Princess Luna: HOW ABOUT NOW??
Twilight Sparkle: Uh… Getting better? Maybe? I guess?
Princess Luna: THIS IS MOST FRUSTRATING. WE CAN SPEAK CASUALLY WITH, FOR INSTANCE, OUR SISTER. BUT WHEN SPEAKING TO THE COMMON PONIES, WE CANNOT HELP BUT EMPLOY THE VOICE.
Fluttershy: <sigh> Don’t think of them as citizens or subjects or “the people.” Think of them as potential new friends.
Princess Luna: …What a bizarre notion. And yet…
Twilight Sparkle: Hey, it’s working! Nice job, Fluttershy!
Fluttershy: All I did was listen…
Princess Luna: I suppose, when trying to make new “friends,” shouting in their faces is hardly a welcome first impression… But is this truly the new paradigm of the times? Are public leaders “friends” with their people?
Twilight Sparkle: Uh… Heh, well, in this day and age…
DM: <ahem!> Remember: Utopian society.
Twilight Sparkle: Um, yes! Yes. At least, that’s the theory…
It's easy to assume the world of the game follows the same base logic as ours does, as far as people and society goes, so that everyone can handle at least basic interaction. Which creates a few odd moments where you have to remind someone that this is, in fact, a much different world.
Notice: Guest comic submissions are still open until this arc is finished! Guidelines here.
Agreed. TNG didn't get good until season 3+ when you started getting into the interesting stuff. Interstellar giant crystal monsters, cyborg alien hives, sub-dimensional fish, fracturing political landscapes of foreign powers. That's the good stuff. :D
Voyager was good, I'd probably give it second place, but you can't beat DS9. It had a far more interesting cast (Gul Dukat and Garak are two of the best character's in all Star Trek), some of the best stories (In the Pale Moonlight), some of the best action (the whole dominion war) and some of the best comedy (The House of Quark). My only real issue was the rather annoying plot of Sisko being the Emissary, but even that wasn't too bad.
That said, Boris is right. Voyager had the best theme.
Let's be honest, the captain sells the series. Let's look at the captains throughout them.
First, we have Kirk. Kirk was prone to cheating in dire situations, and could be considered an ideal choice for the extremely dangerous early series, and his brand of cowboy diplomacy was entirely needed when the federation was young. He faced social issues with the sensibilities of a thinking man. He was no philosopher, but he understood right and wrong, and used his quick wits to pull through.
Next was Picard. Picard was a more civilized captain, representing a more civilized age of the federation. He preferred to use diplomacy whenever possible. He was a scholar, not a soldier.
Then came Benjamin Sisco. Sisco was a soldier, and his no nonsense attitude was needed in the politically unstable environment of DS9.
Now let's look at Janeway. Janeway was, well, poorly written. Intended to be a no nonsense badass like Sisco, she instead came across as a tyrant, often contradicting herself throughout the series. All in all, however, she was not by any stretch of the imagination, a pleasant person, or a kind captain. But she was certainly better than what was to come.
Solomon "Duchess" Archer is a secret agent with a group called Isis. His mother, tired of his shenanigans, volunteered him for a time travel program. He ended up in the future and joined Starfleet, where he eventually became captain of the USS Enterprise. In the course of his duties, he committed genocide, harbored racist opinions against Earth's closest allies, the Vulcans, and generally proceeded to ruin the federation's reputation, including endangering the entirety of the human race. For his actions, the name archer became synonymous with incompetence and was completely taboo.
Eh, I don't know. Porthos made for a decent Starfleet Captain. Sure, his need to masquerade as the Captain's pet made for some awkward situations and his blatant hatred and/or disregard for most bipedal species made some situations worse, but his run was decent given the circumstances. I mean, anyone that can grab a dumpster dwelling hobo and get him into the position of captaining Earth's best ship without question deserves some credit, at least. And Duchess did make for an excellent human puppet...even if he did misinterpret half of what Porthos' signals meant (Kinda hard to operate on hand signals when you have paws). Things got much better after the mind control finally kicked in, though.
And apparently the First officer mirrors the captian of next series down the line.
Spock was cold, unemotional, and a stickler for the truth and the letter of the law in a manner very similar to Picards Command Style.
Ryker was a young tough action ready commander better suited for war than exploration much like Sisco.
Kira Nerisse was a bossy Psyco B#(*h with no resptect for other cultures who resorted to violence as her first option in almost all situations, Paralells to Janeway may be made at your leisure.
Chicokatay was a spineless characterless ex pirate chosen to be first officer because of political expedience and the fact that there was nobody else qualified on such short notice.
