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clarence

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Everything posted by clarence

  1. I've been catching up on your posts this morning and the setting comes together very nicely. The tsunamis sound like a big problem to overcome, even for settlements. (I keep seeing the tsunami in Interstellar in my head...) How do they get through these? How often do they strike and how big are they generally? And good to see some situations described! Looking forward to more of those.
  2. Ok, I made my first post there : )
  3. I will make a simplified version too, as I will need it for my own games : ) Hmm, not really. I have the PDF, but I haven't looked at the dogfighting rules. I will do that.
  4. Ok, I have joined the TDM forums! Thanks for the invitation. I will post something about M-SPACE later today. Regarding hit locations, there will be both the regular Imperative rules, and a simplified system without hit locations. I've been thinking about having two different (very similar) character sheets; do you want that?
  5. And here are the character sheets:
  6. I agree, it tends to be very boring. A few compromises is necessary to make space combat playable.
  7. Mainly space opera (or mythic sci-fi, as I prefer to call it), but with a few tweaks it can do other styles as well. It can emulate most mainstream sci-fi like Traveller, Star Wars, Ringworld and so on, but for harder sci-fi it would need some complementary rules for starship combat. My aim has been to make starship combat as quick and fun as regular BRP/Mythras combat; realistic starship combat is probably more like present day submarines being aided by powerful AIs.
  8. Thank you : ) Jadrien Cousens is a very talented artist, doing a lot of conceptual and matte drawings for films and games. You can see more of his work here: http://jadrienc.deviantart.com.
  9. Yes, I'm keeping an eye in Luther Arkwright while writing. Everything won't match up, but as they share the basics it will be quite easy to cross-pollinate them.
  10. After going through the rules closely, and with the help of Lawrence and Pete created a simplified version of the combat rules, I have decided to use Mythras Imperative as the core ruleset for BRP Space. Or rather, what used to be BRP Space. The new title is M-SPACE. M as in Mythras, mythic (no, not the solo RPG engine) and modular. See the newish cover below. I think this will be a very good engine for running sci-fi scenarios and campaigns. It's a quick, flexible and creative ruleset, and with the additions brought with the book, I'm very happy with the result. And I am, as always, very grateful for the input I have gotten from all of you here on the forums. Thank you. I've already started adding the Mythras Imperative rules to the book, and I believe it will be a quite smooth process. I don't have an ETA yet though. Changing the core will result in a few rewrites throughout the book, and I'm not certain yet how extensive these will be (not breaking any compatibilties with other BRP engines though). I will keep you updated on my progress!
  11. Which one of the organizations do you see characters having to interact most with?
  12. This is exactly what I have done the last few days : ) I hope to include them as an option in BRP Space. It wasn't too difficult, but it takes some consideration to get all the surrounding pieces right. I've been getting very good help from The Design Mechanism, and my limited playtests have worked out fine so far. Apart from hit locations, I also reduced the number of special effects to make the choice easier for new players. Combats are still short and creative though.
  13. Some excellent links there. Thanks Darius.
  14. The local critters don't seem too threatful to the characters. Unless there are surprises deeper down...
  15. @ColinBrett That sounds good Colin! Looking forward to see your ideas. And yes, both Outpost 19 and Operation Ulysses would probably be quite easy to use with BRP Space.
  16. I agree with Paolo. Some people want scenarios, others want rules. The focus of RoH and BRP Space differs quite a lot. Where RoH leans towards The Expanse, BRP Space has an implied Star Wars-ish setting. My own goal is to write a few scenarios as BRP Space has been published, but hopefully I can get additional material from others as well (yes, that's an invitation to write!).
  17. Now, that's an interesting thought Mankcam. I will take another look at OpenQuest with that in mind. I'm just getting a feeling that it's too simple, but that could be wrong.
  18. Well, OpenQuest and Mythras are as close as I can get at this point. You're not loosing BRP Space and Odd Soot: ) The good thing with both of them is that mechanics are freestanding and modular. They can be plugged into most BRP versions without much change. For BRP Space I'm not altering the way starships are designed or how they fight. And if you want to make and run characters from another d100 version, that shouldn't be a problem either. Odd Soot, as Gollum points out, is more of a setting book turned full game (as it just kept getting deeper, better, bigger - and I just enjoyed writing for it). A few mechanics will be included, the main being what I call the EGO Engine, a way to keep track of inner health & balance. This is also devised as a plugin, easy to use in most BRP versions. All in all, I believe the choice of system is not going to exclude users of other systems. That's not to say I wouldn't like to get a look at BRP Essentials tomorrow though.
  19. Good work. Let us know when it's available.
  20. The fundamental idea of BRP Space was (and still is) to provide a sci-fi ruleset for the "baseline" BRP system. If I were to develop my own system, it would have to be different to every other version to be interesting/worthwhile - thus going against the idea of BRP Space. Regarding River of Heaven, I think it is hard to know if the two titles will attract more players by operating together, or if they are similar enough to work as competitors. I do hope they strenghten each other.
  21. Any chance we will see the material for this campaign eventually compiled into a PDF in the download section? : )
  22. I couldn't agree more. I did try to get a sneak peek, an early beta or anything really, but I suppose the rules aren't in a state where they can be shared with outsiders.
  23. I'm very close to making my decision. With most people here finding Imperative a good choice, I think it's the way to go. And now that combat will come in two flavors, I think the biggest stumbling block for sceptics have been removed. And as you point out, K Petersen, there are several variables to consider - rules is only one of them. The Design Mechanism feels very professional. Regarding the actual rules for simplified combat, I really have to try out Mythras a bit more before saying anything. My initial thought is to stay true to the general feeling of Imperative, but I'm not sure exactly how.
  24. I've waited a year already : ) Some sourcebooks and games were put on hold much longer, but that cannot be considered the best publishing policy. I really want to move ahead as quickly as possible now and Imperative ticks many of the right boxes.
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