Quoting dwtulloh61@cox.net:
Neil,
I thought there was a very nice start for this in one of the
Interplays, I
forget which one at the moment. I thought it would have made an
excellent
starting point for TFT:Space, but HT elected to go with the
Starleader game
instead.
I recall reading it at some point. But I never really liked the
stuff other people did. It always appeared that their focus was
something other than TFT. For example, one article gave pretty bogus
stats for ancient armies. Were we really to believe that everyone in
an army had exactly the same stats and stuff?
---- raito@raito.com wrote:
>
> Skill-wise, I'd trash most of the existing Talents.
I think you could get by with trashing some Talents, combine
others. For
example, you might have a Missile Weapons: Bows, Missile Weapons:
Single Hand
and Missile Weapons: Two Handed. Two Handed Missile weapons would
encompass
things like Crossbows, Rifles, etc. Missile Weapons: Single
Handed would
encompass things like Pistols, one-handed crossbows, etc ... but
Bows are
different enough that they require their own category.
Same could be done for other Talents - Swords might encompass
things like Force
Swords, Vibroblades, etc. But Knives are always useful and need to
be kept
regardless of your setting.
I see where you're going, but I disagree. In a high-tech setting,
non-powered weapons are very much in the minority. I doubt I'd even
make the Bow talent available at all.
Part of the point is that powered weapons do not require ST to do
damage, only archaic weapons do. And yes, knives may be useful, but
is fighting with steel (or ceramic for that matter) taught when
there are zero-ST options available?
> There would also be skills for operating starships.
Various levels of Piloting would account for this - anything that
"flies." That would be WWI planes to X-wings to Imperial Star
Destroyers. ( although
space piloting might different enough from aeronautics to warrant
its own
category ).
But it does not account for everything, or even close to it. Part of
the idea is that you MUST have a crew to fly larger ships.
Otherwise, you're off to Skylark land...
Then too, you would need some kind of Driving ability.
I didn't say I'd trash all the talents.
As far as a ship goes, I don't see why you couldn't fold in the
Warpwar concepts
: beam weapons, screens, etc ... unless you wanted to go all SFB on
somebody.
Um, from this reply, I wonder just how much you contemplated my
original message. I have my own system which has been successfully
used over many years (I think I first wrote that code 20 years or so
ago). And I never liked Warpwar much, though there's some similarity.
Part of what makes my system easier to integrate over Warpwar is that:
1. It's not all combat. At the end, Warpwar is just a combat game.
2. It's smaller in 'scale'. Meaning that you don't just go to a star
system, and all systems are pretty much the same. My system already
has that stuff worked out.
The only difficult part (apart from writing down enough specifics to
make it worth while) was figuring how to formulate something like
the split between heroes and wizards.
Neil Gilmore
raito@raito.com
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