One thing I like about playing Shadowrun is that it's fairly easy to take today's world and forward it to the 2070s. Which is... I guess scary in a way.
And I have a half done conversion of Shadowrun for Pony. I'm not sure what I was thinking when I did that. XD No longer is Equestria the land of the magic of friendship, but the metropolis science of industry. I still have to work on it, but the concept is that the dystopian world of Equestria I wrote was based on an incident hundreds of years ago when magic simply vanished from the land. Eventually even pegasi and unicorn species disappeared and everyone was an earth pony. And then when magic returned, the land saw sudden resurgence of magical effects and large parts of the population suddenly transforming back into pegasi and unicorns. Basically a parallel of Shadowrun's history.
Technology took up where magic ended, no immortality in the alicorns, discords giant end by unique explosive.
The rift left behind of pure chaos that drives any magical being mad trying to explore.
The more elvish nations likely unicorns that stepped away to found their (Superior!) nation. The german freestate originally sorta started by the diamond dogs?
Though I have two questions, is that did you aim changelings as more the vampire, ghoul, or those spirits?
the other, is where you are placing the gryphons in wondering?
(I wish i could get my muse to write about that kinda setting more, or at all, i loved the dystopic.) with magic returning too, you can do arcanotech devices, built from unicorns that convert magical energy into uses, and capable of much more power for unique options and cyberware.
I haven't gotten far with thinking of non-pony species and how they translate, but it might be interesting if Changelings are a type of vampire/ghoul in the setting. Meaning regular ponies could get infected or transformed in some way to become a changeling.
You probably need to clarify the kinds of magic that disappear. There are a lot of magic-based creatures in Equestria and the Earth ponies seem to have a magic that allows them to work the land.
Well, it's either that or you work with the fallout of that, ie, species are dying, the Earth ponies need to retreat to somewhere like the Everfree Forest where the land lives on its own.
I could see gryphons as staying thing. Given their only magic based big thing is flight and some weatherworking style options and external magic more than likely.
The buffalo would be an easy analogy to the natives. Though if they did the great ghost dance or not would be another thing to ask. Given the prevalence of the japanese, thats another aspect to do, though if you wanted to do the neiponse, or however its spelled as the ones to do what they did.
The spirits, well, you have the option of the six tenets/virtues as great spirits alongside the elemental ones for shamans guiding spirits.
Looking through the Bestiary for Shadowrun 4e, a lot of magical critters seem to have become normal mundane critters. Then when magic came back, so did the magical critters.
There seem to be magical variations of bears, large cats, several species of plant... and it's scary that none of them are nice and cuddly. XD
Well, if I was gone for so long, and no one had a clue of what happened (especially none-sentient-ish creatures), I would be a little hostile too.
I hope you finish this, cause I would love to play it. It sounds like a more weary and dangerous version of Jurassic park (what with magical sentient species and many technological advances).
Although, in hind sight, if I was to play, I think I would end up as an earth pony anyway. I'm just the kind of person who plays normality, and gets the more unique the same rights as myself, instead of the opposite historical roman way, and enslave anything that isn't like me.
That'll be the day, an rpg system that has nice and cuddly bears, large cats, etc. Make it happen Digo! I have faith in you!
Anyway, I look forward to looking at the complete product. If only so I can put it on my list of rpg systems I wish to play (Alongside a Fallout: Equestria d100 system I found a while back and DnD 4E).
Also never got to play D&D 4e. A friend has all the books and showed interest in running a basic game so I could get the idea of it. ...and then he vanished.
Neither have I. Can't find it on Ebay or anywhere like it, so my best guess is that they got the book cover and laminated it onto a copy of the original shadowrun book. Shame, really. Would of been interested in what they would of tweaked (if anything) in order to make it more in line with the universe. Oh well.
Yeah, I just learned it was a joke cover for Shadowrun from one of the publishers who doesn't actually like MLP, but he lost a bet, and had to make it.
I suppose story time today is about a world that you played in or GMed for players that was different from our world in a very unique or funny way. Alternatively, a story about how the differences in the campaign world from RL resulted in a funny or notable situation.
I've mentioned my recent preference for Warhammer 40K RPGs. When playing in the setting that coined the term 'grimdark,' casual disregard for human life is a simple and unquestioned fact of life, and my GM didn't shy away from milking that for all the black comedy it was worth on occasion - nor will I, for the game I'll soon run.
As an example, we once - only once! - traveled through the Warp, aboard a Rogue Trader's vessel. Our eldest party member noticed some of the naval ratings, the expendable rank-and-file that do the phenomenal amount of grunt work on an Imperial vessel, were squabbling, reducing efficiency, and decided to mediate. After getting permission from their supervising bosun, who, misunderstanding the ex-Guardsman's intentions, passed him a spare beatstick, he strolled over to mediate.
