Frequently Asked Questions
This page covers rules and guideline clarifications.
General
The rule books seem to be lacking much in the way of a setting. Why is this?
The rule books are intentionally left generic so that the rules can be used with any setting the GM desires. I'm working on the Imperial Federation Campaign Source Book. It will contain sociopolitical information as well as historical background, adventure hooks, etc., but it won't be done for a while.
Rules
The rules for the strength attribute state "Open-doors
indicate the chance of a character to open a door and other
related acts of strength". What does this mean? Is the idea
that in the future most doors are stuck shut? Or is this the
chance to break down a locked door?
The idea is that most doors (outer doors at least) would be
locked. Thus, this is the chance to break down or force the lock
on an average secure door.
The rules state that a .44 revolver does 2-16 hp whereas
the Laser Pistol does 1-6 hp. Why were laser pistols ever
invented, if the .44 Revolver is so much deadlier? Is there any
reason for anyone to ever use lighter weapons than the .44s?
1) These weapons have potentially different applications. A .44
revolver is a projectile weapon while the laser pistol is an
energy weapon. 2) Often the weapons which do more damage are more
expensive. The cheaper the weapon, the more in demand it is.
That's why so many more .22 revolvers are sold than .44
revolvers. 3) Cost of ownership and use may be more. For
instance, .44 ammunition is more expensive than .22 ammunition.
According to the rules, Antimatter Grenades have a range of
100Km. What does this mean - that you can throw it 100
kilometers, or that when it goes off, the fragments travel 100
kilometers?
The damaging energy from the explosion affects things up to 100
kilometers away. Of course, on a planet, the curvature of the
surface limits area of effect. For instance on Earth, 20 miles is
probably the outer range of explosion damage from any bomb
(fallout damage covers a larger area, but that's another issue).
As far as fragments, an antimatter grenade isn't going to send
out any fragments - the casing is vaporized by the explosion.
The rules state that a .22 Rifle has a range of 75 yards while
the .38 Revolver has a range of 100 yards. Are you sure that you
want a revolver to have a longer range than a rifle?
Range and damage are related to mass and velocity. The calibre of
a weapon has to do with the diameter of the ammo, but ammo can
vary in length. Longer shells can contain a more massive
projectile (increasing mass) and/or more propellent (increasing
velocity). Conceivably, you could buy .22 ammo that causes more
damage and has farther range than .38 ammo because it has more
propellent and/or mass. There are some other factors (such as
barrel length, rifling, etc), but to make the game simpler to
use, I opted for some "standard" ammo for specific
weapons.
All of the creatures listed in the Creature Anthology are
mythological, fantasy creatures rather than science fiction. I am
puzzled by this. Were the alien life forms named for similar
creatures from human mythology? Were they the result of genetic
alteration of other species? Do they originate from another
Universe or extra dimensional space where the fantasy races
really existed? I had a lot of possible explanations for it, but
I wanted to hear the official word on it.
First, there are some science fiction creatures (the
robots), a good representation of actual earth life forms, and
then the more mythological creatures. Second, as a generic rule
book, I wanted to provide a wide range of off-the-shelf creatures
for GMs to use. For those who wish to have a fantasy-like
setting, they can use elves and brownies. For someone who wants a
setting in the near future, earth life forms could be used. For
someone in a far-future high-tech setting, the Supertychs would
be useful. Nothing, however, prevents a GM from using all three
categories of creatures. So, in the absence of a campaign
setting, there is no "official" word on it. In your
campaign, choose your own explanations.
That said, I'll step out on a limb and predict what the Imperial
Federation Campaign Source Book will say on the subject. Not all
creatures listed in the Creature Anthology will be used in the
setting (ones which personally strike me as exclusively
fantasyish will probably be left out). The Imperial Federation
setting will not have the planet Earth mentioned anywhere in it.
Chalk this up to the setting being in another parallel universe,
or on the far side of ours, or what have you. Thus, things like
dragons are not necessarily mythological from the standpoint of
an individual in the I.F. setting. Even if they were
mythological, it could be that the myth is based on fact and some
time in the past, a dragon or dragons were introduced to the
people who started the myth.
Are the alien monsters described in the Creature Anthology
equally spread throughout the universe or do they have specific
home worlds? Does each have it's own home world or do several of
them share a smaller number of worlds?
This is setting specific. The Imperial Federation setting will
probably define most creatures as being native to only one world.
Those with sufficient intelligence, desire, and technology will
have moved out to other worlds on their own. Others may have been
moved by other intelligent creatures, either wittingly
(livestock) or unwittingly (pests). Imagine, for instance, how
pervasive rats could be among any/all civilized worlds. Or
imagine a rich man's private hunting reserve world populated by
large reptilian creatures (dinosaurs) imported from their home
world.
I am curious as to the level of technologies used by the
humanoid races mentioned in the Creature Anthology. Can the
Goblins, Trolls, and other 'evil' humanoids use modern weapons?
Are they spacefaring? What about the Elves and other 'peaceful'
races?
I'd say that any creature with an intelligence of at least 2
could at least operate nearly any standard weapon although they
might need to experiment with it or be trained in its use.
Likewise, any intelligent, sentient being could eventually figure
out, or be trained in the use of, nearly any other technology,
including QIDs. This assumes that the creature finds such an
item. To invent or build such things requires both the
intelligence and the appropriate technology level. If a race
cannot yet refine iron, it's not likely to create a revolver.
