Other Dust - The world is an open grave. PDF + Hardcover B&W Book companion game to the free Stars Without Number sci-fi RPG. PCs in Other Dust spend most of their time adventuring; lounging around the village is for lesser souls- or more prudent ones. of modern computer roleplaying games such as Fallout, Wasteland, in free PDF form. Index of /public/Books/aracer.mobi Without Number/ Other Dust - Codex of the New Earth - Cult of the Still aracer.mobi M. Bookmark.
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Other Dust is pages long, available as either as PDF (for All in all, Other Dust is a formidable post-apocalyptic science fiction RPG. Unlike SWN, Other Dust does not offer a free PDF version, but it is definitely worth its money. and you can get the games at Drivethru RPG. RPGPundit Reviews: Other Dust This is a review of the RPG "Other Dust: Roleplaying After The End", by Kevin Crawford, published by Sine.
That way things that help the defender armour, poor conditions add to the difficulty, things that the attacker does well add to the dice result. If the attacker is not skilled or exhausted or whatever it subtracts from the dice roll. This makes GM rulings easier and clearer. Like Like. It did seem like a strange design decision to use the descending AC.
His reason was that it was simpler to use the descending AC, as you can add it to the HIT roll , with a success on a The other thing is, the SWN games have a realistic level range of 1 to 10, and the progression slows right down after level 5 dramatically. After level 10, you CAN continue, but at least for skills, you will auto-success most tasks and you become more or less superhuman in skill use. Still, it would take MANY sessions to hit level 10 anyway. Like Liked by 1 person.
I have become very interested over the last few years in OSR and Sandbox. In the sandbox settings I do have a lot of situations at different scales, say a plot to take over the world at one scale and city hall corruption at another.
They throw out adventure hooks that the players may take up and provide lots of context for those meaningful decisions. I like the Sine Nomine games having built in faction systems, procedural generators that can evolve situations for you and provide that rich context for the players.
Yeah I have a real fondness for the Sine Nomine games in general. After the initial campaign set up, prep time is pretty easy. It means I can get on with working on background any time I want wherever I am. You should write an article demoing your use of One Note.
Yeah I will do a write up about that. We could turn it into an extended chat by article perhaps. So is there an ETA for release of the new version?
Not sure how you mean to go about it. You are commenting using your WordPress. You are commenting using your Google account. You are commenting using your Twitter account. You are commenting using your Facebook account. Notify me of new comments via email. Notify me of new posts via email. Skip to content So what is Other Dust?
Planets, Sectors and Systems cut off from each other for s of years… The worst of this took place on the Home planet Earth. Game Mechanics Combat rules The game mechanics are pretty simple. Combat is pretty deadly, especially at low levels, so you want to play the game smart. Backgrounds You also choose a Background, which is not related to the class.
Physical effect: Mental Effect: Sanity, mental strength to resist Psychic attacks. How good you are at dodging things. How resistant you are to alien, exotic technology attacks, effects. The 4 classes are as follows: Mutations You can also generate Mutations for your characters or not if you choose.
Equipment Finally you roll choose your starting equipment, which can have some decent stuff to start with. Share this: Like this: Like Loading Leave a Reply Cancel reply Enter your comment here Fill in your details below or click an icon to log in: Email required Address never made public.
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There's nothing particularly wrong about the background Crawford provides for the setting, its just the fact that said background is present and fully explained that is a bit unfortunate from my point of view.
The book provides explanations about both facts, and like in his other products, provides an amazing amount of support for the "sandbox" style of play. Besides the standard six stats, you also have a complete skill system, which is resolved by rolling 2d6 and needing to beat a difficulty number a standard "challenging" skill check has to get 8 or higher. Skills are obtained by a combination of choosing a background package origins like "city dweller", "entertainer", "noble", "tribal warrior", etc , which gives you a couple of skills, and then choosing a "training package" within your class effectively a kind of "kit" or specific expertise in the broader class definition that gives you the rest.
There are four classes in Other Dust: Like in SWN, each class has its own special ability, usable once per day: Survivors can recover from falling to 0hp bouncing back up to their Level in HP , Speakers can automatically convince one NPC of one thing within the realm of plausibility, Slayers can choose a single attack roll where they'll hit on anything but a natural 1, and Scroungers can choose a single skill roll where they'll succeed on anything but a 2.
Characters also choose at creation whether to get mutations or be a "null-strain human", immune to the effects of mutation. Mutations can be more or less beneficial, and all of them come with "stigmata" which are deformities of appearance that make you somewhat more obviously a mutant ; these stigmata can range from purely aesthetic a blemish to being seriously disadvantageous; for an extreme example, you could start the game missing a limb amusingly, if I read the tables correctly, you could theoretically start the game with no head!
You also additionally start the game with a mutation flaw, which is yet another disadvantage of your mutated state, unless you choose to sacrifice a second of your three rolls to avoid that flaw. Flaws are even more serious, most of them involving either extreme changes to your body parts or serious penalties from a mechanical point of view a -3 penalty to one of your saving throws, for example. Mutation benefits can also be quite good, but they too have a range of worth; everything from acute hearing, to having laser eyes, regeneration, or natural armor.
What's more, many mutations require the gaining of "system strain" points, the accumulation of too many of which means that the mutation benefit will no longer be useful until time resting reduces the accumulated strain.
Note that so long as you're not a null-strain human, there is also a chance that you could end up obtaining more mutations later on in the game itself; exposure to radiation has a chance upon failed saving throws of permanently reducing one's constitution score; if sufficient CON points have been lost, then the character may also gain a mutation though these have a greater chance of being purely negative; the chance of any positive benefit depending on a second saving throw.
