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Entirely New Starship combat/construction rules?
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<blockquote data-quote="Johnny Angel" data-source="post: 2333124" data-attributes="member: 13334"><p>My own problem is that I'm looking to do conversions of the old Star*Drive modules (and possibly later some old Star Wars and Buck Rogers modules), and I'm concerned that the conversions themselves can quickly end up needing re-conversion. Especially for science fiction, I'm seeing a lot more settings and new rules out there than actual modules. It's like everybody's selling peanut butter, but nobody selling bread to spread it on or milk to wash it down with. Yes, yes, you can develop your own adventures, but it's terribly inefficient for everybody who is running one of these games to spend hours and hours reinventing the wheel where, to extend the analogy further, it will turn out that nobody's wheel is usable by anybody else even where it occured to anybody to share. GMs deservedly take pride in developing their own adventures, but then their efforts boil off into the vacuum as useless entropy. Sure, you can raise your own hogs, too, and the bacon will be all that much sweeter. But they sell bacon at the store, and I like bacon a lot more than I like hogs.</p><p></p><p>Ach. I'll save the rest of the bloviation for another thread. My point is that I didn't want to create any more work for a GM who wanted to run my conversion. I just wanted to present the d20 version of whatever rule-related material is in the module. I chose to work with the d20 Future starship system in spite of my reservations because the further we get from some kind of standard, the more work it is to drop an adventure into a campaign. The genre is already sorely lacking in ready-to-run adventures.</p><p></p><p>There I go again.</p><p></p><p>As much as I was disappointed that Blood & Space 2 didn't have the kind of rich starship combat system that the original had, I was grateful that I could use its rules to customize by method rather than by feel, and that the end result would not require anything other than d20 Future to use. The d20 Modern compatibility in Blood & Space 2 was overall a good trade-off. It's not the encompassing solution we've all been hoping for, but it is ready-to-play.</p><p></p><p>What other solutions are available? How about:</p><p></p><p>Option 1: Go back to Blood & Space. </p><p></p><p>I liked what I saw of Blood & Space, and I had the impression that it was not entirely obscure, but it seems to me that it was integrated with its own archetype class system and its own network of feats. Drop a standard d20 Future pilot in there and he won't have had access to the feats that the system is built assuming he'd have access to. It's a good system, but you kind of have to drink the kool-aid before you can join the club. It is not ready-to-play for d20 Future campaign.</p><p></p><p>Option 2: Wait for a new system to come out. </p><p></p><p>I feel like I waited forever just for d20 Future to come out. Shall I always be waiting for the next thing to come out before I try to make something that can be played now, so that I don't have to do a lot of retcon work later? When the new thing comes out, can I create scenarios on it that are usable by people who have only the SRD? Will the company support it not with more rules but with more adventures that are designed with those rules and that campaign setting in mind? Will I just have to convert everything over to whatever system comes up next?</p><p></p><p>Option 3: Just suck it up and play.</p><p></p><p>Right now, working with the flawed d20 Future system is the best option for being able to play now instead of waiting or converting. I'd like to do this, but first I feel compelled to engineer the materials needed to do so. But I want to make it so that someone else can use the material to play without having to do the work all over again.</p></blockquote><p></p>
[QUOTE="Johnny Angel, post: 2333124, member: 13334"] My own problem is that I'm looking to do conversions of the old Star*Drive modules (and possibly later some old Star Wars and Buck Rogers modules), and I'm concerned that the conversions themselves can quickly end up needing re-conversion. Especially for science fiction, I'm seeing a lot more settings and new rules out there than actual modules. It's like everybody's selling peanut butter, but nobody selling bread to spread it on or milk to wash it down with. Yes, yes, you can develop your own adventures, but it's terribly inefficient for everybody who is running one of these games to spend hours and hours reinventing the wheel where, to extend the analogy further, it will turn out that nobody's wheel is usable by anybody else even where it occured to anybody to share. GMs deservedly take pride in developing their own adventures, but then their efforts boil off into the vacuum as useless entropy. Sure, you can raise your own hogs, too, and the bacon will be all that much sweeter. But they sell bacon at the store, and I like bacon a lot more than I like hogs. Ach. I'll save the rest of the bloviation for another thread. My point is that I didn't want to create any more work for a GM who wanted to run my conversion. I just wanted to present the d20 version of whatever rule-related material is in the module. I chose to work with the d20 Future starship system in spite of my reservations because the further we get from some kind of standard, the more work it is to drop an adventure into a campaign. The genre is already sorely lacking in ready-to-run adventures. There I go again. As much as I was disappointed that Blood & Space 2 didn't have the kind of rich starship combat system that the original had, I was grateful that I could use its rules to customize by method rather than by feel, and that the end result would not require anything other than d20 Future to use. The d20 Modern compatibility in Blood & Space 2 was overall a good trade-off. It's not the encompassing solution we've all been hoping for, but it is ready-to-play. What other solutions are available? How about: Option 1: Go back to Blood & Space. I liked what I saw of Blood & Space, and I had the impression that it was not entirely obscure, but it seems to me that it was integrated with its own archetype class system and its own network of feats. Drop a standard d20 Future pilot in there and he won't have had access to the feats that the system is built assuming he'd have access to. It's a good system, but you kind of have to drink the kool-aid before you can join the club. It is not ready-to-play for d20 Future campaign. Option 2: Wait for a new system to come out. I feel like I waited forever just for d20 Future to come out. Shall I always be waiting for the next thing to come out before I try to make something that can be played now, so that I don't have to do a lot of retcon work later? When the new thing comes out, can I create scenarios on it that are usable by people who have only the SRD? Will the company support it not with more rules but with more adventures that are designed with those rules and that campaign setting in mind? Will I just have to convert everything over to whatever system comes up next? Option 3: Just suck it up and play. Right now, working with the flawed d20 Future system is the best option for being able to play now instead of waiting or converting. I'd like to do this, but first I feel compelled to engineer the materials needed to do so. But I want to make it so that someone else can use the material to play without having to do the work all over again. [/QUOTE]
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