OSSR: C°ntinuum (Silva stay out)
Posted: Thu Aug 13, 2015 6:47 am
OSSR: C°ntinuum

This is being done at the heavy suggestion of Occluded Sun. As my handle is directly inspired by a talking, time-traveling, bird man, I feel uniquely qualified to give this review. Time travel is certainly a popular subject, but the nature of paradoxes is a mentally taxing subject, which is admitted even by most protagonists in fiction that uses it. There are many ways to handle time travel in your RPG, You can handle it the Dr Who way & get caffeine jitters from all the tea. You can handle it the way of Feng Shui & Chrono Trigger, where you can only travel specific distances that are temporally distant from each other.
Or you can handle it the C°ntinuum way.
The very first page is that of the four Maxims, your time-traveler pledge of alleigance, which your character is expected to memorize and be able to cite verbatim. The first maxim sets the stage for the temporal mechanics of the setting, which is built upon the foundation of self-enforced immutable time. Everything you know to happen becomes a fixed point in time that must be guarded against. The second maxim tells you to be a boot-licker with your future self when you meet them. Maxim three is your social contract stuff and reminder to keep notes. Maxim four is the rule of the Masquerade rule. Maxim five tells you to give up when it looks hopeless.
Table of Contents
This is a disturbingly short section. It's a sidebar on the credits page that takes up a third of the column, listing chapters and page numbers, and that's it. On the same page, we are informed that Denny is a Photoshop god.
O. Introductions
Fortunately, this is properly labeled. Unfortunately, it's start page and the Table of Contents don't match. There's also a column of monologuing thanks with increasing verbosity from each of authors. We are introducted to the idea that this is somehow a realistic view on human behavior; that if there's time travel, the most advanced version will be the one that disseminates among its users and the laws of time travel are just a social construct.
I. Invitations
Six and a half pages of intro story where the main character is introduced to time travel, followed by a generic outline of how spanners (slang for time-traveler) are offered to a choice between the blue and red pill. If they choose the red pill, everything fades to black with a mind-wiped training montage, waking up with the ability to teleport through space and time.
We are then thrown into character creation. How the numbers for your stats work in actual gameplay will be covered later. The three attributes of Body, Mind, and Quick are established along with descriptions of the various levels (3 is average, 7 is max human). Body is largely obvious. Mind is described to include hand-eye coordination, perception, and mental acuity; yet the examples for each rank only care about your IQ. Quick is reflexes & concentration.
Skills are described in Title & Rating. Title starts at Untrained and moves up to Grandmaster+. Rating is the title rank plus the skill's associated attribute. Therefore you can have Grandmaster and Novice have equal Rating if the lesser's Attribute is four points higher.
Next is Character Points, which is just plain poor design; much like the sample character sheet page jammed here without warning. We'll ignore it and go straight to Benefits, which are like feats. You get one for free, and can buy up to two more with character points. Like feats, there's no real sense of balance when Double-Jointed is valued the same as having both Clairvoyance and Telekinesis. There is an optional rule to take a flaw in exchange for more character points, which is even more swingy in terms of balance than Benefits, especially since you don't get to choose the Limit (2% chance for no arms, infertility, no actual limit at all, etc).
Finally, you are given an arbitrarily large bank account managed by the accountant faction of time travel society that safely and wantonly abuses their temporal powers. And by large, I mean 1d100 to the power of four; I personally just rolled an account with 12 billion bucks in it.
At last, we get to the core resolution system. This is a d10 roll-under system, with the base TN being your skill rating and natural 1s being auto-success. If you get a nat 1, you roll again to see if you get another nat 1, which turns it into a victory (critical for d20 peeps); which is MTP-level good unless it's for one of the few rolls that tells you what it will do. If die roll matches your unmodified Ability, then roll to see if you roll get that number again, which results in you owing an unknown spanner a favor as you succeed with obvious (yet hidden) assistance. While a natural 0 doesn't fail, you need to reroll to see if you get a second consecutive zero, which is a critical failure.
DCs work by assigning a Title. If your skill outranks the difficulty by two ranks or more, don't bother rolling. This includes opposed rolls between people (that bed-ridden Master gymnast will wipe the floor with nearly superhuman Novice). This creates a perverse set-up where attributes are only minimally important in the face of skills.
Like every other damn point-buy RPG, there are too many. You are only fully trained in a single specialization for each skill purchased (Novice for the rest) unless you buy it again for a different specialization. Grandmaster Rifleman? You're as good as a Texan with an SMG or pistol. So while it may *look* like there's just a rather large list of 30 skills to buy, there are actually dramatically more due to every still being like D&D's Craft/Knowledge skill. The average human is remarkably inept, and it's fortunate you get basic function skills (like your native language) for free. Skills are weirdly broad at the same time. Because you're fluent in a language for free...you inherently are able to order a beer and find the bathroom in every culture at any point in human history. This weirdly placed broadness also applies to Locality Knowledge; you know which way it is to the grocer's anywhere and anytime.

