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'''C°ntinuum: roleplaying in The Yet''' is an obscure RPG about a society of Time Travelers. The core rulebook and GM guide are both exceedingly rare, and as such no scans existed until December 2008, when [[User:Yue|an Anonymous]] samefagged /tg/ until they noticed that it sounded kind of cool. After confirming that neither book was ever scanned, this Anon went to work, taking up a tripcode and before the New Year was in, [http://www.mediafire.com/view/oy97tm2q12rg9tf/Continum%2C_Roleplaying_in_the_Yet.pdf we had a scan.] | '''C°ntinuum: roleplaying in The Yet''' is an obscure RPG about a society of Time Travelers. The core rulebook and GM guide are both exceedingly rare, and as such no scans existed until December 2008, when [[User:Yue|an Anonymous]] samefagged /tg/ until they noticed that it sounded kind of cool. After confirming that neither book was ever scanned, this Anon went to work, taking up a tripcode and before the New Year was in, [http://www.mediafire.com/view/oy97tm2q12rg9tf/Continum%2C_Roleplaying_in_the_Yet.pdf we had a scan.] | ||
And then it turned out it sucked. While the lore was fairly interesting, the [[crunch]] was a nightmare, even before you bring time travel into the mix. It is, quite possibly, the second-most convoluted rule system ever, after [[FATAL]]. The GM guide was never scanned, and nothing of value was lost. | And then it turned out it sucked. While the lore was fairly interesting, the [[crunch]] was a nightmare, even before you bring time travel into the mix. It is, quite possibly, the second-most convoluted rule system ever, after [[FATAL]]. The GM guide was never scanned, and nothing of value was lost. |
Revision as of 03:46, 7 December 2017
C°ntinuum: rolplaying in The Yet | ||
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RPG published by Aetherco and Dreamcatcher |
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Authors | Chris Adams, Dave Fooden, Barbara Manui | |
First Publication | 1999 |
C°ntinuum: roleplaying in The Yet is an obscure RPG about a society of Time Travelers. The core rulebook and GM guide are both exceedingly rare, and as such no scans existed until December 2008, when an Anonymous samefagged /tg/ until they noticed that it sounded kind of cool. After confirming that neither book was ever scanned, this Anon went to work, taking up a tripcode and before the New Year was in, we had a scan.
And then it turned out it sucked. While the lore was fairly interesting, the crunch was a nightmare, even before you bring time travel into the mix. It is, quite possibly, the second-most convoluted rule system ever, after FATAL. The GM guide was never scanned, and nothing of value was lost.
- The above point is arguable. By and large, the rules are simple. You use d10s, and roll under your rank in a skill plus your rank in an attribute to achieve success. There are 3 attributes which break down into Body, Mind, and Quick (which is both your inner sense of timing and rhythm, and your ability to time travel). You advance your skills by making successful rolls and marking on your sheet every time you do so. Make enough successful rolls, and your skill or attribute level will increase accordingly, making future rolls easier. Equipment and circumstances can modify how difficult or easy a roll is by modifying the value you need to roll under. Difficult circumstances or faulty equipment might apply a deficit to the value you need to roll under, making it hard to do so, while good equipment or circumstances might increase this number, making it easier to roll under. There, not quite so complicated now is it? The crunch was just written badly.
- The above point is arguable, because it seems to have been written by someone who has never read the Time Combat chapter or the rules for Frag, both of which are arcane to the point of requiring a Sanity roll.
If you're here just to look at the cover art, it's by M.W. Kaluta. He's done amazing art for games that are much better than this.
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