Way back in the bygone days of 2006 there was a lil game called Space Myth
. Due to much/some/a little/ok-some-guys-said-it-would-be-a-good-idea demand, it arises again!
You, leader of your freaky, tentacled, robotic, insectoid, psychic flying whale alien species, have suddenly gained technologies that will allow your people to expand into the stars! However, other species have gained the same knowledge and will be working to beat you to it! Or just beat you, some of them are into that. SM is a turn-based RPG/RTS/4X game, and we'll likely be running 2 turns a week for at least some number of weeks, maybe a couple months. Each turn you learn new techs, expand into new systems, and eat new people. I encourage reading the SM1 and SM2 wikis if you missed the first game to get a good background knowledge.
However, there's going to be a few changes
around here. I'm going to be dropping the d20s and instead using FATE
as a sort-of guide. I'm not that familar with Fate myself and will need some time to decide exactly how I want to balance the rules, but one thing I do like is their 'phase' method of character(civilization) creation. I haven't yet had time to do much deep thinking but I'm hoping to have rules pretty hashed out by the end of this weekend. So, if you played SM1, or read through it, and had some problems with the mechanics or concepts, now would be a good time to make suggestions. In addition to the Fate flavor, I've also done some Resource changes (see wiki) and am considering adding in Superprojects as a feature.
The Space Myth 2 wiki is: here
and suggestions, comments, and signups are
* Virii - Cynic Jester
* Prime Collective - TalonRazor
* The Combine - INNS
* The Ardek- Frowbakk
* Anandans & The Space Gods - Krata Lightblade
* The Varggath Cooperative- Abysmal Lynx
* Codettans - delroland
* The Concordance - The Lord of Hats
* The Dolphoids - SanderJK
* The Tvashtri - Shamus