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Re: Re:OT: Hard Sci-Fi Role Playing Games...

From: "Buddy Chamberlain" <buddy@m...>
Date: Fri, 4 Jun 1999 08:18:26 -0400
Subject: Re: Re:OT: Hard Sci-Fi Role Playing Games...

If you just want the rules without the Star Wars background stuff, WEG
sells
the D6 system seperately.  www.westendgames.org

God bless,
- Buddy

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Get paid for surfing the Web!
(I'm dead serious!)
www.alladvantage.com
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----- Original Message -----
From: Michael Llaneza <maserati@flash.net>
To: <gzg-l@CSUA.Berkeley.EDU>
Sent: Friday, June 04, 1999 2:48 AM
Subject: Re:OT: Hard Sci-Fi Role Playing Games...

> I'm somewhat partial to Star Wars as a base rules set [1]. For hard
> sci-fi I'd combine Traveller tech with Star Wars rules for
> character-level stuff. And the dificulty numbers from space combat
will
> translate, since SW also uses a difficulty level system.
>
> To recap the SW rules, each attribute or skill is the number of d6
> you'll roll for a test on that skill. Difficulty numbers are a fixed
> number, with named ranges as guidelines and conversion aids. There are
> 6 attributes, each rated as a dice code such as 4D+2 (pretty good).
> Character creation is by assigning a dice total to the attributes,
> typicaly 21-24 dice between the six; 10-14 dice are then added to the
> controlling attribute to set skill levels. Combat is done by opposed
> rolls for the most part.
>
> Nothing beats it (except possibly Teenagers From Outer Space) for new
> gamers. Almost anybody can remember "roll that many dice, high is
good"
> or "both of you roll so many dice, doubling up the other guy is good."
> A set of fantasy rules took 20 minutes to hack out the basics, with
> magic converted from Ars Magica. Other games that convert very easily
> to the "D6 System" (as it's sometimes known) include Traveller, you
> just juggle the character creation to taste, but most of the numbers
> carry over, after conversion to dice (divide by three in most cases).
> For Cyberpunk or Mekton, subtract one from the stat in question, and
> count that as 'pips' (one-third of a die). I suspect Champions would
> scale as well. Note that the conversions retain all the chrome from
the
> original game, but replace the core rules with an extremely elegant
and
> fast playing system.
>
>
> [1] This system first appeared in "Ghostbusters" by "Chaosium".
>
> At 7:50 PM -0700 6/3/99, Mark A. Siefert wrote:
> >Hello:
> > I'm seriously thinking getting back into role-playing,
> >particularly a
> >hard sci-fi RPG.  Does anyone have any suggestions on a good system. 
I
> >have narrowed it down to a few likely candidates:
> >
> > Alternity
> > GURPS (Either Space or Traveller)
> > Marc Miller's Traveller
> >
> > I am looking of a system that is simple and isn't bogged down
> >with over
> >mechanics.  Does anyone have any suggestions.
> >--
> >Later,
> >Mark A. Siefert
> >
> > "People who object to weapons aren't abolishing violence,
> >	   they're begging for rule by brute force, when the biggest,
> >	   strongest animals among men were always automatically
> >	   'right.'  Guns ended that, an social democracy is a
> >	   hollow farce without an armed populace to make it work."
> >
> > --L. Neil Smith
> > "The Probability Broach"
> >
> >E-MAIL: cthulhu@csd.uwm.edu		   WWW:
http://www.uwm.edu/~cthulhu
>
>=======================================================================
==
>
> Michael Carter Llaneza
> Veteran, Bermuda Triangle Expeditionary Force, 1991-1950
> Devolution is very real to me.
> Whenever I hear the "Odd Couple" theme, I get this image of Dennis
> Rodman borrowing Marge Schott's toothbrush.
> http://www.flash.net/~maserati/
>
>
>

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