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Post by uptrainfan89 on Nov 25, 2012 6:12:01 GMT -9
I'm looking for a good set of Sci-fi rules, I'm wanting to play a sort of spaceship corridor crawl style of game and I've used GunCrawl before but I really want to try something new. Here is a list of a few key rules I'm looking for, the rule set recommended can contain all or most: Some basics like Health, Defense, Attacking, Defending, Player Actions, Turn Sequence, Movement, etc. Stating rules for a wide range of weapons. Damage, Range, effects, etc. Rules for vehicles. Enemy spawning and behavior (for solo or team play). Rules for different types of characters and abilities. Maybe a leveling scale. Finding random equipment and such, maybe money and cost. Turn Sequence. Element effects. I suppose by looking at this list maybe a rule set like a Sci-fi version of DnD and GunCrawl mashed up, something that's a all in one rule set, only needs a Character card/sheet and not a ton of tokens, and maybe a not so high page count for possible printing, Lol. Does a Rule set like this exist? I've also herd a bit about Flying Lead, is that similar to this? I did consider making up a few of my own rules but the time required would be a bit and with out a base I'm not sure where I would start, Lol. Thanks! ;D Edit: Also just remembered I bought a Tablet (Black Friday, Lol) so instead of printing the rules, I can just have the tablet at the table, Lol.
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Post by okumarts on Nov 25, 2012 6:54:09 GMT -9
If people are interested, I am offering my Katana Schoolgirls rules for free. It WAS a bonus to the original set anyway and it is the foundation of what I run for my Dungeon Crawls. Just thought I'd throw that out there for people who are interested. dl.dropbox.com/u/12363485/ksgvzf.zip
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Post by Rhannon on Nov 25, 2012 7:21:27 GMT -9
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Post by okumarts on Nov 25, 2012 7:36:43 GMT -9
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Post by Parduz on Nov 25, 2012 8:23:22 GMT -9
I'm looking for a good set of Sci-fi rules, I'm wanting to play a sort of spaceship corridor crawl style of game and I've used GunCrawl before but I really want to try something new. I'd like to read how Guncrawl works Here is a list of a few key rules I'm looking for, the rule set recommended can contain all or most: In a starship corridor? Enemy spawning and behavior (for solo or team play). mh.... AFAIK, this is a very recent "feature" and not really common. Rules for different types of characters and abilities. Maybe a leveling scale. Finding random equipment and such, maybe money and cost. Turn Sequence. Element effects. Never seen this all in a Sci-Fi boardgame. Flying Lead is about skirmish. I dunno how it could work cramped in corridors. Frankly, i can't think to anything that have this all. You could find some boardgame rules touching some of the point you listed, but not all. So, i'd suggest to try the rules from: Legions of Steel Doom Forlon Hope Incursion Aliens Space Crusade Space Hulk Fury of the Clansmen Siege of the Citadel Blood Berets and see if you can mix something that seems working to you.
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Post by uptrainfan89 on Nov 25, 2012 11:09:37 GMT -9
I'll have to check a few of these out, lol! ;D
Oh on vehicles in a crawl game I guess I ment more like mechs, like slicks power armor since it only takes up a 2"x2" space, lol.
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Post by Sirrob01 on Nov 25, 2012 11:33:14 GMT -9
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Post by Parduz on Nov 25, 2012 14:46:08 GMT -9
Thanks for the links. I did'nt knew "Rules Crusade".... FAD is another one that might be worth a look although it is aimed at more wargamming but I suspect you could adapt it reasonably easily www.freewebs.com/weaselfierce/mmhhh... i have a FAD5 pdf but the site linked only show FAD4.... and i can't find any site having v5.... EDIT Found it. It is on his own YahooGroup, and it was updated the 20th of november. games.groups.yahoo.com/group/fastanddirty/
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Post by glennwilliams on Nov 25, 2012 18:09:32 GMT -9
I'd stick with Guncrawl. Sadly, many (many) years ago I edited a game for Metagaming that was a sci-fi version of Melee and Wizard. It was terrific, but they died before it was published (along with one of my unpublished games). So . . . an heretical thought would be to take a fantasy dungeon crawl game you like and mod the weapons. (Remember Arthur C Clark said any sufficiently advanced technology would be indistinguishable from magic.) Or you could just buy a gross of dice and Space Hulk.
