Re: GZG DS2 Mikko: Genres for DS2.
From: "Tom Sullivan" <starkfist@h...>
Date: Fri, 11 Sep 1998 07:59:46 PDT
Subject: Re: GZG DS2 Mikko: Genres for DS2.
SNIP
> Then get them to agree before hand to the limitations. Both
>parties have to agree otherwise you'll get these problems.
>
SNIP
>It's everywhere. Just use the FMA system and customise to suit. The
>points system isn't customizable but can be extended.
>
>>Do we have a formula for costing new weapon systems? Err.. no.
> Decide on what weapon your new weapon is most like then use that.
> DEW and ALL chits valid and short range? DFFG
> DEW and RED chits valid and long range? HEL
> DEW and ALL chits valid and long range? HS Power Gun.
> KE and some chits valid? Decide on RFAC/HVC/HKP/MDC.
>
>>Do we have a formula for costing new movement systems? Err.. no.
> What movement system is missing? Teleportation? Isn't that a bit
>powerful? Steve Gibson's infantry points system had this ability!
Heinleinian Jump troops, for one. Grav-capable Infantry, for another.
Beyond that, I can't think of anything.
> New power system? CFE/HMT/FGP form a nice list. It's easy to
>insert another power system in the middle or the ends. How about PSI?
>A psionic crystal powering thought weapons? If it's more rare that
>FGP, cost it more than FGP and the reverse can apply.
>
>>Do we have a formula for costing new defensive systems? Err.. no.
> Armour, Ablative, Reactive, PDS, ECM, Stealth - one of these will
>fit. Energy shields are the only thing missing and there are one or
>two conversions on the 'net that supply this.
>
>>Do we have a formula for costing units based on capabilities without
>>reverse-engineering how they were built? Err.. no.
> Extending the existing systems is very easy. eg New AAA weapon
>extensions I've already proposed on this list. See my web site for
more.
>
>>Do we have professionally published optional "genre modules" *I*
proposed
>>very early in this discussion? Errr... no.
>>For the record, I am not moaning.
> Yes, you are moaning and you're complaining. Posing a problem to
>be solved is different.
>
>Andrew Martin
It seems everyone is missing the point here. I may be doing the same,
but at least I am missing the point in a different way! Not all of us,
alas, have the option of playing against a regular group of opponents.
Some of us are restricted to pick-up games at the local Hobby Shop, and
you can't really go into a game like that with a bunch of improvised and
house rules. People don't like that. Frankly, you just can't expect
people to accept them without first familiarizing themselves with them.
And sometimes, not even then.... All of the solutions listed involve
making things up, and that's fine as far as it goes. However, you are
going to have to fight for every single rule change that you introduce.
And you will have to do it Every Damned Week. I don't much care for
that myself. The entire point of a "Bring and Battle" game is to be
able to walk in with your troops, sit down and start playing against
your opponent(s). And please--let's not argue the virtues of this kind
of game. They are fun, for one thing--there is something nice about
being able to pit your trrops against another's in an even fight--and
they are sometimes your only gaming option.
DSII cannot support all genres in a B&B environment. Sorry. It's a
fact. That is not a flaw in the system; it was not intended to be able
to do so. You can play anything that you like, certainly, but don't
expect to be able to put up a fair fight with a Mecha based force. The
DSII system, being Hard SF, puts them at a disadvantage from the
beginning--and rightly so, in this kind of background. But that should
not be the case in all backgrounds. And I should not be doomed to
inevitable failure just because I happen to like gaming with
Battlemechs.
Which, for the record, I don't.
Tom Sullivan
"Or have I missed the original point too?"
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