Correct me if I'm wrong, but I think this is the first time we've seen Africa mentioned in the Cosmic Era. What's the political layout there, if I may ask? New New Imperialism, the rise of a Pan-African state, ethnic- and language-based state divisions? Go to Comment
A nice article dealing with the Fermi Paradox: "Where is everybody?"
I'd like to see it deal more directly with how a RP setting might be built out of this. With no aliens to fight (and, if we're being as realistic, only nigh-to-light rather than faster-than-light engines), what conflicts - if any - would arise? Are there resource wars after we build Dyson spheres across our solar region? Who, if anyone, governs a pan-galactic society?
At any rate, it's nice work charting the territory of the fateful answer to Fermi's question. Go to Comment
"In an informal discussion in 1950, the physicist Enrico Fermi questioned why, if a multitude of advanced extraterrestrial civilizations exists in the Milky Way galaxy, evidence such as spacecraft or probes is not seen. A more detailed examination of the implications of the topic began with a paper by Michael H. Hart in 1975, and it is sometimes referred to as the Fermi–Hart paradox." Go to Comment
This is absolutely delightful. You've really illustrated the life of this city well. It's the details, of course, that get me: the fashion so important that even visitors must afford new dress, the celebrated wealth and game of the church, the politicking of the sea-elves. Really well done.
I found the were-shark part interesting. I almost feel like it needed something more, but I can't put my finger on what or explain while I feel that way, so I can't fault you for it. It's a nice little twist, though.
How *does* one tell the difference between a red-portaled inn and a crimson-doored brothel? Go to Comment
Good questions. I shall ponder why Novo São Paulo beat out Brasilia as the capital, though immediate thoughts are that it São Paulo is larger and more economically-significant than Brasilia.
I'll add some outline on geofronts. As for seacologies, Novo São Paulo is close to but not on the coast proper, perhaps too far from the water to build seacologies. But there are two significant rivers nearby, perhaps some sort of freshwater enclosed sea could be artificed to provide a food source. Go to Comment
I had intended to write on the architecture, but as I tried to do that, I struggled with the ramifications of arcologies on architecture. Given the scale of arcologies, I would assume architecture would be so highly specialized as to vary from level to level in each arco, let alone providing a consistent architectural scheme for the whole city. You're right, the CityImage tag here is inappropriate and shall be excised until (if) I can provide the necessary architectural details.
Methinks I let this one out a little early. I'm putting 'er back into development for refit and polishing. Go to Comment
Helpful. I forgot that post-modern looking suspension bridge is in Sao Paolo.
The arcology pics are helpful too. I just kept defaulting to SimCity 2000.
"If you're looking for a beach in Sao Paulo you won't find it in Brazil's largest city of Sao Paulo. The city, which is the capital of the state of Sao Paulo, is almost 50 miles from the Atlantic coast and has no beaches to speak of, even though it is part of a river system that flows to the ocean."
The Sao Paolo beach pics are of beaches in Sao Paolo State, I believe. But that said, I now like the idea of a freshwater seacology created by damming/excavating the Pinheiros and Tietê rivers. Go to Comment
A nice treatment of an American supercorp. Though I question the necessity and usefulness of organic memory cores: if thought and memory can be stored on more reliable electronic solid-state cores, why bother with meaty ones? Go to Comment
A great explanation of cultural diffusion in the Cosmic Era. I've always found it curious that such a small nation produces so much globally-consumed culture, and you've brought that nicely into the new age. Go to Comment
Maddux Systems (Geological/ Geographical)
I like this. I'm never great at using magic into a setting, and it usually becomes either convoluted or tritely generic. Maddux makes magic seem a natural phenomena, and Skaldevale as a "geologically active" place, so to speak. It's beautifully simple, really. Nice work. Go to Comment
This is good stuff. By reading the multiple histories, you really get a feel for the different peoples and attitudes in the Spiked Sea. The tale of Saulke stands out to me in particular. The one thing I'd like to know more re: the Favorim is the reason for the specific measurements. They remind me the Thirty-two Excellent Signs, the external characteristics that are supposed to mark a Buddha. Those each had a specific purpose; e.g., His bodily hair grows upwards, from his having engaged in constructive practices and having inspired others to do the same. I wonder if there's a specific reason for Favorims to have such perfect measurements, or is Saulke just extraordinarily picky?
The formatting does leave something to be desired, and some of the grammar is stream-of-consciousness sloppy. But the meat is here, and it is succulent. Go to Comment
Very simple gag but a great one, since it can be used multiple times over, even in the same adventure. Great for tribal natives gone restless and humanoids, but anyone can have set this up. Just what the header says, a simple bag over a stick stuck in the ground or floor.
As GM you can place the bag on a stick anywhere, in a floor crack the heroes have passed before, outdoors in a clearing or path, or at the edge of the PCs' encampment the following morning, what have you. Place anything on the stick - a coiled yellow viper angered by the bag removal, mini crossbow w/poison, transdermal hallucinatory drug dusted on the bag, yellow mold colony, an NPC ally's head, a weapon, scroll tube or satchel, what have you.
The idea is to build tension and/or stall for time/distract the party. Provided it's used properly, you'll be amazed at how paranoid players will get from this simple gag.