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clarence

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Everything posted by clarence

  1. Ok. I will try again in a few days. Thanks for your help!
  2. That's what I thought too. How do I send Triff a message in this new system anyway? I tried yesterday, but the only response I got was that he can't receive messages. I'm sure I miss something obvious.
  3. I just saw in Downloads that there are multiple headings for BRP Starships 2.0. Anyone know why or how they are related to the actual files?
  4. Very good concept! Looking forward to seeing more.
  5. With BRP Starships 2.0 finished, my plan is to continue work on the rules for alien creation and perhaps some additions to BGB psionics. I started reading Mindjammer RPG and found it to be the most inspiring alien creation I've encountered in a long time, so my original notes are being restructured a bit at the moment...
  6. I have just finished BRP Starships version 2.0 and added it to the download section (sci-fi folder). What's new: - Beautiful cover art by Jadrien Cousens! - Advanced Combat chapter, courtesy of Atgxtg. Includes weapon up- & downgrades, damage ladder, differentiated armor & fire arcs. - Scale is now x10 and called Starship Scale. Previous Small Scale renamed Planetside Scale. - Constructs chapter by Frank Mitchell. Details on robots and their uses. - Easier system for designing capital ships, concept by Atgxtg. Size Rating value introduced. - A short list of personal weapons, armor and equipment. Equipment write-ups by kind permission of Jason Durall. - Table of contents. If you enjoy the cover art, please visit Jadrien Cousens' webpages to show your appreciation: www.jadriencousensart.com or www.jadrienc.deviantart.com I'm still interested in how the rules work in everyday play. All comments are welcome.
  7. Ok, thanks! I will keep it almost intact, with the exception of Golems and perhaps a sentence or two. You will be credited of course. I hope to finish it in a week or so, and will upload it here on BRP Central as before. And again: Good work!
  8. Yes, I have also enjoyed this setting (in Swedish) for several years! Very well written, a lot of material, great art and a good feeling of Nordic sagas and brutality (probably more true to Scandinavian folklore than many viking supplements I have seen through the years). Not brp by the book, but quite close. Very well recommended if you are looking for classic fantasy with it's own twist.
  9. I have read "Constructs in BRP" now and I enjoyed it very much, it's very clear and concise. The major malfunction table above fits in perfectly. Any additions would perhaps be some pointers on how to implement other typical Powers from BGB? While reading, I realized these rules would be a very fine addition to BRP Starships. Are you interested in contributing? I have material from Atgxtg and Jason Durall so far. Final work on version 2.0 is underway, and I would really like to include your rules.
  10. Oh, I like this! And as a consequence, I discovered your "Constructs in BRP" - it looks very interesting. I haven't had the time to read it yet though. Any more bits and pieces here on the forum you have added to the rules that's not in the document?
  11. LOL, there is a couple of them, and they work quite well I believe. I just don't need it enough to justify the cost for both emulator and a Windows license. I have used pc:s most of my life, switching to Mac a couple of years ago. Unfortunately my old spare pc crashed a few months ago...
  12. Excellent work! I just wish someone could persuade NBOS to make either a Mac version, or at least one for iPad… It seems they are very pc centric with all their programs, which seems a bit odd to me in this day and age.
  13. I agree with many of the other posters, that this would be nice to see finished! I hope you find some way to finish it, and that publishing works out.
  14. You're welcome! It's been a pleasure putting it together. I'm happy you like it and I hope you will find some use for it.
  15. Yes, only for a short period of time. Added: Either takes up more space or is less efficient with low tech levels, and the opposite for high tech levels. The chapter for Advanced Combat is taking shape, and I've copied/pasted quite freely from our discussion here. Two spreads at the moment. No hit locations so far - I think NathanIW might be at work with that.
  16. Yes, that looks about right! And a civilian crew could be somewhere between 4 (standard) and 1 (crammed). What is also quite interesting, is the minimum number of people needed to run a ship. I would say that one person is enough to run a ship (including one weapon) up to about 100 modules in heroic sci-fi. After that maybe 10% of the crew is the minimum. That's a good idea, and can also be used to simulate high-tech cultures.