A central element of Other Dust is survival. In combat, rolling a 1 or 2 in an attack means your weapon degrades there are a set of conditions for weapons and gear keeping track of what penalties they acrue as they degrade , and I can see weapons soon becoming useless if one doesn't manage to keep up repairs or find replacements. There are additional mechanics meant to keep track of this ongoing struggle for survival: Again, the tone here overall is more serious than many other Post-apocalyptic games, and the level of "resource management" involved may be a turnoff to some players; on the other hand, other players who are really into this sort of thing might thrive from it.
To give a brief summary of what is covered in far more detail in the book, the present day of the setting is the mid 29th century. Earth had gone through a very disastrous 21st century to rise up to develop interstellar travel, and make a vast network the Mandate of colonies in space.
This was enhanced by the development of psychic humans and nanotechnology, contributing to the creation of "Jump Gates" that allowed for incredibly fast interstellar travel. The Mandate also created AIs, artificial intelligences called the Maestros, that could regulate every aspect of life on earth; nominally to create a paradise, but over time transforming earth into a police state full of literal thought control and oppression.
Rebel elements began to rise up against the Mandate, and it seemed like a great upheaval was forthcoming but before this could happen an unexpected event took place: As the psychics were essential to the Jump Gate technology, this caused a total collapse of human civilization throughout space the details of this being covered in SWN , but on earth, where some of the most powerful psychics of the Mandate were located, the chaos that followed was much worse.
The insane survivors of The Scream were tremendously powerful and in positions of enormous authority; in their madness they turned on the Mandate and destroyed all of earth's infrastructure. Clouds of healing nanites were warped into mutation-causing "highshine", or death-bringing "black dust"; another superpowerful psychic killed most of the Maestros some of these AI may still exist in hiding , and the planetary defense systems of the earth were turned on itself, launching orbital strikes against the planet.
Most of the world's population were wiped out within the first two weeks of the disaster; and the world itself was changed forever, with mutated animals and radioactive hot-spots. As with Red Tide, Other Dust provides an amazing set of tools for Sandbox play; not only are there wonderfully-written guidelines to how to run a sandbox setting, there's also a huge number of random tables to create different "sites" for survivor Enclaves and Ruins complete with their forms, sizes, tech level, details, occupants, and "tags", which are descriptors that summarize the essence of the site and provide examples of potential friends, enemies, things therein, complications and points of interest.
There are also random tables for adventure design, providing templates for adentures based on themes like "collapse", "privation", "savagery", "scavenging", or "defiance". The book also contains a 10 page sample setting area: This section includes random wilderness encounter tables, and template "sites" for the various settlements and ruins of the region, and a fairly cool hexmap of the setting area. Of course, you also get detailed loot tables, with different loot "types" for various sorts of opponents or locations.
There are random tables for determining loot, and what traits, quirks or condition those items may have.
There are extensive lists of equipment and tech, which include tech-level ratings that differentiate gear with everything from 'stone age' to 'far future' levels of sophistication. The pre-apocalypse setting having been quite technologically advanced, you have things like laser weapons, ultra high-tech armor, "stim" injections with a variety of potion-like effects, and much weirder high-tech artifacts.
Of course, none of these can be made in the setting's present, only scavenged; the present-day tech is usually very primitive. What you don't have is a currency system, since in this ruined world almost all trade is done by barter, nonetheless, a basic notion of value is established for items and expenses using the Food Ration as the base unit of barter currency.
The game also has a subsystem for managing large groups; be they religions, warbands, communities, clans, or conspiracies. This is a complete system which creates a separate set of mechanics, with details like "tiers" the "level" of the group , resource ratings on food, tech, morale, influence and security, and a system for "resource points" that allow the group to make progress in its ratings. There's also a "ruin" mechanic where you can keep track of whether forces opposed to the group's survival do enough damage to cause it to collapse.
Some groups will also have particular perks, which are special qualities that affect the group. There are mechanics for generating groups and for how to run them. I can imagine that for some people, this kind of thing will be seen as awesome, a mechanical system for managing larger-scale communities or organizations in the setting.
For others, including myself, I think its too much book-keeping for something that I feel more comfortable doing outside a rules-structure. For those who support the former view, these rules are very complete, and include templates and examples. For those who support the latter view, you won't find the chapter dedicated to this whole subsystem of much value, but at least its a self-contained subsystem that any GM who wishes to could very easily ignore.
The game also provides a bestiary of about 15 pages; it also provides basic template guidelines for creating your own weird mutant animals though sadly no interesting random tables like one might have hoped to find. The pregenerated monsters include animal-men of all types, toxic black-nanite dust clouds, cultists of the still living insane superpsychics that caused the big collapse in the first place, robots complete with rules for building robots , and NPC stats for different types of humans one might run into; including psychics the author chose not to include an actual psychic Character Class in the book even though about 1 in humans are supposed to be psychics; but here he provides some very rough guidelines to playing a psychic.
The tail-end of the book provides some more random tables as GM Resources; these include random tables for settlement details, lengthy and detailed random NPC generation tables, templates of quick Class stats for sample NPCs of each class for levels 1, 3, 5, 7, and 9 , quick name tables for a variety of cultural backgrounds, random maps and area-stocking tables for villages, caverns, bunkers, security stations, factories and offices; as well as random religion-generation tables for your crazy Post-apocalyptic cult , and more general wilderness encounter tables.
I suspect this is for personal reasons; I just think that the level of resource-management and the survival-focus in this game would be a bit too extreme for me and my gaming group. I guess I like my post-apocalyptic play a little more light-hearted. But if you think that games like RIFTS or Gamma World are too goofy or gonzo, but you also don't want to just play "the road" or some misery-tourism game with no adventure at all, then Other Dust might occupy the happy medium; or rather, the "Depressing But Not As Depressing" medium.