Technology level is a setting issue. It's specifically left to
the GM to decide.
In the Imperial Federation setting, Elves will probably have a
low technology level - not because they lack intelligence, but
they lack the drive to invent new technology. On the other hand,
if the Elves came under attack by an intractable foe, they might
just aquire such a drive in an attempt to stay alive. Outside of
this, you would undoubtably find the occasional exceptional elf
who joined with some space-faring adventurers, but he would be
considered odd by his fellow elves (possibly even be considered a
traitor to his culture). This also helps illustrate the concept
of an "evil humanoid race". When mentioned in this
context, "evil" is more an issue of the culture. For
instance, Goblin culture may look favorably on treachery. But you
will always find the occasional goblin who forsakes the mores of
his culture and strikes out in a different direction. Since
cultures steeped in such negatives as treachery are unlikely to
develop a sustained technological growth, such cultures typically
have a low technology level.
On one hand the GM Guide mentions that the effects produced by
the QIDs are so reality-bending that they must be hand crafted,
can only be used by qualified engineers, and self destruct after
one use (in portable form). Then on the other hand there are
mentioned in the GM's section, a great number of rings, cloaks,
cubes, and cylinders that do exactly the same things yet are
smaller, reusable, and can be used by anyone. If QIDs are the
most formidable technology in the universe, why are there so many
devices that can do the same things a QID can and do it smaller,
can do it consistently without breaking down, and can be used by
non-engineers? Why would one would use a QID over one of these
other devices?
QIDs are the most potent technology that can be created by the
societies from which the PCs come. The GM guide does make
reference to the "ancients" and for the most part the
cylinders, cubes, etc. are low-level artifacts created by those
long-dead cultures, which were/are much more advanced than the
PCs' culture. Some of the low-power items could conceivably be
created by high-level NPCs. Some of them may be created by
advanced cultures living in parallel universes, concurrently with
the PCs. The most formidable technology in the universe (or
across the universes) is The Great Computer (TGC).
Submission Guidelines
The guidelines say "The following things shall not be
portrayed in an attractive light, or in any other way promoted:
... disrespect to people ... of specific age groups." Do you
actually mean that things like mandatory retirement, and minimum
ages to drive or vote are to be always presented as bad things?
The question assumes that minimum driving/voting ages are somehow
disrespectful - I don't agree. I probably would view mandatory
retirement age as "bad". A submission which promoted
mandatory retirement as a good thing, would probably strike me as
odd, at best. But to answer the question I think you are asking.
The intent was to avoid stereotyping people by age group, for
example, "young people are always disrespectful", or
"old people are mentally incompetent". Promoting either
of these as "good" views would be contrary to the
guidelines.
I have in mind to submit something which should fit into your family-values requirement, since there won't be any (or much) actual killing of human NPCs by PCs
Understand, I'm not anti-combat - even with human NPCs. I
wouldn't have a problem with, say, the PCs being deputized by the
authorities in order to bring in the bad guys, dead or alive. I
do want to avoid violence for violence sake, excessive gore,
vigilantism, etc. Again, I'm not trying to paint an unrealistic
picture of reality, but I don't want to promote or dwell on the
unhealthy.
I am hesitant how to present several of the humanoid races
presented in the Creature Anthology. On one hand, one of the
submission requirements is that all 'humans' be presented as
valuable and not of lesser worth. It also states that any
predjudice or race superiority should be viewed as evil and wrong
in the context of the game. Yet, on the other hand there are
several races of humanoids that are described as being stupid,
murderous, and even 'evil'. How much human respect should be
given to the races such as Goblins, Bugbears, Rakshasas, Orges,
etc?
The rule about humans does not apply to humanoids. The idea of
race prejudice has to do with races such as "Asian",
"Native American", "Hispanic", etc, and not
with "races" of humanoids. The problem here is the word
"race", which in one usage means
"sub-species" or "ethnic group" and in the
other means "species". However, assigning a new species
a series of attributes which clearly identifies them as a
particular race (in sense 1) - let's say "Celtic" - and
then treating them with contempt would be a violation of the
rule. For instance, "elves have red or blond hair with blue
eyes, wear tartans and kilts, and play bagpipes, and are inferior
evil beings". I wouldn't worry about inadvertently violating
the rule in this way, though - I think you'd have to really try
to.
The Quasar Home Page says "I wanted something that I would feel comfortable with my children playing, not to mention myself. Thus, you will not find magic, psionics, demons, sex, or excessive gore or violence in the rules or in anything you download from this site." How can you have challenge without conflict, and how can you have conflict without violence? Does this lack of violence extend to animals?
The term "violence" here means "personal violence" - or violence against persons. Thus it doesn't apply to animals or inanimate objects. Also key is the word "excessive" meaning that there may be occasional acts of violence during play (for instance, a police officer shoots a criminal), but that is not the main point of the game. Finally, conflict doesn't necessarily have to involve violence, nor does challenge. Challenges can involve puzzle solving, for instance. Webster's defines "violence" as "physical force used so as to injure or damage" (and similar alternates). Injury and destruction should not be the only means to overcoming a challenge. However, if bashing down a door is required to solve a problem, that is not covered by the statement in question.