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Re: GZG DS2 Mikko: Genres for DS2.

From: "Alex Shvarts, Andrew & Brian Martin" <Al.Bri@x...>
Date: Fri, 11 Sep 1998 23:34:33 +1200
Subject: Re: GZG DS2 Mikko: Genres for DS2.

Mikko Kurki-Suonio <maxxon@swob.dna.fi> wrote:
>> If all I got was a pile of bricks and a sack of cement, yes. However,
>> that analogy doesn't hold - what you *do* get when buying DSII is the
>> analogue of a fully functional flat or house designed to allow you to
>> move most walls etc as you like, if you find that you don't like the
>> current lay-out. (I live in such a house, and have done just that.)
>
>Wouldn't you have gotten off with less work if you had just bought a
house
>with the room design as you wanted it? Or at the very least as close as
>possible?
    And what if you want to change it later? People's tastes do change
over
time.

>Herein lies the rub: DS2 is sold as "can do anything" game. What it
really
>can do (rather well, I admit), is Official GZG Universe(tm) or
distinctive
>likeness thereof. Anything else is extra work.
    Like anything that's adjustable, you have to do the adjustments or
take
it to a person who can adjust it for you. It's like adjusting your car
seat
or your belt!

>It suffers from the same problem I outlined with Mecha! - Yes you can
play
>with/without X, but it's really stupid and you'll get hosed by an
opponent
>who doesn't agree with that design limitation.
    Then get them to agree before hand to the limitations. Both parties
have
to agree otherwise you'll get these problems.

>And frankly, I can't really see the "designed to be customized" bit.
    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!
    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.
    Only Jon Tuffley is the GZG DSII professional. Does he have the time
and
energy to come up with an adaption you like? Probably not! After all you
don't like his earlier professional adaption of Hammer's Slammers! Most
other games companies even though very professional haven't come up with
rules as good as DSII is.

>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
Shared email: Al.Bri@xtra.co.nz
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