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Post by paladin on Nov 26, 2012 17:14:36 GMT -9
Hi @uptrainfan, so, you've left the pile of D&D 3.5 behind? Looks like you still want some sort of dead simple and reliable RPG system for your spaceship crawl. Well, I cannot praise this thing enough: www.antipaladingames.com/p/mini-six.htmlAbout 20 pages of multi-genre rules (derived from the more complex, but still simple Open D6 system). Another 20 pages or so for example mini-campaigns. " Space Cowboy'I might be aiming to raise a ruckus.'Might: 3D; Agility: 3D+1; Wit: 2D+1; Charm: 3D+1Brawling 4D Dodge 5D+1 Pistols 5D+1 Bluff 4D+1 Command 4D+1 Static: Dodge 16, Block 12, Parry 9, Soak 9 Perks & Comps: None Gear: Pistol" This is a character stat block from the example starship crawler "Perdition " on p.22 of the Mini6 Corebook. About using an Artificial Intelligence for the enemies - it would be better to come up with your own behaviour tables depending on the adventure you are playing. The adventure generators and tips for Fantasy solo roleplay, I have mentioned in the 'D&D Crawl' thread, they should work for Space too ... . Greetings, paladin
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Post by Sirrob01 on Nov 26, 2012 21:42:08 GMT -9
Parduz, thanks I had not realized V5 had been released Paladin thanks for that link I'd been trawling over the base Open d6 system but from a quick skim mini-six is looking good.
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Post by paladin on Nov 27, 2012 9:10:09 GMT -9
At your service, @sirrob. Because you are mentioning Open D6, I want to hint at the following link: opend6.wikia.com/wiki/Open_D6_Resurrection_WikiA few lines below on this page there are download links for the free Open D6 Corebooks (Modern Pulp/Adventure - Space - Fantasy - Magic Expansion). As they are about 150 pages on average each, they're not complex systemwise, but there is much (unstreamlined) rule material for the typical full-system RPG. Maybe, that's too much for uptrainfan's tastes ... . Mini6 is quite the same, but refined system like Open D6 - with some new interesting options for enhancing storytelling (wild die == 'something is happening ...'). It's really easy, fast-paced, movie-like roleplaying suited for all genres. The mini-campaign examples are 2 to 6 pages long or so, very compact and easy to expand on. I would recommend to fill the Mini6 rules with the superb 'Space'-material from Open D6 as needed - which is WEG's 'STAR WARS ROLEPLAYING GAME' from the 80/90ies in a generalized form - so it has a very Opera feel to it. Deadly Laser Swashbuckling ... yeah ;D.
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Post by okumarts on Nov 27, 2012 14:44:11 GMT -9
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Post by uptrainfan89 on Nov 27, 2012 16:03:32 GMT -9
At your service, @sirrob. Because you are mentioning Open D6, I want to hint at the following link: opend6.wikia.com/wiki/Open_D6_Resurrection_WikiA few lines below on this page there are download links for the free Open D6 Corebooks (Modern Pulp/Adventure - Space - Fantasy - Magic Expansion). As they are about 150 pages on average each, they're not complex systemwise, but there is much (unstreamlined) rule material for the typical full-system RPG. Maybe, that's too much for uptrainfan's tastes ... . Mini6 is quite the same, but refined system like Open D6 - with some new interesting options for enhancing storytelling (wild die == 'something is happening ...'). It's really easy, fast-paced, movie-like roleplaying suited for all genres. The mini-campaign examples are 2 to 6 pages long or so, very compact and easy to expand on. I would recommend to fill the Mini6 rules with the superb 'Space'-material from Open D6 as needed - which is WEG's 'STAR WARS ROLEPLAYING GAME' from the 80/90ies in a generalized form - so it has a very Opera feel to it. Deadly Laser Swashbuckling ... yeah ;D. Lol actually page count isn't so much of an issue, lol now that I got my tablet to view with. I've really (and I mean really) been considering just taking a month and reading different free rule sets and mashing together the parts I like and smoothing it all out and doing the same for a fantasy style game. Such as (this isn't sci-fi or fantasy specific) I like the customization that Dark Dungeons (DnD) has for weapons and parts of its character leveling and customization (even tho I think I'd simplify character stats a bit) but I also like guncrawls rules for enemy spawn and movement for playing solo or on the same team as your friends, this way a DM isn't needed. I also liked the board game Descent for its game play but hated the amount of cards, tokens, and its need for quest. Also if I can get a custom rule set to all to work right it would be more of a get up and play no specific story needed kind of rule set, lol. Just a few random thaughts I had lol. ;D
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Post by paladin on Nov 27, 2012 17:53:46 GMT -9
Ah, @uptrainfan, I thought of page numbers == complexity/feature increase. It all depends on how complex you want your game to be. Okum and others had some 1-page-stuff to offer, which is really minimal, but could work, if it's still fun for you ... . Now I get a feel for what you want: not so much 'story'/quest/roleplay stuff (which I prefer, as you have recognized ... ;D), but more a kind of robust BOARDGAME with a 'Skirmish'-theme approach. Hm. Descent + Dark Dungeons + Guncrawl. Interesting. Could work. So the story would be always some kind of 'Survive The Crawl Quest' ... ;D.
