if we will change that for Recontact. Poseidon is still a frontier and warm bodies may be more widely available than advanced manufacturing. ;)
 

wheloc

He's trying real hard to be one of the good guys.
RPGnet Member
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I got to play Blue Planet at GenCon and had a lot of fun. I was pretty much at maximum excitement level for the new edition before, and the session didn't do anything to dampen my enthusiasm.

The scenario was pretty much right out of the quickstart, with us playing members of the Red Sky team/family trying to deal with an escalating situation, so I don't think I picked up any insider knowledge that's not available from a thorough read-through of said quickstart. Jeff does run a good game, though.
 

Gee4orce

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Validated User
What I love about blue planet is that you can just drop it into just about any setting. It’s not too hard to come up with a reason to have had the world cut off from contact for years. Perhaps it’s just a complete backwater until Long John is discovered. In fact, it reminds me quite a bit of Pandora in Avatar in that respect, and the tech level is about the same too.

Edit: Actually, just a thought that this could even be a world in the Eclipse Phase universe, on the far side of a Pandora Gate. That does beg the question, where are the Neo-octopi ?
 
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Arkat

Skål Kosmonauter
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A kickstarter for Blue Planet fills me with so much joy.

I've always been a fan of Synergy (it just made sense and showed that a hard sci fi rules system didn't need to be complicated), but there were one thing that always bothered me about it: that it didn't take much effort to break it. In the previous edition it wasn't that hard to make a character that couldn't die due to wounds (trauma test thresholds of 10+, even on critical wounds).

So a question for you who have read the Quickstart. How is this in the handled in the new rules?
 

Gee4orce

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Validated User
That does still seem to be a potential problem.

As I read the rules, a trauma test is 3d10 (using the highest - worst - dice) against a rating of 5 + Physique stat, with -3 modifier. An Orca character (such as Brute Squad in the Quickstart) can have a Physique as high as 13. That makes it impossible for that character to fail a trauma test. And this is after actually doing damage to them, which also subtracts the character's Physique from the weapon damage rating.

OK - Orcas are an edge case, but if you're going to have stats for them (and especially if they are playable characters) they should work in the framework the rules create. It seems reasonable that you might need a heavy weapon to hurt an Orca, but the fact that it can't die is silly.

Suggested change - trauma tests should be the same number for every character - 8 perhaps (you're picking the highest of 3 dice, so you need some change of surviving!), OR change the rule so that you use the cumulative wound penalty, instead of just the -3 from the injury that triggered the test. This way, Orcas are still touch SOBs because you'd need multiple critical hits (with a heavy weapon, no less), but they are at least killable.
 

MichaelSD

Silver Dragon
Validated User
One of the house rules of ours was to toss the substruction of the Physique from the weapons damage rating out of the windows. Also you could not reduce DR below ones (except hard cover), so always roll against 1 (blunt trauma).

Also, I am not fond of the variable d10 dice. Not only are the percentages for success difficult to see, it is in immense jump in probability. In V2 I kept the "aptitudes" to +1 bonus (if the team was very whiny the got +2, but happened only once :) ).
 
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Gee4orce

Registered User
Validated User
Yeah, the 1d/2d/3d10 system is hard to gauge. The new system works a little bit differently at least - the 1d is the broad level skill, 2d is a specific subset of that skill, and the 3d is a specialisation. All 3 levels share a skill level rating. So you might have: "Freight Hauling Operations > Piloting > (specific model of Hopper)" as a skill, all rated at level 4. You'd roll 3d when flying that particular hopper, and 1d for anything that might fall under the umbrella of "Freight Hauling Operations". I kind of like it, but it does mean you can only have 1 branch of specialisation within a skill (apparently).
 
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