02-14-2022, 03:45 PM | #121 | |
Join Date: May 2005
Location: Oz
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Re: What RPG has the best spaceship design system?
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Tonio Loewald once said that anyone can read rules as guidelines, but that it takes ability and work to turn guidelines into rules that work well and don't Murphy. Which is why he designed ForeSight to be a much more complete game than he usually wished to play. As an example, there is an advantage to having a map, a set of travel rules, and a well-defined situation on the map (even if partly obscured by the fog of war) in case of the instance in which players become interested in where to go and when to leave, rather than just what happens when their characters get there. But of course there are groups that never want to use that advantage, and for them it is null.
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02-14-2022, 11:16 PM | #122 | |
Join Date: Jan 2006
Location: Central Europe
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Re: What RPG has the best spaceship design system?
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I definitely was not envisioning any rigorous in-setting model like "due to the nature of hyperdrive each jump takes a certain amount of subjective time." I was imagining a quick way of answering "how long does it take?" so you can get on with the adventure. I don't touch "story beats" with a 16 cubit sarisa. My understanding is that they came into fashion recently, so the 20th century films and shows I used as examples were probably written without them.
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"It is easier to banish a habit of thought than a piece of knowledge." H. Beam Piper This forum got less aggravating when I started using the ignore feature Last edited by Polydamas; 02-14-2022 at 11:24 PM. |
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02-15-2022, 04:37 PM | #123 |
Join Date: Sep 2008
Location: near London, UK
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Re: What RPG has the best spaceship design system?
Recently in RPGs - Mike Pondsmith was the first I think, in Dream Park (1992), and then nobody else tried again until Robin Laws revived it in Hamlet's Hit Points. But the idea was certainly being used in 1970s procedural TV writing, and quite possibly earlier.
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02-15-2022, 05:28 PM | #124 |
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Join Date: Aug 2004
Location: Ventura CA
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Re: What RPG has the best spaceship design system?
Save the Cat was published in 2005, so the Brandon Snyder beat sheet is popularized then.
Robert McKee's STORY seminars start in 1983, and that's probably when the terminology became widespread. It apparently was an industry term already though. Stage "business" is even older, of course. Last edited by sir_pudding; 02-15-2022 at 05:32 PM. |
02-15-2022, 05:54 PM | #125 |
Join Date: Jan 2006
Location: Central Europe
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Re: What RPG has the best spaceship design system?
Thanks RogerBW and sir_pudding. I thought that weird "Save the Cat" book on screenwriting had popularized it within the past 20 years or so.
I tend to like American fiction from the 1930s through 1970s, TV and films up to a bit later.
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"It is easier to banish a habit of thought than a piece of knowledge." H. Beam Piper This forum got less aggravating when I started using the ignore feature Last edited by Polydamas; 02-15-2022 at 05:58 PM. Reason: fixed typo in name |
02-15-2022, 07:57 PM | #126 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: What RPG has the best spaceship design system?
Synder's methodology is more systemized than previous iterations and has a dedicated following now.
Note though the idea that business signals the end of a dialog scene is present in e.g. Shakespeare. |
02-21-2022, 06:40 AM | #127 | |
Join Date: May 2010
Location: Alsea, OR
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Re: What RPG has the best spaceship design system?
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CORPS VDS (for CORPS 2e). It's easier to work than GV, and just a bit less realistic, but avoids flavoring the futuretech with specific labels, unlike G:V. Back in the 00's, I designed an SSTO suing VDS... it had the correct lack of payload that a pre-fusion rocket should have... and was sized similarly to the Starship+Booster stack. EABA Stuff - same basic concepts as CORPS VDS, and same author, but a number of years later. Streamlined the process a bit, too. And for EABA, not CORPS... If one can accept Fusion and an FTL as acceptable handwavium, the Albedo Ship Sourcebook is probably the most realistic RPG supplement for the N-space side of space ships I've seen. And, appropriately, starship battles are won or lost on the programming beforehand, since no biological can react fast enough. Fusion Torch for a couple days in/out, with near instant jumps, conflicts between ships will be single pass, and put as much stuff in their way as one can for the insane KE dump on impact... explosives become redundant at that point. |
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02-21-2022, 08:48 AM | #128 |
Join Date: Aug 2007
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Re: What RPG has the best spaceship design system?
Gurps Spaceships cals this a "fast pass" and it is indeed a major (or _the_major) form of ship engagements in hard science universes. Spaceships jsut handles other stuff too.
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02-22-2022, 11:49 AM | #129 | |
Join Date: May 2010
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Re: What RPG has the best spaceship design system?
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I've already checked out CORPS VDS, but was turned off by the worked example of how to build a fission thermal rocket—the Isp is roughly correct but it's calculated based on two AFAICT totally meaningless numbers; I also suspect it would require the rocket to get a resupply of fissionables more often than would actually be necessary in real life.
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02-23-2022, 12:24 AM | #130 | |
Join Date: May 2010
Location: Alsea, OR
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Re: What RPG has the best spaceship design system?
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The boxed set by T&I was 1st ed; the chessex book was second, with very few changes, and the Ship Sourcebook was released via chessex. Albedo as a setting has no artificial gravity (other than by spin), doesn't have much using spin, and uses fusion torches for continuous burn-turn-burn with acceleration serving as gravity simulant. decks are perpendicular to the thrust axis. The corebook isn't needed to use the design system, but it's not a bad system. Platinum Catalyst, which is essentially third ed, is incompatible on all mechanical levels, and doesn't have ship rules, either. (Even if Structural Integrity was done by Greg Porter...) |
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