As it happens, these particular ratings had a family feud spanning centuries, the whole history of which they tried to shout over each other when our old Guardsman demanded they explain themselves - how dare they insult the Emperor by not focusing on doing the best job they possibly could?! (He wasn't actually very pious, but he figured invoking the Immortal God-Emperor of Mankind ought to be pretty persuasive.)
Eventually, he threatened them with the beatstick, demanding that they get along and forcing them to hug. When they proved reluctant, he grabbed them and picked them up...
I should explain; this particular Guardsman character was our combat specialist in an already combat-oriented party. He'd had synthmuscle grafts enough to earn him the nickname Muscles McLargeHuge, and carried an Autocannon - a gun normally mounted on vehicles - as well as an axe and shield, with which he hit horrifically hard due to his strength modifier. So when he picked up these hapless gits and smushed then together like a pair of dolls, the GM ruled them dead, as his strength bonus alone would kill them with no save, even if a 1 were to be rolled for damage.
Tears of laughter were shed by all (OOC), as the burly man awkwardly dropped the corpses and shuffled away. Business as usual resumed in the belly of the ship's workings.
Fixed. I'm posting from a rather finicky phone, and had little desire to retype the first section a third time.
Not heretical at all, actually! My character happily reverted to her Hiver upbringing on that trip, staying unseen and/or carefully locked up in her room, so no one noticed the xenotech in her golf bag of sniper rifles. What can I say? The Tau make excellent guns. The Techpriest was shunned by the Mechanicus for his deviant opinions, but not considered an outright heretic, while the combat specialist mentioned above kept his lost faith to himself. As for the other Guardsman, an ex-Inquisitorial Stormtrooper of the Ordo Malleus... He was even more pious than my Assassin, and just as eager to purge the unclean. We kept our heresy to a minimum, mainly the use of Tau tech provided by our employer. (Well, and I mixed a few Dark Muses of the dark Eldar in with my many saints in my personal chapel/bedroom after we became fabulously wealthy, but no one but the GM and I knew that.)
More or less the same thing as Disloyal Subject. Ironically, I've already posted my story about this a few pages back (Page 521, near the bottom. Literally can't miss it, its about 7 paragraphs long). No experience with the way the Imperium of Man runs things in the Warhammer 40k universe led to a pretty epic session. Still surprised we walked away from all of that mostly intact, given my DM's preference to letting us fall on our own sword if we do something horrendously stupid. Like my Arch-Militant failing to tell me about his fight with a daemon (because he took care of it and decided that I didn't need to know) leading to him being treated like a possible cultist. Said treatment caused his heart to blow up and him basically coming back to the ship as Dark Vader so yea...hopefully he's learned his lesson about turning in a full report on time.
Its hard to try and roleplay a person living in an oppressive, Neo-Nazi-like empire but it is a refreshing shift away from the typical fantasy stuff I'm used to. Now if we can just get together to play more often, I'd be happy.
About six years ago in July when 4E had started, I had been in a freshly started world with "Keep on the Shadowfell" as the first adventure and so on the surface was typical DnD fair. Now my character was not the most normal of Tiefling warlocks (Looking a bit like hellboy, only darker, leaner and two flesh arms) but his origin was nothing as compared to the conversation six months later in real life when the party had gotten back to city of "Aust" to get parts for a new airship. The DM said rather casually that Aust was on the edge of what was in essence a flying continent the size of Australia. I replied with "Poule showed up on this material plane here, how could this not have been seen?"
At this point the rather large party was looking confused at the both of us. Me for hinting at some convoluted backstory that to this day I have yet to explain, and the DM for saying the material plane was not as solidly there as first thought since only four of the members had more than a year's experience in tabletop RPGs. The DM replied "Aust is a big city, the cliffside market is half a mile away from the entrance on the main road. This would have been explained when you got the airship, but the flying continents are at different heights around it's core. this is common history knowledge that the world ripped it self apart. How come your character doesn't know this?"
My reply was kind of munchkiny, "He's from Seattle originally, he arrived in this dimension here."
From there Sunder as the setting came to be known as never felt the same. and the campaign had enough material for another year.
Sometimes, all you CAN do is listen. There are times when words alone cannot express what others are trying to say. We use words all the time, and to some, it is meaningless, and those are the people I would go forth into the unknown world with, and share the hardships that we all would struggle with. But even others might not be the loudest voice you will hear. Sometimes, the land will speak to you, and its words will be the only thing you can listen to.
But, whatever the needs of an adventurer is, the journey alone will influence how we end up, in the end.