Greatest RPG Fans Forum

"Aurora a new table-top hard science RPG!"

Email this topic to a friend
Printer-friendly version of this topic
Bookmark this topic (Registered users only)
 
Previous Topic | Next Topic 
Conferences Potpourri, Grab Bag, etc. Conferences Game Review (Public)
Original message

xor (6 posts) Click to EMail xor Click to send private message to xor Click to view user profile Click to check IP address of the poster
Sep-07-01, 09:50 AM (Pacific)
"Aurora a new table-top hard science RPG!"
Aurora, a new table-top hard science RPG

http://www.auroragames.com

With many games out there one might ask what makes Aurora different from any other (hard or soft) science-fiction roleplaying game out there?

One you have probably not ever heard of Aurora. Outside of that we have a few answers, listed below.

System mechanics: The Failure Dice system is a radical departure from other task-resolution systems. Players have a much better grip on their characters, since the system removes the sheer luck (good or bad) factor for simple tasks when a character has a high skill, and they can decide when they want to take risks. It provides more than a modicum of control over dramatic moments (as opposed to relying on an "open-ended" dice system that always
seems to give exceptional results at the most inopportune time).

The Hammer and Hammer Immunity: The Hammer provides an interesting social and political backdrop against which to set games, but such a time of chaos is not particularly unique. Hammer Immunity is much more significant. Player characters are unique and special and are still "normal" people, rather than superbeings. Players can design characters who may have had very different lives before discovering they were HI (former housewife, game show
host, plumber), or maybe they continue in their old profession (military, spaceship crew, social or scientific expert) but in a much more exciting world. In theory the Hammer is dispensable, so if you want to play in a universe where the Hammer never happened, you can. But we think it provides an interesting game background and focus for greater flexibility in character creation, and thus better role-play.

Real Science: There are many games on the market (past and present) that have claimed to be "hard science," but they usually have varying claim to the title. We think Aurora goes well beyond any other "hard science" game out there because of the thoroughness of research, as well as the wealth of experience and education in our pool of authors and consultants. Most other games have based all their "hard science" around computer science or
physics, and while we respect the heck out of those games, there are other sciences! Aurora explores other areas of science, areas that you will not find discussed elsewhere in such depth: biochemistry, anatomy, archaeology, sociology, cultural development, language theory. And while we have had to invent many things (this is a work of fiction after all), we have done our best to ensure that everything in the book is plausible.

Aliens and Society: While it is impossible to declare any alien species "better" than another from a player preference point of view, we think that we have made some of the "best" alien species every presented in a role-playing game. These species have all been developed with unprecedented detail. They are all as alien as we can make them, not just in biology, but also society and culture. In fact, they are sufficiently alien that they might
frighten away some less intrepid role-players, though for those people who love exploring new species, they are a delight!
We suggest that beginning role-players stick to the humans and Xor-Nast. More experienced role-players can try their hand at the Jeotsu, A'wahch, or Uhrmina (who all have very different biology or psychology). Only the most experience players and GMs should probably attempt the Milrolk. The difficulty of playing any given species is based on the degrees of difference in its psychology, physiology, lifestyle, motivations, and global interactions from
humans.

We have also found that gamers who have grown a bit cynical about many of the more "popular" RPGs may be attracted to Aurora. Its emphasis on "real world" style play, set in a future world of aliens and advanced science, can be very appealing. Also, Aurora is not a system where "twinks" can easily prevail: the system lacks the +12 hackmasters all to common in other games.

We have made a firm commitment to avoid the source-book one-upmanship that infests many other games, where each supplement (army book, clan book… colloquially known as "splatbooks") trumps all that came before it, introducing ever more power gear, skills, and weapons. Aurora wants to be grounded in reality, and that implies continuity, not a crass attempt to sell more books by promising to make characters tougher. Play smart, not twinky.

You can read more about the rules or purchase a copy on the Aurora Games web site.

http://www.auroragames.com

Thank your for your time and attention.


xor (on behalf of the rest of the Aurora development team)


  Alert Edit | Reply | Reply With Quote | Top

  Table of Contents

 
 
Lobby | Topics | Previous Topic | Next Topic

Messages in this topic

Llevram (5022 posts) Click to EMail Llevram Click to send private message to Llevram Click to view user profile Click to check IP address of the poster
Sep-08-01, 00:09 AM (Pacific)
1. "Welcome, and just curious"
How long does it take to make such a game? I mean not from the time it was a gleam in someone's eye, but once work really started, after a few rudimentary ideas had solidified, that kind of thing.

Tools for your Wizardry(r) toolkit

  Remove | Alert Edit | Reply | Reply With Quote | Top

xor (6 posts) Click to EMail xor Click to send private message to xor Click to view user profile Click to check IP address of the poster
Sep-08-01, 07:00 AM (Pacific)
3. "RE: Welcome, and just curious"
>How long does it take to make such a game? I mean not from the
>time it was a gleam in someone's eye, but once work really started, after a
>few rudimentary ideas had solidified, that kind of thing.