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Post by Sirrob01 on Nov 28, 2012 4:10:05 GMT -9
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Post by cherno on Nov 28, 2012 6:52:49 GMT -9
Consider giving FFG's Gears of War Boardgame a try, I like it a lot.
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drewt333
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Threadkiller
Posts: 30
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Post by drewt333 on Dec 14, 2012 9:59:32 GMT -9
2Hour Wargames 5150 Star Army www.twohourwargames.com/5150-star-5150.htmlOne of the strengths of the 2Hour Wargames reaction system is you can play against a completely hidden, game controlled opponent. Which sounds good for Space Hulk type games.
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Post by cherno on Dec 16, 2012 13:28:19 GMT -9
^^ Guncrawl was also based on the THW Chain Reaction System.
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Post by old squirmydad on Dec 16, 2012 13:52:03 GMT -9
^^ Guncrawl was also based on the THW Chain Reaction System. Uhm...not realy. GC is an original system that, imho, makes more sens than THW's cascading reaction tables. YMMV
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Post by uptrainfan89 on Dec 30, 2012 6:54:40 GMT -9
2Hour Wargames 5150 Star Army www.twohourwargames.com/5150-star-5150.htmlOne of the strengths of the 2Hour Wargames reaction system is you can play against a completely hidden, game controlled opponent. Which sounds good for Space Hulk type games. This system looks interesting, especially the 5150: New Beginnings game system due to it mentioned a leveling system and such. I wish it explained more tho like how many pages the pdf is and if it has stats for items and such.
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Post by Rhannon on Jan 1, 2013 2:08:05 GMT -9
2Hour Wargames 5150 Star Army www.twohourwargames.com/5150-star-5150.htmlOne of the strengths of the 2Hour Wargames reaction system is you can play against a completely hidden, game controlled opponent. Which sounds good for Space Hulk type games. This system looks interesting, especially the 5150: New Beginnings game system due to it mentioned a leveling system and such. I wish it explained more tho like how many pages the pdf is and if it has stats for items and such. 2,6 MB pdf file. 176 pages. Only color covers but a very good pdf, imho. I still have not tried this game system. so I can not tell you much ( I just bought all THW 5150 files and the whole Crooked Dice 7TV game system now with the Wargame Vault winter offensive offer ) There are stats, tables ... This is a copyrighted commercial product. But I think that putting only summary pictures can help those who have to decide to buy it. If this is illegal I will remove images. I have a good first impression. Now I try to put all the new files in my kindle.
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Post by gilius on Jan 1, 2013 4:09:15 GMT -9
To complement Rhannon's post, in my opinion 5150 New Beginnings is fantastic for a mix of RPG and skirmish action. I suppose that with the Possible Enemy Forces (PEF) system and the building rules you could make some sort of crawl. You may want to check the free Chain Reaction Final Version if you haven't played other games from THW before. This way you can see if you like the type of action that develops in the game. From my experience, here's where 5150 New Beginnings stands regarding your list of desired features: 1) Some basics like Health, Defense, Attacking, Defending, Player Actions, Turn Sequence, Movement, etc.: Characters don't have "hit points" but they have different "states" (carry on, bleeder, out of the fight etc.) There are rules for melee, ranged, reactions (the heart of the system) as well as other actions (skill challenges.) 2) Stating rules for a wide range of weapons. Damage, Range, effects, etc.: There are a bunch of generic weapon categories like pistol or shotgun with different ranges, damage and rates of fire. There are also rules for grenades. There isn't a weapon creation system. 3) Rules for vehicles: There are rules for cars/vehicles, including running people over, drive-by shooting and chases. There aren't specific rules for mechs/power armor but you may cook something up with the vehicle rules and the character attributes. 4) Enemy spawning and behavior (for solo or team play): There is a system for "Possible Enemy Forces" including movement and resolution into actual enemies that you might find useful. 5) Rules for different types of characters and abilities: There are rules for five alien species and general guidelines for creating new ones. Aliens have special attributes that modify basic mechanics and also separate reaction tables. There are also rules for cybernetic enhancements. 6) Maybe a leveling scale: The game includes a basic system for Fame/Notoriety and to increase character skills. 7) Finding random equipment and such, maybe money and cost: Money is very abtract in 5150, so you won't find loot tables and such. 8) Turn Sequence: There is a well defined turn sequence (the same you can find in Chain Reaction.) 9) Element effects: I really don't remember seeing any rules or systems for fire, freezing etc. Ed also wrote the Raptorz game for Rebel Minis. It is a crawl using the reaction system. It works and it is fast but doesn't have most the customization you're after (basically it's a marines vs. aliens with teeth and claws affair with few generic weapons and a tile-based movement system.)
