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clarence

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Everything posted by clarence

  1. Thank you for your comments! I think I see your point Atgxtg, and I agree that one system is a cleaner setup. The problems I ran into with everything as modules (if I remember correctly - the rules has been slowly forming for quite some time), was that a small fast fighter would, to keep it simple, need 20 engine modules (equaling Speed 20 to keep it consistent with the other rules). And a large trader ship would also get Speed 20 if it got 20 engine modules. None of these alternatives are particularly good I think. And I guess that is what you mean with getting more complex calculations: Engine size and ship size should in this case be correlated in some way. What I did was to remove the conflict between engine size and speed. Instead you pay for speed without knowing how big the engine is, but the engine gets more expensive the bigger and/or faster the ship is. And I figured that the engine would take up approximately the same percentage of ship volume for all ships, and in a way can be ignored because of that. Except for the game-critical value for speed. Hence it ended up as a stat, without a corresponding physical extension. Hyperspace and Handling went through the same reasoning. You ask for some generic hulls. Would pre-rolled ships fill the same role? And yes, the rules will fit some settings better and some not at all. Probably not so good with hard sf… I tried to hit the sweet spot between too abstract and and too technical, and that is probably the type of gaming style it fits.
  2. Well, it actually started with everything as modules: Engine modules, FTL modules, Shields modules and so on. But after a while I felt that a few basic stats would be clarifying to separate from other functions, a bit like characteristics versus skills. Strength I guess could be a "skill" (a bit like they do it in Tri-Stat), but to me it seems reasonable to define some things as more fundamental. I might be wrong though and maybe just complicate things... Strangely enough, it ended up as a more streamlined system when I didn't work with everything as modules - not sure why though.
  3. Looking forward to that! Adding some small bits here and there for version 1.2...
  4. Yes, it seems you have counted too many things as Modules. Only Modules are Modules : ). The other (Speed, Handling and so on) are Stats and do not count against Size or Hit Points. I hope that clear things up for you. I would love hear how the rules fare in your BRP/Star Frontiers/Traveller game!
  5. You're welcome Aramone! I'm happy if you find some use for it and it's good you ask about things not very clearly described. The hit points for the example ship are taken from the number of Modules (31), plus I bought some additional (11) according to the rules on page 12. I'm not sure how you got it to over seventy modules? Could you elaborate on how you got that number? Have you included other things as well in the total Module value? I will double-check my calculations, but I think I got it right in the example.
  6. @NathanIW: Sorry, I misunderstood you. I agree about the small phone screen problem though. @Atgxtg: I will check Calibre out. Is it common to convert rpg pdf's like you describe? I don't think I have run into it so far (though I'm not buying that many pdf's either).
  7. I'm sorry to hear it's not ideal for your e-reader NathanIW! I tested it on my iPad for readability (working fine in several apps) and didn't have access to any other reading devices (and, I admit, was actually too short sighted to even consider it). I don't think I will make that big changes to the layout, but I can send you the file in a different file format if that would help. Not sure though what format it should be - txt, html, rtf? Just let me know and I will try to solve it.
  8. Thank you! I'm happy you like it. The font is my favorite, FF Din (in various weights and sizes), and the margins seemed like a good idea as it is a work in progress, making it easy to insert snippets of information without breaking the layout every time.
  9. Here is a new try to post a link to the latest version of the pdf (1.1a), bookmarked very kindly by nerdvana: http://ge.tt/48DIXjM1/v/0?c I hope you'll enjoy!
  10. (Hmm, I posted an answer on this forum yesterday, but it seems a moderator must accept it first... Not sure why.)
  11. Thank you Newt for a great book! I'm really happy I got in as a backer.
  12. The bookmarks look great nerdvana! It's much easier to move around in the pdf now. I prefer the Starship Sheet at the end of the design chapter though, but I left it towards the end where you put it. The file (version 1.1a) is now available here: http://ge.tt/48DIXjM1/v/0?c
  13. I got your PM, nerdvana! I will look through the file and put it up on ge.tt, probably tomorrow. Thank you for your help!
  14. @nerdvana: I would love to! (Why didn't I think of adding bookmarks...?) Do you need my email address? What program do you use to make the file bookmarked? I will have to check if I can have InDesign fix that in the next update, or perhaps it is easier in Acrobat? @Baron: I'm not very familiar with Fading Suns, so please keep us updated if you try to port it! It would be interesting to hear how the rules stand up to it...
  15. Thank you all for the positive feedback! Here is the download link for the updated BRP Starships 1.1: http://ge.tt/3fu22wK1/v/0?c What's new: - Rules for Ship Condition - Added a fifth step in the combat round to make it clear where repairs, first aid and other skill rolls by crew members are made - Rules for disabling and boarding ships - Rules for ramming - New Module: Tractor beam I hope you'll enjoy!
  16. That sounds great! I'm happy you enjoy it. Here is the first draft for the rules for Ship Condition that will be in the pdf with the next update: Ship Condition Ranges from 0 to -100. All new ships start with zero. -10 every time maintenance is not payed (1% of ship cost every fourth adventure). -10 for every damage not repaired properly after a battle. At -20 reduce one stat by 2. At -40 roll at the Malfunction table once every second adventure. At -60 reduce two stats by 4. At -80 roll for Malfunction once every adventure, +2 on Duration Table. At -100, the ship is entirely untrustworthy, with systems coming on and off arbitrarily. Roll on Malfunction Table freely! All stats at -6. Also use Ship Condition as a negative Repair skill modifier; especially effective with mid-combat repairs. To increase Condition, one Repair roll is required per +10, plus the expenses in Credits. It takes one day with the full negative modifier, two days with modifier halved. The modifier can also be used when buying and selling used starships. For example, a ship with condition -40 is sold at -40% compared to a new one.
  17. Thank you! I apologize for my writing being a little unsmooth - english is not my first language... I hope to add rules soon for ship condition, boarding and ramming!
  18. Thank you all for downloading! I hope you'll enjoy. All comments appreciated.
  19. Hi all, I just uploaded a pdf with rules for sci-fi gaming in BRP, that I have been using for a while. They are mainly for star wars-like space opera, but I believe they can be used in other settings as well. They have grown out of a frustration that there have been no actual starship rules for BRP (or not much for science fiction at all - though River of Heaven seems to change that). I appreciate all comments: overall concepts, game balance, language - anything at all. Download link: or try: http://ge.tt/9acymz12?c Clarence
  20. Hi everyone! My first experience with BRP and roleplaying was in the mid 80's with the swedish game Drakar & Demoner (still published!), a clone of Worlds of Wonder. It immediately caught me, and the stories we created completely absorbed me. Soon I was playing both Runequest, for the more detailed rules, and Call of Cthulhu, that I still consider one of the best game ever. Nowadays I'm mostly a casual reader of RPG books, recent favorites being Ashen Stars, Trail of Cthulhu, Harn and OneRollEngine. I have visited BRP Central many times as a guest. Liking what I have seen, I decided it was time to become a member : )
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