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  1. aramis erak

    Common Pitfalls in Game Design

    The only reason base 10 is dominant is because the Romans imposed it on the base 12 using neighbors. prior empires had used base 12, base 10, and base 60. Some African cultures were still using base 5 in the 20th C, and some of the "bushmen" are documented to have had only 4 number words...
  2. aramis erak

    Worlds of Design: The Problem with Space Navies, Part 1

    Which is why STA has secondary characters. The player with the Doc can grab some junior engineer and keep the player busy. Or a Security goon and go on the boarding party. My last campaign, everyone had their favorite Secondary Characters... so, even with a 7-player party, nobody was out of the...
  3. aramis erak

    Worlds of Design: The Problem with Space Navies, Part 1

    for space targets, skip the rock. The delta-V does better on the smaller missile frame. Rocks are only for ground targets that you don't want to exploit. And the effects will be comparable to nukes, but without the radiation.
  4. aramis erak

    Worlds of Design: The Problem with Space Navies, Part 1

    They don't have to think. Once unleashed, all they have to do is calculate the intercept and impact. A realistic pass is several km/sec a second or more. In effective range for a laser for less than a fraction of a second. Putting a fighter with a body in it is reckless and unneeded. Once you...
  5. aramis erak

    Worlds of Design: The Problem with Space Navies, Part 1

    The thing is, space warfare realistically is going to be about the population centers. Taking a city is preferable to burning it in almost all cases where one isn't outnumbered severely (>3:1). Ep IV: ANH, it's basically a SFnal retelling of The Dam Busters. There've only been a few games that...
  6. aramis erak

    What makes a successful superhero game?

    The magic system of FH 1 was not the same as the powers of C1/2/3; it had different balance. Justice Inc has the aura reading rules. Star Hero 1e (based upon C3) wasn't quite the standard power list, either, but VERY close. SH2 was a sourcebook for HSR4. Only Danger International was without...
  7. aramis erak

    Common Pitfalls in Game Design

    my 1989 homebrewed trek game used a more detailed derivation from FASA's STRPG... The issue is that the three of us who could make a character had to hold the player's attention for the up to 90 minutes for a typical senior staffer,, 30-40 for an ensign. I love the way it played. But when...
  8. aramis erak

    Would ACKS be a good fit to capture the BECMI-feel?

    Dark Dungeons 3e is my suggestion for "won't do Autarch nor WotC." Haven't read 4th yet, and won't get to it for a while. DD 1e to 3e is very much a "strict true retroclone" - the mechanics are the same. Faithfully paraphrased, yet clear. If, unlike me, one is willing to do further business...
  9. aramis erak

    What makes a successful superhero game?

    Agreed, it's not exactly a physics sim... But it can be used as one, since the base assumptions of the core engine work relatively well as a physics sim. There are more accurates ones. It's not quite off-label use, as the variety of spinoff games using the engine approach it as a physics...
  10. aramis erak

    I don't get the arguments for bioessentialism

    Kind of... G: Dungeon Fantasy is moving dead tree, and is a subset of GURPS 4 mechanics, the materials being stand-alone. Doing well enough by the comments over on SJG's boards. But GURPS proper? Life support is one way to put it. It doesn't make enough to justify offset printing the...
  11. aramis erak

    What makes a successful superhero game?

    Funny, but all of the ones I've played except MSHAG have workable playable stats for cosmic level Supers. MSH/RMSH/AMSH, Marvel Heroic, Marvel Super Heroes Adventure Game, DC Heroes, Champions, Champions New Millenium, V&V, and Sentinel Comics. (I have, but haven't used, GURPS: Supers) The...
  12. aramis erak

    I don't get the arguments for bioessentialism

    It has those who think it is, those who don't - but it's a significant change in mainstream design. I also note HP are a metacurrency, and it goes all the way back.
  13. aramis erak

    Starting Daggerheart campaign. Any pitfalls?

    We like the map, we like the overarching metaplot - a famine caused by a great Evil not being stopped because the MacGuffin failed. And we didn't want to backtrack.
  14. aramis erak

    Starting Daggerheart campaign. Any pitfalls?

    Beast Feast: multiple issues in S0 for this one. there are implications of sapient eating, and grotesque foods. This turned to being an Ick factor - so we're dropping the feast mechanic, and instead using a food countdown. The names in Beast Feast are just too damned weird; they're as out...
  15. aramis erak

    Describe your last rpg session in 5 words

    Sun Fallout: Missions completed; everyone gone home. Wed Group Daggerheart session zero; not complete
  16. aramis erak

    I don't get the arguments for bioessentialism

    Because the range of rather ill conceived and/or poorly-described mechanics in a lot of the games of the late 1970's and early 1980s. This was an era where home computers were poor at editing, layout (even professional) usually involved strips of lead, and RPG's were often written by people who...
  17. aramis erak

    I don't get the arguments for bioessentialism

    Palladium, in materials from at least the release of The Mechanoids, uses RCCs (Racial Character Classes). D&D did it first, but (shockingly) Palladium does it better, IMO, in that the RCCs are only for species not well suited for the standard OCCs (Occupational Character Classes). Palladium...
  18. aramis erak

    Interested in checking out non-D&D fantasy "old school" ttrpgs

    It presumes minis for combat, and laying things out on the tabletop. The monster list is a direct match to the WFB list. The "profiles" are adding 3 items not in WFB. "not even slightly wargamey" thus is false. Note: a good minis combat ruleset or board game combat ruleset can often result in...
  19. aramis erak

    Starting Daggerheart campaign. Any pitfalls?

    One thing one of my players complained about: There are 2.5 tiers of difficulty: Tier 2: Druid Tier 1.5: every class with a spendable feature. (Rogues, Seraphs) Tier 1: everything else in core. And 1.5 is a very minor difference in complexity form tier 1. Be very interesting to see the first...
  20. aramis erak

    Looking for a Cyberpunk Genre Game

    It's literally the MERP engine, reskinned to CP.
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