Love to hear that! Mechs are an idea I’ve thought about, but they could honestly be their own game/hack too. Lots of complexity there. There’s a lot of different scales for mech suits too. But it would be cool!
AdamHensley
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Thanks for the feedback! I will definitely be expanding the equipment list. I've never thought rules were necessarily needed for home brewing, but I do like the idea of some principles and/or direction for GMs to home brew their own equipment. At least so they can know the design intent before straying from them!
Foreground Growth is exactly how I think of them, too. Like learning how to hotwire a speeder, or picking up some computer hacking skills, those are sort of fictional permissions you either have or don't. Then you can simply do those things, given the right circumstances and tools, and it's simply a matter of introducing an appropriate Save whenever risk or danger is involved.
Good calls! Yes 2e will definitely have bookmarking and hyperlinking galore. Right now I'm in the midst of thinking through the combat details, and getting that level of crunch right without being too much or too "lite". Sci-fi is a little trickier in that regard compared to fantasy.
And I've also been thinking about expanding the idea of tags. I'm curious what you like about the idea of tags. Skills are a tough nut in OSR games, especially Cairn-hacks. But I think I'm leaning towards a route where tags are listed for leverage, but any list I include will be considered "non exhaustive" so it doesn't come across as a list of limitations, ya know? That way any downtime training for advancing your character can include acquiring new knowledge, skills and technical expertise, etc. in the form of tags, without it being too fiddly and something like a modifier. More like additional fictional leverage. Still massaging that idea, though.
Hey there!
So, this is a very good question....and it's something I'm changing/removing in the next update or 2nd edition. The original intent for smart weapons was to take the higher of the two, as if it were multiple attacks (so dual wielding smart pistols, you'd actually roll d6 four times and keep the highest single dice result). And the original intent for the high energy weapons as that you'd add them together...and that particular rule really goes against one of the original design ideas of Cairn, which is that damage comes from the single highest dice only. So that second style of advanced weapon (combining the results) will get squashed in the future! Feel free to play it however you see fit, but I'd recommend maybe just scrapping high-energy weapons. (A lot of the rework I'm doing on a 2nd edition will be around removing a lot of these fiddly advanced weaponry elements.)
Enjoy!
Warms my heart to hear that! I'm always open to feedback too, if there are things about the system you have thoughts on. I might eventually do a 2nd Edition or a major revision. Solo rules would be cool too, I need to look into more ways to support that in Monolith and other projects I have in the works.
That sounds awesome! I don’t know if anyone has run it with Monolith, but I think it should work pretty well. I own Gradient Descent and think it’s a really cool module. I should look at making a conversion guide from MoShip to Monolith too. Usually my process is to convert things to neutral language first, based on the original stats/intent, then stat for Monolith based on the description. Let me know if you need help converting—I’m also active on the Cairn and NSR Cauldron discords.