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-   -   Reviewer gives GURPS Space substance 3 out of 5 (https://forums.sjgames.com/showthread.php?t=15417)

vicky_molokh 04-27-2006 02:32 PM

Re: Reviewer gives GURPS Space substance 3 out of 5
 
Quote:

Originally Posted by ziresta
Never? So, you never knew from one episode to the next what a Klingon, Vulcan, or Ferengi was going to be like? Or that a Class M planet was one that could support life? Yes, there were inconsistencies, but not nearly as many as there were in what the ships and other tech could do.

I meant that no consistent 'Planetary System Generation' was used in STrek. Sure, aliens mostly kept their traits (though check out Stardestroyer.net for a list of bugs on Klingons etc.). But they were not made according to logic, but rather according to the author's whim. Not so with GURPS aliens and planets (which is a Good Thing©). So it would be logical to assume that ships would get at least some attention.

DryaUnda 04-27-2006 02:38 PM

Re: Reviewer gives GURPS Space substance 3 out of 5
 
Quote:

Originally Posted by Ze'Manel Cunha
(I do agree we're off topic though...)

Sorry 'bout that. Where were..oh yes, Space 4e.

My main complaint is that the planet/system/alien generation rules aren't detailed enough, but I do realize that you can only fit so much within a 240 page-count.

However, what could have been put in were references to space highways and stabilized wormholes (i.e. the FTL travel that may actually work).

And...that's about all I can think of, nothing worth declaring crusade about.

Kromm 04-27-2006 02:40 PM

Re: Reviewer gives GURPS Space substance 3 out of 5
 
Quote:

Originally Posted by Molokh

I just don't understand why you didn't think that attribute 'mastery' should be even less trivial compared to an 'All 12s' JoaT?

Because, dramatically, heroes often start out brilliant, strong, etc., and have lots and lots of raw potential, but need time to master training and harness said potential. We didn't want to price being very smart or very strong right out of the ballpark for those who wanted that as part of a starting concept. And note that attributes, unlike skills, don't correspond to anything in real life in any event. They're arbitrary composites that exist primarily to satisfy the desire to hammer the fundamental capabilities of any kind of being -- human, alien, fantasy, robot, or otherwise -- into a four-vector. As such, enforcing some sort of "distribution" through a cost curve would mean imposing assumptions about one species of character on all the rest.

KDLadage 04-27-2006 02:40 PM

Re: Reviewer gives GURPS Space substance 3 out of 5
 
Quote:

Originally Posted by naloth
So what you want is G:Soap Opera where you have lots of drama but no "space" action?

Nope. Let us assume now, since you brought it up, we are talking exclusively about what I want.

In my games, I want characters that are more than a component of their hardware -- in other words, I do not want a game where the character becomes just a generic "pilot" sort of like the Mecha pilots in BATTLETECH or the driver and gunner in CAR WARS.

This means that the character comes first.

Now... as far as space combat -- I want a fully detailed, fully realized, well thought out and comprehensive set of rules to do this. This cannot be done in GURPS Space and be done well -- to my standard for my campaign we are talking about. I want GURPS Vehicles to give me this data; I want GURPS Ultra-Tech to give me this data...

But...

When it comes to how the combat is handled in a Space Game -- I have to admit that in all but a very few games it worked like this:
  1. I describe to the players what the current tactical situation is.
  2. The players each in turn, give me their plan for how they are going to act this round (a round being about 1-6 minutes of actual combat time)
  3. I assess the situational modifiers (+5 to -5 depending on how outmatches each side is compared to the other) then apply individual modifiers based on the plan as expressed by the players (+5 to -5 depending upon how well I think that plan would work in this given situation). If the character has a particularly good or bad piece of hardware (an advanced Space-Fighter, or a Highly Accurate Shipboard weapon) they are using, I may assess an additional +3 to -3 for the equipment.
  4. I assign a series of skill rolls (usually 2-4 different rolls, sometimes using the same skill more than once) that the player needs to make for his or her character that illustrates the skills that are primarilly used in the plan that they have described.
  5. The players roll their skills in order.
  6. Based on what skills were successful and not successfull, I describe the results of the combat for that rounds and the process starts over again

This is essentially the same rules I used for mass combats as well.

