Monday Minute #7: Part 1 of 3: What Can and Can’t I do in Cosmothea?

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It’s Tuesday, I know. Don’t remind me. Maybe I should have called it the 2sday 2minute or something. For now, I can only do 1 post a week and still be productive. Hopefully I’ll find a way to bend the time continuum more than I already am, and do a second post a week like I was doing awhile back and always post on Mondays. I dunno. Anyway, today’s blog is about what kinds of adventures you can have in Cosmothea. I’ll give 3 examples. On my next Monday Minute, I’ll give several more, and in Part 3, I’ll give some examples of concepts and adventures you can’t have in Cosmothea (at least not without bending the rules of the game or of the setting’s theme). Sound fair? Sound like a plan? Still with me? Great, let’s roll…

Please note: I’m going to skip over the single genre adventures for now, because Cosmothea can handle those quite well, and as you know, we like to focus on blended-genre stories, so I’ll give some examples of those. That way, you’ll get a taste for what the setting and rules can handle. I’ll just be scratching the surface, as I’m not trying to write a novella here.

Hopefully these examples will give you a sense of just how far you can take concepts and Cosmothea to get your adventuring fix! If not, I’ll probably touch on this again with some more examples, if you want them. Let me know! And to be clear, it’s not that you can’t do any of these kinds of things in an existing RPG, it’s that you CAN do them ALL (and many more) in Cosmothea, without stretching the rules, creating new rules, pushing a game engine or other setting to its’ limits, or being forced to turn to a game engine that’s either too watered down or too crunchy for your tastes.

There’s a reason why I don’t feel compelled to return to single-genre RPG’s or the generic RPG’s out there, as cool as they are. And as you know, I don’t see any reason why someone should have to know multiple rules sets, or live under the other restrictions that hopping from one game to another have, but that’s a post for another time.

From one of our Tabletop Playtests:
My good friend Robert, who’s been playing characters in Cosmothea for over 30 years, selected the Professional career path (An advanced path that lets you build almost any career path you can imagine fairly easily) to create a filmmaker. He’s a good pilot too, and has a laser inside his air-conditioned, coffee-making, floating sphere. He chose the orynii race, a very short race with no skeletal system, only a complex network of ligaments and tendons (yeah, they’re pretty squishy, somewhat elastic and green-skinned to boot). He’s learned to overcome his agoraphobia, although he feels safest living inside his shell (the high tech ones live in luxury floating orbs “shells” while the ones on more primitive worlds live inside an organic plant creature “shell” called a scriff, in a symbiotic relationship).

The orynii sets off on an adventure, accompanied by a human archeologist (also built using the professional career path), a xeelotian (rocky gentle giant) who is a holy adept (adept career path with a divine focus and some training in the use of a quarterstaff), a humanus (long story) – a rogue agent acting as body guard, and a taager (think short, bald MacGyver) who is an artificer with a gun turret mounted to his nexus template and wields a Globber (a gun that slows down the target slightly and reduces their flexibility). Initially, the orynii is hired to pilot a shuttle to an archeological dig, following the archeologist player (specialist career path); the others join up as helpers and hired guns.

They run across both monsters, an uber high tech A.I. living ship shortly after they lose their shuttle while its parked next to an ancient temple, after being attacked from orbit. The living ship takes them on a wild ride through Hordaq Space where they salvage derelict space craft, encounter the xeno Horda, a stargate that is starting to do some strange things ever since someone cast a powerful spell on it, and run into a race of magical creatures that are trying to escape their dimension.

From one of our PbP Playtests:
Discovering the ruined city of Palacia in the Iron Valley, named for the numerous steam and clockwork mechs strewn about its landscape following a great war in which both human and gnomish armies were wiped out suddenly by a third, far more mysterious and powerful force. Soon, the party discovers an underground subway system, power plant, factory and bots! Of course, they aren’t quite sure what it is they’ve found, and the technology in many cases is indistinguishable from magic.

One of the party, a holy adept of the Velenara, goddess of the elves and winter, decides to return to her homeland to the north and comes upon an Elinarka (think magical flying shark and you’re close), and hides in a cave, stumbling upon a great obelisk that calls out to her. The cave is flooded with power, the floor covered with treasures beyond her imagination, but drawn to the power of the obelisk is a Crystallis (think crystalline tumbleweed in the sky that sucks magic out of anything it can reach with its razor sharp appendages.

From another PbP Playtest:
A party of adventurers, one super-powered, others with diverse skill sets, armed to the teeth with gauss pistols, grenades and other goodies, are hired by A.I.R. Enterprises, a mega corp specializing in Recon and Private security. After numerous setbacks (including a robotic assassin and a bullyish haunted, or perhaps it’s only a “living” building, as if that’s any less scary!), they head off to rescue their previous recon team and attempt to discover what happened to the 5,000 missing passengers of the luxury star cruiser, Valhalla. Several jumps later and then diving into the Cosmothereal dimension, they follow space beacons left by the previous recon team, to a world where an augment child with god-like powers is on the verge of going ballistic.

Reality warps, intense psionic and emotionally disturbing confrontations and subterfuge send the team off again chasing ghosts. They vanish on their way a world obsessed with magic, ransacked by gods, entrenched in never-ending war and in the shadows, the ancient Architects, ever watching A.I., with uber high tech weapons and artifacts standing at the ready should the Architects decide to intervene on the affairs of mortals and gods alike. Later, a third Recon team sets off to finish the job.

Just a few random (and perhaps run-on) examples. I’ll stop here and admit rushing the post a bit as I’m out of time and it’s getting longish (sorry). More to come in Part 2, including what Cosmothea Can’t do and why I want it that way – and why I think many of you will want it that way too. As always, I’d love to here from you – comments, criticisms (I want to improve this blog and Cosmothea after all), and questions are welcome. Cheers!

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About Bob Whitely/QT Games

Welcome to QT Games! Mission Never publish junk or waste people's time. Publish only high-quality fiction and games. 'Nuff said. Company Overview QT Games LLC was created to publish blended-genre (fantasy blended with sci-fi, etc.) fiction, board, card and roleplaying games for a discerning gaming community. Unlike most small press, we have very strict standards: Only pro writing, pro editing and pro art. That means that if we can't get it right, we find someone who can. We pay well for what we don't do in-house. We don't cut corners on quality. This means we stand to make less money than other small publishers, but that's okay with us. We value your time and money, so we're willing to take the bullet. We've designed a large number of games and written a pile of stories. Now we're polishing some of them and getting them out the door. 'Bout time, we know. Good stuff ahead!
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