Panopticon

18 posts / 0 new
Last post
Dalkiel Dalkiel's picture
Panopticon

The Panopticon book says "Vol. 1". I figure it's too early to ask when Vol. 2 is expected, but I do assume a Vol. 2 is planned for. Can you give us a hint as to what we can expect will be detailed in it?

jackgraham jackgraham's picture
Hard to say at this point. It

Hard to say at this point. It's going to depend a lot on what does or doesn't make the final cut for Transhuman, and probably also on whether there's an intervening campaign book made. (Example: I sold PH a "Threats" chapter detailing some pretty crazy baddies for Panopticon, but this material could end up incorporated into a GM-oriented book before the devs loop back around to Vol. 2).

Of course, it's also possible we were just fucking with y'all with the "Volume 1" thing. ;)

J A C K   G R A H A M :: Hooray for Earth!
  http://eclipsephase.com :: twitter @jackgraham @faketsr :: Google+Jack Graham

RobBoyle RobBoyle's picture
What we are *currently*

What we are *currently* leaning towards covering is:
-- Spaceships, in the same vein as we did habitats.
-- Crime and criminal orgs.
-- Culture and slice of life stuff.

Be forewarned, this is all completely subject to change. Though we have some draft material, we haven't started on the book in earnest yet, and have at least 2 books planned before it.

That said, feel fre eto tell us what you'd like to see in Panopticopn vol. 2. Keep in mind that these books are specifically intended to deal with subjects that require a fair bit of to explanation/source material, but aren't quite major enough devote a whole sourcebook too.

Rob Boyle :: Posthuman Studios

GreyBrother GreyBrother's picture
AGIs.

AGIs.
Their lifecycle, especially. How are they brought up, what methods are used etc
Their views, how are they treated in various societies and why

Spaceships of course, what kinds are there, how does Space Warfare in Eclipse Phase look like (though boarding should be covered with the Habitat section of P1), but some general guidelines on how to create a believable spaceship would be awesome.

On the rules side, how about a Sub-Faction system? Something to differentiate between the different kinds of uplifts so houseruleshy GMs have some guideline to look into that.

The Doctor The Doctor's picture
GreyBrother wrote:On the

GreyBrother wrote:
On the rules side, how about a Sub-Faction system? Something to differentiate between the different kinds of uplifts so houseruleshy GMs have some guideline to look into that.

Other political factions as well. The Ultimates seem to have a couple of factions, as well as the Argonauts (one of my players has a character who works the Maedeans-vs-the-rest-of-the-Argonauts angle pretty strongly, and it's going nonlinear).



Ragabash Ragabash's picture
RobBoyle wrote:What we are

RobBoyle wrote:
What we are *currently* leaning towards covering is:
-- Spaceships, in the same vein as we did habitats.
-- Crime and criminal orgs.
-- Culture and slice of life stuff.

I like the three, but what I'm waiting the most is the culture and slice of life stuff. It's really difficult to imagine how people live their lives and deal with technology (pros and cons) in Eclipse Phase. I'd love to read more about that.

jhfurnish jhfurnish's picture
Slice of Life Stuff

Ragabash wrote:
I like the three, but what I'm waiting the most is the culture and slice of life stuff. It's really difficult to imagine how people live their lives and deal with technology (pros and cons) in Eclipse Phase. I'd love to read more about that.

I personally would like to see something that somehow addresses very concrete details like everyday morph maintenance, daily habits for different people in different morphs... like bathrooms for people in biomorphs; what happens in place of 'bathrooms/restrooms' for people in other kinds of morphs, particularly informorphs... This is an example, everyone. This particular point does interest me but I mean it also as a placeholder. What are the everyday rituals for people? How do people handle managing their appearance, health, legal issues, nook-and-cranny stuff? Closer to what Ragabash was talking about, what exists in place of today's musical genres? Has anyone tried to imagine, say, a compilation of music from that time from different factions? "Eclipse Phase: a Transhuman Sampler from Across the Solar System" Do they still have genres like Heavy Metal and Goth, do they still use guitars or is everything synth-based? Etc.

towo towo's picture
Regarding slice of life:

Regarding slice of life: include some more mundane jobs (and reference ones that died out). Players sometimes do have issues imagining what less than averagely intelligent persons do for a living in the Inner System, for example.

Gardensnake Gardensnake's picture
Ragabash wrote:RobBoyle wrote

Ragabash wrote:
RobBoyle wrote:
What we are *currently* leaning towards covering is:
-- Spaceships, in the same vein as we did habitats.
-- Crime and criminal orgs.
-- Culture and slice of life stuff.

I gotta agree with this 100%. It would allow the setting to be fleshed out and made more real for players and gms alike.

William
I like the three, but what I'm waiting the most is the culture and slice of life stuff. It's really difficult to imagine how people live their lives and deal with technology (pros and cons) in Eclipse Phase. I'd love to read more about that.

Han didn't shoot first. He was the only one to shoot.

Solar Solar's picture
I would love to see more

I would love to see more rules on spaceships, certainly.

jhfurnish jhfurnish's picture
Spaceships

Solar wrote:
I would love to see more rules on spaceships, certainly.

