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Game Master Console Party Thread!

posted Feb 24, 2012 02:05:46 by d.toliaferro
Hello all, as you may or may not know I am eagerly awaiting the game master console. I remember being the first person to suggest it a month or so after Artemis came out and now it's finally almost here. Let it be known again that Thom listens to feature requests!

What will you all do with the game master console? Now that you can play NPCs, it seems like the possibilities are endless. Hopefully we'll also be able to send messages to the player ship(s) from various NPCs.

I will be structuring my upcoming games more like a LARP/tabletop style with custom missions each play session. I'll be creating a rich array of characters to portray for my players, and they'll experience many exciting events and battles.

I can't wait!
[Last edited Feb 24, 2012 22:35:57]
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17 replies
Cap'n-Gwen said Feb 24, 2012 04:57:23
This is great news!
Cap'n Gwen
CNV-421 Nemesis

Charlie said Feb 24, 2012 06:04:44
I'm not quite sure what to expect but I am eager to find out.
Cmdr.Brandr said Feb 27, 2012 02:06:25
The game master console or G.O.D.-Con as I have been calling it in my head (Game Oversight & Direction Console) actually plays into something I was putting together for this summer. Some friends and I have a table top RPG group for our teenagers, 2 boys and a girl in the 17-19 yr old range, that we have been playing/teaching them the joy of gaming. I have been working on a Space Saga game scenario to run over the summer break. My plan is to use the Artemis as the role playing platform for the ship based portions of the game and to use a D-20 game for the ground portions. The idea being that there are two groups of people for the players to "be". One group is the bridge crew itself; the other being the away team/marines/ground crew. The ground crew would be defined in the classic roleplaying style with the players customizing their characters in the manner they wish. The bridge crew would be defined by the Artemis stations where the players will "direct play" those roles.

The G.O.D.-Con will make it so that I can write the mission script in peices and not have to "pre-think" all of the variables at the beginning.

Thats my plan.
Commander Brandr
Commanding Officer of the ship Calamitous Intent

Check our crews adventures at
d.toliaferro said Feb 27, 2012 02:17:30
Sounds awesome Cmdr Brandr! Goodluck with it!
TreChipman said Feb 27, 2012 05:08:58
I've been kicking a few ideas along similar lines, Cmdr Brandr; I've been tinkering with a few of the homebrewed Star Trek mods for the Savage Worlds RPG (Sector Zero has been particularly helpful)and working on some preliminary adventure seeds. Please keep us updated with your progress, Cmdr!
I'm not a mad scientist. I'm an angry one. You'd be wise to fear the latter.

Visit Artemis Command!
Mike_Substelny said Feb 28, 2012 19:49:24
I have seen a beta of the Game Master Console and I am looking forward to using it. But before this party gets too excited here are a few caveats:

The Game Master Console will still require scripting. In order to create a totally original adventure Game Masters will need to do some XML programming. The alternative will be for writers to publish "modules" like the ones used with tabletop RPGs.

The Game Master will be able to send text messages to the Comms Officer, or pop-ups to any other player, in real time. It would also be possible to send pre-recorded audio messages in real time. But I don't expect the Comms Officer to be able to send text back since there is no free form text on the Comms console. Outgoing messages will still be built on the same tree. Of course if the Game Master is close enough to hear what's happening on the bridge the players can simply speak out loud.

Comms could say:

"Mayday! Mayday! Starship Artemis calling all USFP vessels. We are marooned in grid D3 with no weapons and no energy. Please assist!"

The captain could say:

"Attention Argonian vessels. By entering this sector of space you have violated the peace treaty. You will withdraw immediately. Failure to comply will be treated as an act of war."

The Game Master could hear these messages and react appropriately.
[Last edited Mar 02, 2012 20:46:54]
"Damn the torpedoes! Four bells, Captain Drayton!"