Aurora represents, a cumulative total of more than 10 years of effort.

Based on a primary and continuing effort on the part of Dr. Mulholland with additional support from consultants and designers it has taken ~6 calendar years to reach its present state.

-Chris
http://www.auroragames.com


  Remove | Alert Edit | Reply | Reply With Quote | Top

Llevram (5022 posts) Click to EMail Llevram Click to send private message to Llevram Click to view user profile Click to check IP address of the poster
Sep-08-01, 07:31 AM (Pacific)
4. "Thanks"
That is what I was afraid of Is that a fulltime calendar or a part-time one? I imagine a lot of the development went on while everyone had jobs and lives to maintain, right?

Tools for your Wizardry(r) toolkit

  Remove | Alert Edit | Reply | Reply With Quote | Top

xor (6 posts) Click to EMail xor Click to send private message to xor Click to view user profile Click to check IP address of the poster
Sep-09-01, 03:08 AM (Pacific)
5. "RE: Thanks"
>That is what I was afraid of Is that a fulltime calendar or a part-time one? I imagine
>a lot of the development went on while everyone had jobs and lives to maintain, right?

It has always been a part-time process (we all have day jobs).

-Chris
http://www.auroragames.com


  Remove | Alert Edit | Reply | Reply With Quote | Top

Joebob (212 posts) Click to EMail Joebob Click to send private message to Joebob Click to view user profile Click to check IP address of the poster
Sep-08-01, 05:22 AM (Pacific)
2. "RE: Question?"
So you have developed a game where one's "fate" is not solely resting on chance, the players "fate" is based more on skill.
Soundes real interesting Will have to give a lok see.

JB

  Remove | Alert Edit | Reply | Reply With Quote | Top

xor (6 posts) Click to EMail xor Click to send private message to xor Click to view user profile Click to check IP address of the poster
Sep-09-01, 03:10 AM (Pacific)
6. "RE: Question?"
I would be interested to hear if you have any questions about the Failure Dice system that Aurora uses (or other aspects of Aurora in general). I think it adds greater realism to game play.

-Chris
http://www.auroragames.com

  Remove | Alert Edit | Reply | Reply With Quote | Top

Garion (60 posts) Click to EMail Garion Click to send private message to Garion Click to view user profile Click to check IP address of the poster
Oct-05-01, 05:19 AM (Pacific)
7. "Your failure dice system"
Hi.

Now if I get this right, it is as hard for somebody with a skill of 2 to push it by 2 as it is for someone with a skill of 4?
Although one guy pushes his skill by 100% while the other attempts to increase it only by 50%?

Besides that, it seems quite logical and doesn't let anyone - not even the luckiest guy - do superhuman things with mediocre skills.

By the way: Your alien races really are pretty cool.
Will the game be availiable in European stores sometime as well or do you plan on selling mainly via internet?

  Remove | Alert Edit | Reply | Reply With Quote | Top

xor (6 posts) Click to EMail xor Click to send private message to xor Click to view user profile Click to check IP address of the poster
Oct-05-01, 06:38 AM (Pacific)
8. "RE: Your failure dice system"
The reply:

The probability of failure increases with the number of dice you roll (the degree to which you push the skill). So if you decide to push a skill by 2 it does not matter if your base skill is 2 or 4, the chance of failing is the same (but if you don't fail, your skill total will obviously be much higher if your base skill is higher). The limit on the number of push dice being equal to the skill is to both represent the fact that the better you are, the more able you are to push yourself to a greater pinnacle of skill, and to prevent people with mediocre skills from simply relying on luck all the time (there should be a significant advantage to having a high skill).

Glad you like the alien races. They are a perpetual source of interest and amusement for us, because as soon as you try to make a "realistic" alien you open a Pandora's box of fun questions (what are their food-ways like, what would a toilet designed for Jeotsu look like, how does the optical range of their visual systems effects the colors they prefer?)

The plan is to sell this game over the Internet, it comes on a CD that can be read by both Macs and Wintel machines. Currently the "Gamma Version" is available. This is the complete game that is in the final versions of editing/arting. If you want to pick up the Gamma version we will send you a free copy of the "first edition" when it is done in a few months. We'll also have a PayPal payment option on line in the next day or so.

Please stay tuned and feel free to use our own discussion board to ask specific questions at: http://www.auroragames.com/discus/

  Remove | Alert Edit | Reply | Reply With Quote | Top


Lock | Archive | Remove

Lobby | Topics | Previous Topic | Next Topic
Rate this topic (1=skip it, 10=must read)? [ 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 ]
Powered by DCF2000 ©1997-2000 by DCScripts. All rights reserved.