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Full Thrust Campaigning

From: pcaron%nhqvax.dnet@r...
Date: Mon, 27 Jan 1997 14:39:01 -0500
Subject: Full Thrust Campaigning

Hello All,

	Our group has been playing Full Thrust for about a year now and
think the game is excellent.  One of our goals as a group was to start a
Full Thrust campaign game with a judge.  Things we were interested in
'simulating' include, Military and Non-Military (Infrastructure)
development.
Civilizations start with low-tech stuff and gradually acquire new tech
as the game continues.	So, the first thing we did was try and expand
the
technologies available in Full Thrust and order them in some sort of 
technology tree (organized by category).

	Well, we're about ready to begin playtesting our campaign rules
and I was wondering if anyone out there tried something similar yet for
Full Thrust.  A few examples of technologies we added are different
types
of screening systems.  Full Thrust gives you Screens to stop Beam
weapons
but there's nothing to stop Wave Gun, Nova Cannon and Pulse Torpedo
weapons.  We thought it would be interesting to add a system that would.
We called the new 'Screens', Shields.  Did the same thing for projectile
technology (railguns, scatterguns) and called them Deflectors.

	Has anyone out there done something like this?	If so, how 
successful has it been?  I have a list of systems we added and most of 
them have been heavily playtested.  I also did an indepth analyses of
the performance of each weapon (statistically).  I must admit, I
borrowed
heavily from this mailgroup.  Alot of you have some really great ideas
and I couldn't resist using them.  I'd be willing to flesh out some of
the things we're doing in our local group and put them here if people
are interested.

Pete

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