Assuming you roll you Mind score or less.
Advancement is stupid. You need to keep track of every die roll, every couple dozen successful dice rolls resulting in an advancement. You can earn successful dice rolls for advancing your skill by spending a bunch of time training (Novice to Master at Quake in about 2.5 years).
Next time...Combat

This is being done at the heavy suggestion of Occluded Sun. As my handle is directly inspired by a talking, time-traveling, bird man, I feel uniquely qualified to give this review. Time travel is certainly a popular subject, but the nature of paradoxes is a mentally taxing subject, which is admitted even by most protagonists in fiction that uses it. There are many ways to handle time travel in your RPG, You can handle it the Dr Who way & get caffeine jitters from all the tea. You can handle it the way of Feng Shui & Chrono Trigger, where you can only travel specific distances that are temporally distant from each other.
Or you can handle it the C°ntinuum way.
The very first page is that of the four Maxims, your time-traveler pledge of alleigance, which your character is expected to memorize and be able to cite verbatim. The first maxim sets the stage for the temporal mechanics of the setting, which is built upon the foundation of self-enforced immutable time. Everything you know to happen becomes a fixed point in time that must be guarded against. The second maxim tells you to be a boot-licker with your future self when you meet them. Maxim three is your social contract stuff and reminder to keep notes. Maxim four is the rule of the Masquerade rule. Maxim five tells you to give up when it looks hopeless.
Table of Contents
This is a disturbingly short section. It's a sidebar on the credits page that takes up a third of the column, listing chapters and page numbers, and that's it. On the same page, we are informed that Denny is a Photoshop god.
O. Introductions
Fortunately, this is properly labeled. Unfortunately, it's start page and the Table of Contents don't match. There's also a column of monologuing thanks with increasing verbosity from each of authors. We are introducted to the idea that this is somehow a realistic view on human behavior; that if there's time travel, the most advanced version will be the one that disseminates among its users and the laws of time travel are just a social construct.
I. Invitations
Six and a half pages of intro story where the main character is introduced to time travel, followed by a generic outline of how spanners (slang for time-traveler) are offered to a choice between the blue and red pill. If they choose the red pill, everything fades to black with a mind-wiped training montage, waking up with the ability to teleport through space and time.
We are then thrown into character creation. How the numbers for your stats work in actual gameplay will be covered later. The three attributes of Body, Mind, and Quick are established along with descriptions of the various levels (3 is average, 7 is max human). Body is largely obvious. Mind is described to include hand-eye coordination, perception, and mental acuity; yet the examples for each rank only care about your IQ. Quick is reflexes & concentration.
Skills are described in Title & Rating. Title starts at Untrained and moves up to Grandmaster+. Rating is the title rank plus the skill's associated attribute. Therefore you can have Grandmaster and Novice have equal Rating if the lesser's Attribute is four points higher.
Next is Character Points, which is just plain poor design; much like the sample character sheet page jammed here without warning. We'll ignore it and go straight to Benefits, which are like feats. You get one for free, and can buy up to two more with character points. Like feats, there's no real sense of balance when Double-Jointed is valued the same as having both Clairvoyance and Telekinesis. There is an optional rule to take a flaw in exchange for more character points, which is even more swingy in terms of balance than Benefits, especially since you don't get to choose the Limit (2% chance for no arms, infertility, no actual limit at all, etc).
Finally, you are given an arbitrarily large bank account managed by the accountant faction of time travel society that safely and wantonly abuses their temporal powers. And by large, I mean 1d100 to the power of four; I personally just rolled an account with 12 billion bucks in it.
At last, we get to the core resolution system. This is a d10 roll-under system, with the base TN being your skill rating and natural 1s being auto-success. If you get a nat 1, you roll again to see if you get another nat 1, which turns it into a victory (critical for d20 peeps); which is MTP-level good unless it's for one of the few rolls that tells you what it will do. If die roll matches your unmodified Ability, then roll to see if you roll get that number again, which results in you owing an unknown spanner a favor as you succeed with obvious (yet hidden) assistance. While a natural 0 doesn't fail, you need to reroll to see if you get a second consecutive zero, which is a critical failure.
DCs work by assigning a Title. If your skill outranks the difficulty by two ranks or more, don't bother rolling. This includes opposed rolls between people (that bed-ridden Master gymnast will wipe the floor with nearly superhuman Novice). This creates a perverse set-up where attributes are only minimally important in the face of skills.
Like every other damn point-buy RPG, there are too many. You are only fully trained in a single specialization for each skill purchased (Novice for the rest) unless you buy it again for a different specialization. Grandmaster Rifleman? You're as good as a Texan with an SMG or pistol. So while it may *look* like there's just a rather large list of 30 skills to buy, there are actually dramatically more due to every still being like D&D's Craft/Knowledge skill. The average human is remarkably inept, and it's fortunate you get basic function skills (like your native language) for free. Skills are weirdly broad at the same time. Because you're fluent in a language for free...you inherently are able to order a beer and find the bathroom in every culture at any point in human history. This weirdly placed broadness also applies to Locality Knowledge; you know which way it is to the grocer's anywhere and anytime.

Assuming you roll you Mind score or less.
Advancement is stupid. You need to keep track of every die roll, every couple dozen successful dice rolls resulting in an advancement. You can earn successful dice rolls for advancing your skill by spending a bunch of time training (Novice to Master at Quake in about 2.5 years).
Next time...Combat