(Likely actual words of Admiral David Farragut, USN, at the battle of Mobile Bay. Four bells was the signal for the engine room to make full steam ahead).
EvanHawman said Feb 28, 2012 20:35:41
I have no idea how the game engine works so could you explain some very basic stuff to me? What I'm envisioning when you say "gamemaster console" is buttons (read: GUI) for "priming" a ship or ships (Set type, allegiance, shield/weapons, position, destination, etc) and then hitting "go" and dropping them into the world while it is *already* running. Is this not possible?

Maybe a button for "Create ship", fill in a few fields, then "go".

Then, if you want to change something about the ship just pull up its config and adjust it's allegiance or drop its shields or something.
d.toliaferro said Feb 29, 2012 02:52:23
Thanks for the post Mike! I knew about learning the XML bit, sounds fun. I'm slightly disappointed that the comms officer can't send messages to the game master, but a chat program could work well for that sort of thing. Vocal communication between the game master and the crew would work. Would give me a reason to work on my acting and voices.

I for one will continue to party on!
[Last edited Feb 29, 2012 02:55:42]
Mike_Substelny said Mar 02, 2012 20:46:22
Evan, the Game Master Console will do absolutely nothing but what you program it to do. If you want to set type/allegiance/destination, etc. you need to write that into your XML script. Nevertheless the game master *will* be able to set a position for an object to spawn using the mouse in real time. But the XML script will need to have the details of the object to be spawned coded into it.

What I saw was still in beta; the final release may be different. But I believe the philosophy of the Game Master console will remain the same: to give whatever player is running the Game Master console the power to interact with a mission script on a deeper level than the other players.
[Last edited Mar 02, 2012 20:49:14]
"Damn the torpedoes! Four bells, Captain Drayton!"

(Likely actual words of Admiral David Farragut, USN, at the battle of Mobile Bay. Four bells was the signal for the engine room to make full steam ahead).
5th_Wall_Gaming said Mar 03, 2012 07:39:06
I remember being the first person to suggest it a month or so after Artemis came out and now it's finally almost here.


GM Console
posted by 5th_Wall_Gaming Nov 27, 2010, last reply May 17, 2011

I don't see any other threads suggesting it. Just sayin. ;)
We make dreams reality
d.toliaferro said Mar 03, 2012 12:32:46
I don't see any other threads suggesting it. Just sayin. ;)

October 28th, 2010, I'm the 7th poster.
[Last edited Mar 03, 2012 12:34:50]
5th_Wall_Gaming said Mar 04, 2012 23:28:21
I stand corrected and bow to your claim. :)
We make dreams reality
d.toliaferro said Mar 06, 2012 01:00:11
Heh ;]
kctembrock said Mar 20, 2013 04:54:28
Hello Intrepid Explorers,
Does anyone know some n00b mistake I'm making in Game Master mode. I cannot get anything to work except typing a message and sending it to various stations and selecting points in space on the map (Left Click) and selecting a point via Right Clicking.

I'm Running the 3 Bases campaign which I understand is the only one that has the scripting built in to test Game Master mode. Am I missing something? Is there further programming needed?

If it perhaps could be impacting anything, I was running the Game Master mode from Bootcamp, Win 7 on a MacBook Pro. Every other mode works like a charm. It's only Game Master mode that seems to be missing the functionality to spawn things and carry out the various other commands listed in the module folder's txt file.

Thanks for any tips/tricks there. Much appreciated.
JoeGreene said Mar 28, 2013 21:23:01
Suggestion for the 2.0 future of the GM console.. Add a button .. Call it 'Command'
Allow the typing of a message .. say they type in the XML command to create an object.... They click 'Command' and It get's parsed , if it doesn't parse as an xml command it throws a popup on the GM screen 'not XML' , 'ML error', 'invalid command/parameter', etc. If it parses good.. execute the command like it was part of the loaded module XML...It's the simplest method I can think of to vastly expand the capability of the GM console.

[Last edited Mar 28, 2013 21:23:27]
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