  17. Perfect! Oh yes, naturally. I will try to come up with something (unless you have a suggestion?).
  18. Great, this will be added to the rules! I have also started to make room for the combat rules additions in a separate chapter called Advenced Combat. So far, the sub-headings are Weapon Options, Damage, Armor, Fire Arcs, Ammo, Hit Locations. Does that cover most of it? Anything else needed? I have a spread free for it so far, but if needed, adding more spreads is easy. The Size Rating Table is now residing right after the description of Modules, including the way to use them with all ship sizes, and how to utilize them to ease the design of large ships. The example sizes of military ships is also included now.
  19. Yes, I've thought about that too. Just as a quick and dirty way of knowing approximate values, and then you can adjust from that point without too much fuss. Experience with the design process is the key here I think. And many players will only design one ship, or at least design ships very irregularly.
  20. Well, it's almost one system. The only difference is that it is meaningful to use a size rating for a part of a ship when doing big ships. All else could be equal I think? Sounds good. What does the conversion look like? I'm happy I'm not a rocket scientist : ) Ah, that was one of the things I wanted to stay away from when I started this. Too many ship design rules begin with the question of hull size - but I always wonder how I can know that. It seems more intuitive to just keep adding functions you need and see what hull size you end up with. I realized though that engines will take up approximately 10-20% (Speed 10 and upwards) of the number of modules, so that's probably simple enough for me.
  21. I have designed a bunch of ships now with the different versions of scaling we've discussed here, and these are my findings: 1. It seems to me that a rating with a doubling progression is quite efficient for large ships. Perhaps a bit inaccurate, but I think it works as the design process is so much faster and simpler than counting thousands of modules. 2. For small ships (less than 200 modules approximately) the same rating seems to confuse the design process more than it helps, as the rating for individual systems have no actual use. For a whole ship though, the rating works excellently as a sort of Size Class. 3. I suggest we keep the design system as it is written in the rules now (with the addition of a Size Class stat), and add a sub-heading for designing large ships. Here the doubling progression is presented for individual ship-systems and how that benefits the design process for capital ships. 4. And slightly OT: Working out Speed and Handling is a bit complicated now, as each time you add a new engine module (to up the Thrust Rating), the total number of modules goes up, shoving the calculations for the final Speed/Handling value into constant flux. That makes it a bit unpredictable for players and GMs alike. Would it be ridiculous to just ignore the Engine/Maneuver modules in the calculations and use only the other modules' total for these calculations? (But include them in the total module count that determines Size). How do you think all of this sounds?
  22. Could you expand the explanation a bit? I designed a few ships with this system, but I'm not sure I got it right. I pick a rating and see how many modules I get? Why does rating 5 equal 16 tons, but 32 people - I thought they would be 16 both of them? It's a quite elegant system, but resolution is a bit low perhaps when doing bigger ships. And for hangar bays the rating-to-module relation will have to be modified, right? I don't understand : )
  23. It looks very neat, but it seems to me you have to look up all those relations in tables (or just one table?). Might not be such a big difference from how it works now, but it seems a bit more direct with 1 module equals 1 person (weapon, ton and so on), and 1 capital module equals 10 people. Sorry Nathan, I didn't mean to cut you short. Write it the way you think will work, and if needed we can discuss the length then. Excellent!
  24. Well, I thought so : ) but I'm ready to change my mind. You mean modules actually grow bigger, the bigger ship you are building? What is the explanation for that? (It's wonderful how some things gets more complicated the more you think about them. Modules and scale are easy enough concepts that we seem to know when we write about them, but in fact we have quite different views of them...). Please include them if you have some picture of it. I will probably have a list of civilian ships too, but a comparison is always good to have. Yes, I also thought about that. It will make the system a little neater. I finally got what you were trying to say - the example did it for me. This is a very compelling idea. Just let me take a swing at it at the drawing board, and I will get back.
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