What's Masters of the Cycle? Why have I never heard of this? Is there a link to something or what?
These questions (and others) may be running through your mind right now. Well, let me dispell them...
Masters of the Cycle...is the tabletop roleplaying game I am DESIGNING RIGHT NOW! AS WE SPEAK!
The basic gist of the game is that each player controls a Galactic Civilization - one that they design themselves - and that the game is played over the vast sweep of time and space as the GCs (my version of PCs, see) spread across the galaxy, meet eachother, advance their technologies and generally muck about.
The Cycle Master (my version of the GM, named after the 'historical cycle' that the game is about) handles the galaxy's planets and the Four eXterminators (or the 4Xs! It's an in-joke!). The 4Xs are the "combat encounters" of the game, as the players deal with the Nature (asteroid impacts, plagues, earthquakes), the Future (technological runaway, rogue AIs and so on), the Fringe (civil wars, protests, terrorists and so on) and The Power (a transdimensional species of highly advanced aliens who seek to exterminate all threats to their power.)
But...the problem with my idea was that focusing purely on the broad sweep of things left the emotional core that makes good storytelling out of the mechanics.
And so, Masters of the Cycle also has "Movers and Shakers", or Movers for short. Whenever something vitally important happens in the galaxy, Movers are the famous admiral, brilliant scientists, brave explorers and unlikely farmboys who step up to save the galaxy.
So, basically, the game will alternate between Masters of Orion 2 and Mass Effect, as the players chart out centuries as their civilizations go from crude FTL to Godlike postmortals reshaping the galay to their whim.
Thus far, I have gotten 10% of the way through character creation.
These questions (and others) may be running through your mind right now. Well, let me dispell them...
Masters of the Cycle...is the tabletop roleplaying game I am DESIGNING RIGHT NOW! AS WE SPEAK!
The basic gist of the game is that each player controls a Galactic Civilization - one that they design themselves - and that the game is played over the vast sweep of time and space as the GCs (my version of PCs, see) spread across the galaxy, meet eachother, advance their technologies and generally muck about.
The Cycle Master (my version of the GM, named after the 'historical cycle' that the game is about) handles the galaxy's planets and the Four eXterminators (or the 4Xs! It's an in-joke!). The 4Xs are the "combat encounters" of the game, as the players deal with the Nature (asteroid impacts, plagues, earthquakes), the Future (technological runaway, rogue AIs and so on), the Fringe (civil wars, protests, terrorists and so on) and The Power (a transdimensional species of highly advanced aliens who seek to exterminate all threats to their power.)
But...the problem with my idea was that focusing purely on the broad sweep of things left the emotional core that makes good storytelling out of the mechanics.
And so, Masters of the Cycle also has "Movers and Shakers", or Movers for short. Whenever something vitally important happens in the galaxy, Movers are the famous admiral, brilliant scientists, brave explorers and unlikely farmboys who step up to save the galaxy.
So, basically, the game will alternate between Masters of Orion 2 and Mass Effect, as the players chart out centuries as their civilizations go from crude FTL to Godlike postmortals reshaping the galay to their whim.
Thus far, I have gotten 10% of the way through character creation.