This was a nice read. Thank you.
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Scallops@ttrpg.networktoRoleplaying Games Design@lemm.ee•I want to make a pre-rolled Fate game based on Terminator 2English2·20 days agoAnytime! And let us know how it went. !scifi@ttrpg.network would be interested in this too.
Scallops@ttrpg.networktoRoleplaying Games Design@lemm.ee•I want to make a pre-rolled Fate game based on Terminator 2English2·21 days agoI was looking into the skill list of Bulldogs, one of my favorite sci-fi Fate creations. Things I like about the changes they made:
- no Lore, not setting appropriate.
- no Notice: players will use any skill related to what’s being noticed. A good burglar is better at detecting plain clothes cops and break in weaknesses, for instance.
- Academics is broken down into setting appropriate skills (they used science, and systems).
- replaced Resources by Haggle, with a simpler mechanic. You may want to ditch this entirely since buying and selling doesn’t mesh that well with T2.
- no Investigate: it’s an action RPG, Science can be used for general deductive reasoning, otherwise another specific applicable skill (i.e. Systems to investigate a hack, Larceny to investigate how the safe was broken into, etc.)
Notes:
- if you fragment skills, you make it harder for someone to progress along that field (needs more advancements to raise it all), which may be what you want.
- The opposite for coalescing skills.
- A skill list smaller than 18 will make your characters stronger, bigger than 20, weaker (they start with 10 trained skills out of 19 existing on the default list).
- keep in mind characters have only 6 starting skills at +2 or above.
Scallops@ttrpg.networktoRoleplaying Games Design@lemm.ee•I want to make a pre-rolled Fate game based on Terminator 2English3·21 days agoWill you be using the default skill list or will you tweak it?
There is something to be said about non combat focused accessories. Water reclamation & filtration system. Air purification, I can see a vacuum rated suit that has the air storage and CO2 scrubbing as an installable module to reduce weight in breathable atmosphere missions. Jetpacks. Battery pack, with standard connectors so not only it powers the suit for an extended time, it can also power your energy weapons and tools. A grappling hook/winch.
And, not an accessory, but hook points all around the suit to haul crap around in satchels and the like. Logistics is paramount for war.
Have it be modular, so you can build platoons of armored soldiers. An long range comms/EW module, a belt fed grenade module, a heavy weapons ammo/power supply module, zero G jetpack module, etc.
Scallops@ttrpg.networkto RPG@lemmy.eco.br•Nova Portaria de Classificação pode Impactar #JPPortuguês1·2 months agoIsso impacta grandes produções. Me parece justo, publicações menores não merecem ficar esperando os auditores se liberar das maiores porque o prazo é igual pra todas.
O que eu acho errado é fazer isso por páginas. Tem páginas de todos os tamanhos. O que cabe em 200 A5 cabe em 100 A4. Dava pra fazer por área (m²) - exige matemática de quarta série, mas acho que vale a pena.
Scallops@ttrpg.networkto RPG@lemmy.eco.br•Nova Portaria de Classificação pode Impactar #JPPortuguês1·2 months agoLê a matéria, vai.
Scallops@ttrpg.networkto Traveller@ttrpg.network•Are spinoffs/splats allowed? Orbital 2100 by ZozerEnglish3·2 months agoZozer game’s Discord might be a good place to find players.
It’s lifted straight up from the source material. As far as seventies series go, S: 1999 took itself quite seriously, in a good way. It’s still sort of zany and the science isn’t there in the plot, but the models and the casting more than make up for it.
Thank you and welcome!
Scallops@ttrpg.networkMto Sci-Fi RPGs@ttrpg.network•My Traveller Campaign LegendkeeperEnglish2·4 months agoThis looks real cool!
Scallops@ttrpg.networkOPMto Sci-Fi RPGs@ttrpg.network•To railroad or not to railroad?English2·4 months agoI got sidetracked for a while, but here are some answers from that chat:
Ideally you just swap planets. Whatever you have set up for them on planet one is now surprise on planet two.
[in response to the above] This is the default solution for story focused games. The story continues to the next act, the players dictate how.
“I hadn’t thought of that! I don’t have anything prepared. Why don’t we just pause things here for now and chat. I’ll have it ready next time.”
I guess the question is how far off the path? Jump 1 away or Jump 6? GM completely unprepared? Or not as prepared as you’d like? As a Traveller GM I’ve got
- The notes for every planet and system within range of the PCs ship x2. I.e. for J2 every system within 4 parsecs.
- A list of 100+ random NPC names
- A couple sentences about each system
- Same for the two to five largest factions in my setting
So if the PCs wander I’ve usually got enough material for one night’s worth of material
An easy delay is simply to go into more detail. For example, have them go through the steps of Customs at the new starport, or notice something interesting about another ship, etc. It adds texture to the game, is interesting, and gives you the extra time to prep.
For my group (not sure if it will work for every group) i just leveraged their completionist mindsets. I told them “here are 15 jobs” and the first thing they did was plot an exact course to hit all of them, so they prevented themselves from wandering.
The last one is my favorite of this bunch, because as a player I’d fall for that hook, line, and sinker.
Thank you everyone for participating!
Scallops@ttrpg.networkOPMto Sci-Fi RPGs@ttrpg.network•Star Trek: Alpha Quadrant -- Free Traveller/CE rules for the ST universe by Steven J. EgeEnglish2·4 months agoOh my, i can totally see that show as people playing Star Trek!
Thanks, it makes sense. I really like the cockpit console feel of it all. A+!
I’m not familiar with the position map of CD, what do the numbers mean? Result on a 1D roll?
Now draw a werehouse.
Scallops@ttrpg.networkMto Sci-Fi RPGs@ttrpg.network•What's your go-to seed/trope?English2·5 months agoI like this very much.
Zozer Games has a few solo Traveller books that are well regarded.
There’s one aptly named Solo for general traveller adventures, there’s Hostile Solo for an Alien / Aliens feel and some really cool squad mechanics. I think there’s a third supplement, but I’m not sure.
Edit: aha! The third book! Classic Traveller style, I’m guessing by the price there’s minimal artwork.