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Post by Parduz on Jan 1, 2013 13:33:03 GMT -9
I have 5150:SA and i confess that i ceased trying to understand the PEF rules. Rolls and rolls and rolls on tables is'nt my idea of "gaming": it ruins the pace of the play and damage the "immersion". Dunno if 5150:NB is better.
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Post by gilius on Jan 1, 2013 14:48:09 GMT -9
Parduz, I know what you mean and I've read other people criticize the THW games for too much rolling/looking up tables. That is why I must insist that people check the free game first to see if it fits their expectations and tastes. In my case I play almost exclusively solo and the reaction system gives me fun I wouldn't have otherwise. I play other games solo, using the Mythic GM Emulator or the Enquiry Table but I'm usually more amused by the PEFs and reaction tables. But I agree with you, there's a lot of rolling involved.
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Post by Rhannon on Jan 1, 2013 15:43:55 GMT -9
Hi Gilius, What are these? Ok, I have read but ... if you can explain me in simple words ... Thanks.
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Post by Parduz on Jan 1, 2013 15:51:56 GMT -9
But I agree with you, there's a lot of rolling involved. Eh, i'm glad i'm not alone, here. I saw somewhat about drawing cards (a CR3 user-made variant) but i didn't undertood it enough to even say if it was for the PEF or whatelse. That is why I must insist that people check the free game first to see if it fits their expectations and tastes. Well, i tried the free CR3 rules before. But it was a 2 player test, and i did'nt hit the PEF generation part. Also, there's a major difference between the free rules and 5150 in the "On-Sight test" which produces strange effects using the free rules (assaulters running back scared by see the victims ;D): it is much better in 5150, instead. So i'd say that, while you're right, it is not really the same thing.
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Post by gilius on Jan 1, 2013 17:19:58 GMT -9
Hi Gilius, What are these? Ok, I have read but ... if you can explain me in simple words ... Thanks. In the end these are just generic "random answer generators" that are based on your input to help making more sense than simply flipping a coin. For instance: I'm moving my troops behind cover of a building. I want to reach the edge of the cover and shoot a sentry who's 20 meters away. Do I get to fire before he notices? To answer this question I consider the involved factors -- distance, lighting, if my troops made any sounds before -- and assign the odds in a category, like "very likely" or "one chance in a million". Then I roll on the Mythic or Enquiry table for an answer of "yes", "no" or some degree of success. e.g. in the Enquiry Table I might get a "no, but..." meaning there's some complication. Maybe there was a second sentry in the shadows. Likewise, I use this mechanism to choose the course of action of the "enemy" in games that don't have specific solo rules. Do they split to try to surround me? Will that guy charge into melee? Is there a sniper team hidden in that building? You might be thinking that it's all common sense applied to figuring out a probability, and I agree, but once this "common sense" is condensed into a method and a lookup table, it becomes faster to use in the game. Also, in the case of Mythic there are other mechanisms to help generating a continuing narrative. But that's more useful for RPGs than strategy games. The catch for these systems is in making interesting questions at the right times and defining the odds "fairly." It takes practice. In a certain way, the tables and rolls of THW games are similar to this, but they are already in place for the suitable moments (however, as Parduz observed, they don't always function optimally.)
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Post by Rhannon on Jan 2, 2013 1:11:03 GMT -9
I did not know these systems to play solo. So thank you very much for explanation, Gilius. f I understand correctly I can use Mythic to play alone (without master and other players) also some rpg as FFG WH40000 Rogue Trader ... Is it better to use Mythic GME or Mythic Role Playing? Mythic Variations can be useful? There are not many explanations for the enquiry table. Is it a standalone product, or should be used with Mythic GME? Thanks.
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Post by gilius on Jan 2, 2013 9:49:41 GMT -9
Yes, the original purpose of the Mythic GME was to play with friends when no one wants to be the GM. It also works to play RPGs solo.
Mythic Role Playing is a whole RPG system to use the Mythic rules. The Mythic GME extracts only the "automatic GM" from those rules and adds more ideas to use it with other systems. So I think it is more recommended if you want to play with other games.
Mythic Variations has some advice about using the GM tools, ideas for creating backstories and story outlines and ways to customize the event generators to fit specific themes (horror, action-adventure, epic...) I think it is useful once you have played with the GME for a while and start having ideas about making changes to it.
The Enquiry Table is a standalone product although experience with the Mythic GME can help using it. It can be seen as an alternative to the "Fate Chart" from Mythic.
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