Quote:

Originally Posted by naloth
Having played the RPG games that these shows spawned, I can safely say that *our* campaigns needed what Space doesn't have.

Sure. I never said (and never meant to imply) that no campaign would ever need these things. Just that it was not appropriate to put them in GURPS Space, not needed on a general level for Space Campaigns, and should be handled in another book.

Quote:

Originally Posted by naloth
My ST character was an engineer. Gadgets, ship repairs, ship optimizations could have been fudged, but it was much more interesting to have rules to back him up.

My character was SW character was templated off the "Brash Pilot" and flew an escort Y-Wing for our freighter. He did alright port side, but it would have been a waste of a lot of skill points if he didn't use his piloting skills.


vicky_molokh 04-27-2006 02:42 PM

Re: Reviewer gives GURPS Space substance 3 out of 5
 
Quote:

Originally Posted by DryaUnda
Sorry 'bout that. Where were..oh yes, Space 4e.

My main complaint is that the planet/system/alien generation rules aren't detailed enough, but I do realize that you can only fit so much within a 240 page-count....

I wonder what 4e Aliens will look like then. :)
Not that I ever had one for 3e.

And to make a counterpoint, there are Space settings where there are no aliens and the only starsystem is Sol (think about anti-FTL hard SF etc.), so one could say they're not necessary either. :)

Of course, I DO want aliens and systems.

ziresta 04-27-2006 02:46 PM

Re: Reviewer gives GURPS Space substance 3 out of 5
 
Quote:

Originally Posted by Molokh
I meant that no consistent 'Planetary System Generation' was used in STrek.

Phrasing it that way, I have to agree with you.

Quote:

Originally Posted by Molokh
Sure, aliens mostly kept their traits (though check out Stardestroyer.net for a list of bugs on Klingons etc.). But they were not made according to logic, but rather according to the author's whim. Not so with GURPS aliens and planets (which is a Good Thing©). So it would be logical to assume that ships would get at least some attention.

I know they weren't always consistent, but at least the basics were. (Granted, I've never seen most of the last three seasons of DS9, or any but the first season of Voyager, so I don't know if they got more inconsistent later.)

It's true that aliens were made to the author's whim, but, there was an episode of Next Generation that explained WHY so many of the alien species were similar, so some logic was applied eventually.

And, as for the ships, it's my understanding that they will get some attention, namely in Vehicles.

vicky_molokh 04-27-2006 02:51 PM

Re: Reviewer gives GURPS Space substance 3 out of 5
 
Quote:

Originally Posted by KDLadage
Just that it was not appropriate to put them in GURPS Space, not needed on a general level for Space Campaigns, and should be handled in another book.

Putting Vehicle Combat in Basic was somehow considered okay. Why not put two pages that make links between CP costs of Radar, Innate Attack etc. and $cost, mass and volume depending on TL (at least a guideline)? Oh, and I do assume split TLs, i.e. TL10 (Propulsion), TL 11 (Armor) etc.

KDLadage 04-27-2006 03:09 PM

Re: Reviewer gives GURPS Space substance 3 out of 5
 
I'm done.

I think it was summed up rather well earlier -- we have hit a point where I believe we are all talking past each other and not to each other anymore.

vicky_molokh 04-27-2006 03:12 PM

Re: Reviewer gives GURPS Space substance 3 out of 5
 
Quote:

Originally Posted by KDLadage
I'm done.

I think it was summed up rather well earlier -- we have hit a point where I believe we are all talking past each other and not to each other anymore.

Then I think it would be better for those of us who want ship design to create some makeshift guide on converting points into pounds and $s and cy's to make ships consistent.

At least it would make the pro-ship-design people talk TO each other instead of PAST the space-oprah ones.

Paul 04-27-2006 03:26 PM

Re: Reviewer gives GURPS Space substance 3 out of 5
 
Quote:

Originally Posted by Molokh
Then I think it would be better for those of us who want ship design to create some makeshift guide on converting points into pounds and $s and cy's to make ships consistent.

Or you could wait a couple of weeks for David Pulver's Vehicle Design System to be released....


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