GZG List archives -- April 2006

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Re: [GZG]FMARPG [SEC=UNCLASSIFIED]



I think I may work from it.  Last night I was looking through an RPG I had
written several years ago and realized why this has a problem, the same
problem my RPG has.  It's a set of mechanics that are slightly more
detailed wargaming rules.  It doesn't have anything to encourage roleplaying.

It needs some rules to allow the heroic characters to have a chance of survival.
I'm thinking of fortune points.  I'm not sure what they should do yet.

I'm also thinking of a system where the _player_ describes the negative results
of a bad role.

This is a quote from Ken Burnside of Ad Astra Games:

" 3) When performing an action, the sequence is this:
Describe it! (go for that Upshift, it's why it's there!)
Roll the dice.
If the player rolling the dice succeeds, the GM describes what happens.
If the player rolling the dice FAILS, the PLAYER describes what happens, and can, by clever description, mitigate the result. "

I'm looking for more suggestions of this sort.

One of the drivers is I would like to GM Stargate, it makes for easy one-off sessions and 1/2 my group lives 5 hours away in
Atlanta.  The other driver is a platoon of GZG Dutch painted in Desert Camo.  I need to get as much use out of these guys
as possible.  Now if I could only find not-Jaffa.  Heck, I'd be happy to pay an extra USD per fig to buy licensed 25mm Jaffa,
but that's just me.

Roger


On 4/20/06, Robertson, Brendan <Brendan.Robertson@xxxxxxxxxx> wrote:
I'm surprised the link still works (as my provider changed the path).
Still haven't fixed all the links (well, any of the links) from my new
frontpage yet.

Keep in mind that this was written a *long* time before FMA Skirmish was
known to exist.

It has a very "classic traveller" feel when played, as the average soldier
has about a 20% chance of dying without armour if hit and a second hit will
often kill them.

Stats = SG/DS Quality die
Skills = SG/DS FP die

So each time you roll a skill, you roll two die (even if one of them may be
a d1 if unskilled/minimal skilled.

The skill side is very sketchy as it is expanded from the combat system.
However it has flexibility in how you want to run your game.  The harder the
task, the bigger the target die used.

Wounds = physique die type (so d6 = 6 wounds).  This die is downshifted for
any physique based tasks while wounded (last sentence under "damage" before
the example).

Example NPC:
Combat: d6 - Small Arms d6, Melee d6
Starcraft: d4
Technical: d6 - Small Arms d4
Science: d4 - First Aid d8
Vehicular: d4 - Driving (Wheeled) d4
Physique: d6 - Endurance d6, Unarmed Combat d4

This NPC rolls 1d6+1d6 vs range die using a rifle; 1d4+1d4 vs difficulty die
when using first aid (suggested target = closest die to # wounds); and
1d6+1d6 vs difficulty number for a forced march using Endurance.
When shot, he can take up to 6 wounds before dying.  Your high end FP:3
I:d10 rifle can easily do this against an unarmoured foe (as you roll 3d10
against armour 1d4; the odds are good for some major hits, hence 2 wounds).


Brendan
'Neath Southern Skies
http://home.pacific.net.au/~southernsk/

> -----Original Message-----
> From: Roger Books
> Sent: Friday, April 21, 2006 2:48 AM
> Subject: [GZG] FMA RPG
>
> I just purchased all the published Stargate RPG books.  Nice
> for background material but I am not a fan of d20.
>
> Does anyone have any good FMA RPG adaptations?  I found this:
>
> http://home.pacific.net.au/~southernskies/sg/fma_rpg.htm
> < http://home.pacific.net.au/~southernskies/sg/fma_rpg.htm>
>
> but wondered if there was any others around.  While the rules
> linked look good they have more of a wargame feel than an RPG
> feel.  I think I can work the kinks out but would like to see
> others efforts if there are any.
>
> Has anyone played these rules?  What is the interaction
> between stats and skills?  How many wounds does a character have?
>
> I'd like to get a look at FMA Skirmish, how do I get a copy?
>
> TIA
>
> Roger
>
>

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