TAO Simulations

Roleplaying Games For the People, By the People

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Welcome to TAO Simulations

Excerpt: The Republic of Texas

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The Republic of Texas was created from part of the Mexican state Coahuila y Tejas as a result of the Texas Revolution. Although the Texans originally fought for changes in the Mexican constitution, by 1836 the aim of the war had changed. The Convention of 1836 declared independence on March 2, 1836 and officially formed the Republic of Texas, a new nation between the borders of Mexico and the United States.

Despite some early discussion of joining the United States to the north, the death of Sam Houston during his presidency in 1837 effectively ended that movement. The nationalist faction, led by then vice-president Mirabeau B. Lamar, advocated the continued independence of Texas, the expulsion of the Native Americans, and the expansion of Texas to the Pacific Ocean. The fledgeling republic would more than double in size after the United States election of Abraham Lincoln in 1860, which led to the seccession of the states of South Carolina, Mississippi, Missouri, Florida, Alabama, Louisiana, and Georgia in an effort to protect states rights and their existing economy, which relied fairly heavily on the use of slave labor from the distant shores of Africa.

The resulting war lasted nearly a decade, at the end of which time the United States recovered some of its lost territory and international pressures on the Republic would force them to outlaw slavery within their own territories shortly after the war's end. The war was costly for both sides, though the latter years of the war were fought primarily on Texan soil and cost the Republic most of their eastern territories. Texas would continue to make plans to expand their influence even after the war, claiming, though rarely occupying, vast tracts of land to the southwest. Their expansionist nature would eventually lead them into a series of brief wars against the people of Fusang and countless border skirmishes against the United States to the north.

The industrial revolution split the nation between agriculturalists who preferred the agrarian lifestyle that they had established over the last several decades and the industrialists who favored greater industrialization along the narrow urban band along the Rio Grande. Most of the industry emerged along the Gulf shores, where access to oil and protected ports would allow them to produce and ship products all over the world. Despite the steady growth of industry, the Republic continued to lag behind the rest of the world technologically, their reluctance to adopt new technology severely impacting their ability to compete on a global scale.

An aggressive push into Mexico during the Great War, coupled with the slow collapse of New Spain, would allow the Republic to expand south as far as the Bolivar canal, though their southern borders would retreat before the Bolivian army shortly after. Since then, their borders have remained largely stable, though continued military buildup along the borders continues to be a concern to neighboring nations.

Last Updated on Saturday, 13 June 2009 21:43
 

Balance in an Unbalanced World

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One of the primary issues in developing S.P.A.R.T.A.N. has been finding the "sweet spot" in terms of balance. While the game assumes that the heroes will be using high-powered and technologically advanced Powered Armor, we wanted to be sure that the game was just as fun outside of the armor and that, gathered in great enough numbers, even unarmored soldiers would pose a threat.

The sweet spot, we decided, would be that a soldier in powered armor would be the equivalent of a unit of five regular soldiers of the same level. If we were able to hard-code that basic principle into the design of the game, we would make the system easier to work with both for ourselves as developers and for the GMs that would be running the game. The challenge, then, revolved around making that happen. We tackled the issue on a number of different fronts.

Survivability

The most obvious benefit of armor is survivability. In addition to modest boosts to your defense scores and increased protection against certain damage types, powered armor also provides a pool of hull points that represent the amount of damage that can be absorbed by a functional suit of powered armor before going off-line.

The general assumption is that when fighting a similarly equipped opponent of their own level, a non-armored character should be able to survive 1-3 hits, while an armored character should be able to survive a number of hits equal to approximately 3 + 1/4 their level.

Firepower

While armored suits invariably carry large supplies of firepower mounted to their hardpoints, the same types of firepower are often available for non-armored units. The major difference in offensive potential, however, lies in the use of maneuvers. Many maneuvers allow the armored unit to combine multiple weapon systems into a single attack for devastating effect.

While a single warrior in powered armor may have a lot of options at their disposal, and even the maneuvers to employ many of them to great effect, non-armored opponents typically have the advantage of numbers and the grit and determination to make sacrifices.

Tactics

While some maneuvers can increase combat effectiveness by providing additional firepower at an opportune moment, other maneuvers, known as tactics, allow a unit to employ teamwork and strategy to overcome their opponents. Because the equipment requirements are so low, even non-armored combatants can make use of these types of maneuvers.

Additionally, because non-armored characters are typically smaller, they can make use of a greater variety of cover to better effect. They can also access areas that might otherwise be off-limits to a large suit of armor.

