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Near Orbit
''Near Orbit'' is a 1989 role-playing game supplement published by R. Talsorian Games for ''Cyberpunk''. Contents ''Near Orbit'' expands the game to include zero-G adventuring, from geosynchronous orbit to the surface of the moon, which is the farthest humanity has spread. Reception ''Near Orbit'' was reviewed in ''Space Gamer/Fantasy Gamer ''The Space Gamer'' was a magazine dedicated to the subject of science fiction and fantasy board games and tabletop role-playing games. It quickly grew in importance and was an important and influential magazine in its subject matter from the ...'' No. 88. The reviewer commented that "Overall, the strengths of the supplement far outweigh the weaknesses. To my knowledge, this is the first hard science system set in outer space. It does not rely on aliens or 'the Force'; explosive decompression is exciting enough thank you. The technical background and ideas herein would be a worthy addition to any modern role-playing system, say ''James ...
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Near Orbit, Role-playing Supplement
NEAR or Near may refer to: People * Thomas J. Near, US evolutionary ichthyologist * Near, a developer who created the higan emulator Science, mathematics, technology, biology, and medicine * National Emergency Alarm Repeater (NEAR), a former alarm device to warn civilians of a foreign nuclear attack on the United States * National Emergency Airway Registry (NEAR), a patient registry for intubations in the United States * Nicking enzyme amplification reaction (NEAR), a method of DNA amplification * NEAR Shoemaker, a spacecraft that studied the near-Earth asteroid Eros * Nearness or proximity space *"Near", a city browser by NearGlobal Television, film, music, and books * Near (Death Note), ''Nate River'', a character Other uses * Near v. Minnesota, a U.S. press freedom Supreme Court decision * New England Auto Racers Hall of Fame The New England Auto Racers Hall of Fame is a hall of fame for racing-related people in the New England region of the United States. NEAR was ...
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Cyberpunk (role-playing Game)
''Cyberpunk'' is a tabletop role-playing game in the dystopian science fiction genre, written by Mike Pondsmith and first published by R. Talsorian Games in 1988. It is typically referred to by its second or fourth edition names, ''Cyberpunk 2020'' and ''Cyberpunk Red'', in order to distinguish it from the cyberpunk genre after which it is named. Setting ''Cyberpunk'' exists within its own fictional timeline, which splits from the real world in 1990. The timeline has been extended with each major edition of the game, from the first edition set in 2013 to Cyberpunk Red set in 2045. The backstory begins with the USA becoming embroiled in a major conflict in Central America in the 1980s, causing a significant economic collapse ending in a military coup resulting in the European Common Market and Japan as superpowers and the Soviet Union not collapsing. This is coupled with the development of orbital habitats that become independent states and the rise of megacorporations that fig ...
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The Space Gamer
''The Space Gamer'' was a magazine dedicated to the subject of science fiction and fantasy board games and tabletop role-playing games. It quickly grew in importance and was an important and influential magazine in its subject matter from the late 1970s through the mid-1980s. The magazine is no longer published, but the rights holders maintain a web presence using its final title ''Space Gamer/Fantasy Gamer''. History ''The Space Gamer'' (''TSG'') started out as a digest quarterly publication of the brand new Metagaming Concepts company in March 1975. Howard M. Thompson, the owner of Metagaming and the first editor of the magazine, stated "The magazine had been planned for after our third or fourth game but circumstances demand we do it now" (after their first game, ''Stellar Conquest''). Initial issues were in a plain-paper digest format. By issue 17, it had grown to a full size bimonthly magazine, printed on slick paper. When Steve Jackson departed Metagaming to found his ...
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Future Combat Simulations
The future is the time after the past and present. Its arrival is considered inevitable due to the existence of time and the laws of physics. Due to the apparent nature of reality and the unavoidability of the future, everything that currently exists and will exist can be categorized as either permanent, meaning that it will exist forever, or temporary, meaning that it will end. In the Occidental view, which uses a linear conception of time, the future is the portion of the projected timeline that is anticipated to occur. In special relativity, the future is considered absolute future, or the future light cone. In the philosophy of time, presentism is the belief that only the present exists and the future and the past are unreal. Religions consider the future when they address issues such as karma, life after death, and eschatologies that study what the end of time and the end of the world will be. Religious figures such as prophets and diviners have claimed to se ...
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Cyberpunk (role-playing Game) Supplements
Cyberpunk is a subgenre of science fiction in a dystopian futuristic setting that tends to focus on a "combination of lowlife and high tech", featuring futuristic technological and scientific achievements, such as artificial intelligence and cyberware, juxtaposed with societal collapse, dystopia or decay. Much of cyberpunk is rooted in the New Wave science fiction movement of the 1960s and 1970s, when writers like Philip K. Dick, Michael Moorcock, Roger Zelazny, John Brunner, J. G. Ballard, Philip José Farmer and Harlan Ellison examined the impact of drug culture, technology, and the sexual revolution while avoiding the utopian tendencies of earlier science fiction. Comics exploring cyberpunk themes began appearing as early as Judge Dredd, first published in 1977. Released in 1984, William Gibson's influential debut novel ''Neuromancer'' helped solidify cyberpunk as a genre, drawing influence from punk subculture and early hacker culture. Frank Miller's '' Ronin'' is an example ...
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