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Re: FMA Skills [CLEAN STAMP]

From: ScottSaylo@a...
Date: Fri, 13 Aug 1999 10:31:18 EDT
Subject: Re: FMA Skills [CLEAN STAMP]

In a message dated 8/13/99 8:04:43 AM EST, rick@esr.com writes:

<< 
 A skill system would move FMA closer to being a core system for a
 role-playing game, which might not be a bad thing, overall.
 Certainly nothing else has stepped up to take the place of Traveller.
 
 In their new miniatures game (called "Vor"), FASA figured out how to do
 something that no other game company has done yet: add a role-playing
 system to the miniatures game, so that players can improve their units
in
 between games, and keep track of their units from one battle to the
next.
 Even if there's nothing else to recommend the game, that will keep
their
 players coming back for more.
  >>

I don't know how many of you have played THE RULES WITH NO NAME which is
a 
Old West, Seven Years War, Victorian Era skirmish game, but they use a
card 
system to activate figures and it also is used to generate random wild
skills 
and attributes on figures. This provides a "wild hare" for each game
which is 
kind of fun. Skills and Abilities will add a role play feel to any
skirmish 
game since both types of game are a one to one figure correspondence
game. I 
agree that nothing has stepped up0 to take Traveller's place even the
post- 
GDW edition and GURPS monstrosity adaptation. For skirmish games and 
role-play my favorite is still the Twilight 2000 system from GDW used
for 
Traveller: The New Era


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