Other Options

Though we haven't put a lot of production resources into them (yet), future supplements may focus on aspects like psionics and the shaping of ectoplasm. It might even grow to include magic in some form. All of these various possibilities will be weighed against the power level of the "five-man squad" and powered armor, though the actual mechanics of each will vary wildly. It is our hope that we will provide a unique and balanced approach to a wide variety of playstyles within our setting.

Maintaining Balance

While the game is still a long ways off and we've got at least a year of testing ahead of us, we are keeping a careful watch on things that might throw off the balance that we're looking for. The original critical hit rules of the d20 system have been reevaluated as they would have highly favored armored combat over unarmored, and area of effects continue to be a thorn in our collective sides. However, making the game equally fun and challenging both in and out of armor is constantly on our minds.

 

Excerpt: Powered Armor

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Powered armor is designed to greatly enhance the abilities of its wearers. The first models of powered armor were developed during the Great World War, but required a support staff and supplies that made them impractical for field deployment. The first civilian models followed shortly thereafter, and were used primarily in the fields of construction and security. Later models would be built for sport and leisure, and in the years that would follow powered armor would become a fairly common sight amongst developed societies.

During the Cold War and continuing after the collapse of both the North American Union and U.S.S.R., several major designers once again began marketing powered armor designs that would be used by the now independent nations to defend themselves against their enemies. Wealthy nations like the Commonwealth and NuTokyo would field sizable police and military forces made up of officers in powered armors designed by Tesla Electric Light and Yagi-Uda/Honda. Small independent communities may acquire a small number of expensive models, but more frequently field retrofitted civilian models.

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Excerpt: Setting Primer

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The Post Cold War World

The bombs finally fell on December 5th 1982. On that cold morning, the first nuclear attack in the history of the world occured, killing over 100,000 men, women, and children in our nation's capital. Nearly three times that many would die from radiation poisoning and the other effects of the nuclear fallout. It would take nearly a decade for Philadelphia to be rebuilt, but less than an hour to exact revenge. The world's second, and final atomic bomb fell on Moscow, and in that single dark hour the Cold War ended in a silent pact signed in ashes and blood. Only a week later in Nagasaki, a formal agreement was signed that would permanently end the nuclear arms race between the two feuding nations.

In the years that followed, with the face of warfare forever changed, the wold's largest powers physically and economically shattered, and the eyes of millions turned searching for hope and inspiration Tesla Electric Light finally unveiled a promise that was nearly a century overdue, wireless electricity for millions. Starting in upstate New York, the interim capital of the United States of America, immense towers were built to transmit the energy across the ionisphere and induction panels were laid beneth the city streets. Philadelphia was rebuilt from the ground up, a "city of the future" that would serve as a testbed for new technology. The following decade would lead to other innovations: a globe spanning wireless internet that would allow for fast as light exchange of ideas and information, immense hot-air freighters that could cross the oceans carrying people and supplies at a more economic rate than the more expensive (though faster) jets, as well as advancements in medicine and agriculture. The combination of strict international regulation and the worldwide public disapproval of weapons of mass destruction, even the arts of war were once more reexamined.

Where the Great War and later the Cold War had focused heavily on large scale conflicts, the wars of this new era were strictly monitored by the international Peacekeepers Union, an army independant of national ties that responded only to the collaborative voice of the United Nations, and were generally contained affairs involving few combatants. Armies were often combined with military and inteligence units, where their expertise could compliment their counterparts and allow for a more streamlined exchange of information and ideas. Eventually, with the advent of efficient models of police and military powered armor, the first S.P:A.R.T.A.N. units were fielded by the Peacekeepers and their allies.

 

Rewriting History

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One of the most challenging aspects of S.P:A.R.T.A.N. so far has been the development of the setting. Originally, SPARTAN was intended to be a game that revolved around large suits of powered armor, and in doing so we embraced a lot of the traditional stereotypes. The setting was a not-so-distant future with recognizable nations and histories. The setting had heavy handed Japanese influences and featured a prominent utopian feel. And it was boring.

Maybe that's a little harsh. It was well developed and interesting, but it definitely wasn't anything that hadn't been done before. So I went back to the drawing board and tried to find a new concept that broke new ground while remaining familiar enough to engage traditional fans of the genre. In the end, I settled on the past.

I remember growing up thinking about how amazing the future was supposed to be. Flying (or at least hovering) cars. Wireless electronics. Teleportation. Freeze rays, death rays, time travel. All those things that were supposed to happen by 1990, 1995, 2000, 2020... but none of those promises ever delivered. So I decided to rewrite history.

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