Since spaceships can be so ad-hoc in their construction in the world of EP, perhaps a short kit on assembling them from modules per purpose, with different modules from different factions/manufacturers.

Solar Solar's picture
jhfurnish wrote:Solar wrote:I

jhfurnish wrote:
Solar wrote:
I would love to see more rules on spaceships, certainly.

Since spaceships can be so ad-hoc in their construction in the world of EP, perhaps a short kit on assembling them from modules per purpose, with different modules from different factions/manufacturers.

Agreed. A few example ships might be great as well, I assume that stuff like Destroyers are quite rare and unique in design. From what we've seen of ships so far, it seems that AI control and operation is very much the usual, with space combat being a short-lived affair committed at extreme ranges using AM missiles, particle and beam weapons, and drone units.

On the other hand, there is a strong sense amongst the factions of EP that relying on AIs too much is a huge potential flaw given the chance that the TITANs might return. Plus, if the Jovian fleet is considered to be one of the most powerful and dangerous, and they only use AIs very rarely, then surely non-AI/Informorph based space combat must be entirely possible?

So yeah, interested to see how that comes out. Whatever happens, I am 99.99% sure that it will be of fantastic quality, as there literally hasn't been an EP product that hasn't impressed me with the depth of setting thought and consideration that has gone into it. My local group is starting up a new game in a couple of weeks, and we were discussing how huge and deep the setting is, you literally can't know everything, which makes it feel very much like a real world!

atamajakki atamajakki's picture
Re: Slice of Life

My players want to know all about food in Eclipse Phase, the cuisine of the solar system. Silly stuff like that.

Also, please give more default weapons! The heavy weapon rules from The Eye are nice, but something more official would be lovely. Special brands with different stats (like those described in the core book) would also be great.

Hapax Legomenon Hapax Legomenon's picture
I would like to second the

I would like to second the spaceships request. What do Scum barges and Lafrance Rigs actually look like - in general and on the inside?

Really, I would like to request some pictures of what the cluster and beehive stations look like on the inside. I'm having a tough time wrapping my head around what life actually looks like for a lot of the regular people in EP.

nerdnumber1 nerdnumber1's picture
I'd like some more "official"

I'd like some more "official" and detailed advanced nano-fabber rules. The cost-based times just don't cut it when you have a variety of fabber sizes and the ability to make large items in pieces. Fabbing a case morph in a small fabber should take a lot longer than making an expensive bullet. Plus you have the possibility of making rules for the creation of blueprints that specifically avoid using rare, restricted, or suspicious feed matterials, focus on construction from small parts (allowing small fabbers to construct a morph-sized object), or emphasize fast of bulk crafting.

Of course some of that is filler to turn the clarifications into a real rules section.

DivineWrath DivineWrath's picture
There is a section in the

There is a section in the Transhuman book that covers nanofabrication in more detail, but its probably not what you are looking for. Its more on role playing nanofabrication than actual rules (like how to get antimatter, or how to prevent players from having too much gear in a believable manner).

Its on (Transhuman, p. 174).

nerdnumber1 nerdnumber1's picture
DivineWrath wrote:There is a

DivineWrath wrote:
There is a section in the Transhuman book that covers nanofabrication in more detail, but its probably not what you are looking for. Its more on role playing nanofabrication than actual rules (like how to get antimatter, or how to prevent players from having too much gear in a believable manner).

Its on (Transhuman, p. 174).

I am well aware of the Transhuman section, as well as the article in "The Eye". When I first saw it, I was actually hoping that the Transhuman section had what I was looking for, only to be disappointed. There are so many variable in terms of item size, item composition, nanofabber size, nanofabber specs (I remember reading about a maker of coffee which had the capability of creating nearly anything when hacke), blueprint type, etc. which could greatly change the time and costs of fabbing that makes me think that the current rules are too limited.

On a bit of a tangent, does anyone know of another good set of expanded nanofabrication house rules online?

Songtress Songtress's picture
What we are *currently*

What we are *currently* leaning towards covering is:
-- Spaceships, in the same vein as we did habitats.
-- Culture and slice of life stuff.

I will admit I want the Slice of Life and Culture. I know it'd be impossible to cover it ALL, but I'd like to know what the daily life of an average person must be like?

I mean do kids go to 'school' in Simulspace from the comfort of their homes? How does being a flat (assumably or a splicer) change school dynamics?

Are people 'taught' in simulspace/Mesh rather quickly doing modules (so sets of works complete one get another, rinse and repeat untill 'learned'?

How are Ego's created? ( I mean biomorphs can /do procreate, are egos born that way or can you create an Ego? (or would that be an AGI? Is an Ego(biomorph) really all that different from an AGI?)

I suppose Its a lot of questions , but culture and culture shock should be something that is also covered? ( I mean someone born BF 20 or BF 10 on earth, and then has been in stasis (perhaps) would experiencing heavy shock after coming to and learning... Earth is now a ball of Doom. And... how ubiquetous technology has become. How scarcity is no longer an issue.