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Thread: Option 3

  1. #1

    Option 3

    The government's secret plan to colonize Mars... er...

    Putting aside the setting information for a moment, what are your ideas for the rules of the game? What is the basic mechanic? What characteristics will be on the sheets? Complex (Front-loaded or emerging in play)? Simple? Resource-based? Any systems you want it to resemble?
    Portfolio | Blog Currently Running: Call of Cthulhu, Star Trek GUMSHOE Currently Playing: DramaSystem, Swords & Wizardry

  2. #2
    Join Date
    Aug 1999
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    Worcester, MA USA
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    Quote Originally Posted by The Tatterdemalion King View Post
    The government's secret plan to colonize Mars... er...

    Putting aside the setting information for a moment, what are your ideas for the rules of the game? What is the basic mechanic? What characteristics will be on the sheets? Complex (Front-loaded or emerging in play)? Simple? Resource-based? Any systems you want it to resemble?
    Do you mean building a new RPG or using a preexisting, but available one?

    There are a few good ones that are avaiable with some neat ideas and/or ease of compatibility with CODA.

    For instance, I love the "declaration" rules from SotC and would dearly love to use them in a Trek game.

  3. #3
    Join Date
    Aug 1999
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    An available system that I think would have merit for Trek would be EABA.


    For one thing EABA stats are farily comperable to CODA. 7 is average, and while human max is generally 13, the scale is such that ou never see it. In fact a 12 in CODA is more like a 10 in EABA than a 12.

    Stats areused as the base for skills and you roll 1D6 for every 3 points of stat. Remeanders are worth a +1, or +2. So a 7 Stat would roll 2d+1, an 8 2d+2, a 9 3d+0, etc.

    Skill and attribute rolls have a cap, that is no matter how many dice you roll, you only take the best 3. This is sort of like ICON. So a character with a 9 AGL (3d+0) who has, raised "Phaser" up 2D to a 5d+0 skill, would roll 5 dice but only take the best three. The idea is that skill makes a character better at things but doesn't let them do the impossible.

    There is a difficulty scale that could be matched up for conversion to get the same flavor/style.

    The game has a Fate attribute that works kinda like Courage Points, or Courage Points could be thrown into it. We'd proably have to reduce them a little in effect due to the lower scale but they would work out fine.

    The game also has a supplment with rules for designed everything, including aliens species, cultures spaceships (up to an including a TNG warp drive-a TOS one is possible since the cost is based on multiples of c rather than the wf), weapons and equipment.


    So it's not a bad option.

    But that is just one possibility.

  4. #4
    Old notes toward a system

    basic mechanic: 1d6, roll to beat 4+

    character modifiers:
    attribute -5 to +5. human avg in the -1 to +1 range.
    skills +1 to +6. specialties flat +1.
    edges/flaws usually -1 or +1; very specific circumstances.
    courage point: reroll with +3 modifier

    situational modifiers:
    three categories:
    +/-1 minor (single sense interference
    +/-3 moderate (
    +/-5 severe (senses almost totally impared, totally unfamiliar technology, physical conditions barely allow you to work)
    degrees of success
    -1 or less - disastrous - major setback (ruined equipment, enmity or alienation, injury to self, negative modifiers to related tests)
    1-0 - serious failure -
    2-3 - lame failure - nothing ruined
    4-5 - success - you win
    6-7 - very good success -
    8-9 - fantastic success - extra advantage (bonus to another test?)

    *DoS important primarily in combat/attitude adj
    Portfolio | Blog Currently Running: Call of Cthulhu, Star Trek GUMSHOE Currently Playing: DramaSystem, Swords & Wizardry

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