Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > Roleplaying in General

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
Old 12-27-2012, 11:07 PM   #5
copeab
 
copeab's Avatar
 
Join Date: Mar 2005
Location: near Houston
Default Re: Space: 1889

Thanks for the comments. One of my potential players, who has experience with the game, has voted for my 2d6 roll idea. Since some of my other potential players have also played the game before, I might see what their preference is.

Even if I go with 2d6, I will leave the research and experiments rules and rolls as they are.

One thing that does bother me is close combat -- 10 yards seems too much, as it covers a lot of thrown weapons and pistol fire. The easiest change to me it just to restrict close combat rules to 5 yards or less.

Also, as a GM who can't seem to run anything without the supernatural in it, has anyone ever tried to add low-powered psionics to the setting?

Lastly, virtually all cloudships and aerial flyers are military designs. Anyone know of a place I can find civilian/merchant ships? They can be lightly armed (like the 50 ton steam launch in the core book. I don't mind designing my own (I've already done two small kites) but no need to reinvent the wheel.
__________________
A generous and sadistic GM,
Brandon Cope

GURPS 3e stuff: http://copeab.tripod.com
copeab is offline   Reply With Quote
 

Tags
space 1889


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 02:49 AM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.