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(rpg) Star Frontiers -- why did you like it?
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<blockquote data-quote="Ranger5" data-source="post: 2702571" data-attributes="member: 17981"><p>As most others have stated I loved the simplicity of the rules but there was something else too. For me (and I mean the 12 year old who first picked up the game back in 1984) that game universe seemed real. I so wanted to see the the huge metropolises of Triad in the Cassidine system or the wet world of Clarion in the White Light system and of course all from the bridge of the tramp freighter Gullwind.</p><p></p><p>To me there is very little I dislike about the game mechanics. I liked the info of the Zebulon's Guide but I actually did not like the mechanics changes that it introduced.</p><p></p><p>Overall I think the game itself has stood the test of time. And I am actually working on starting a campaign for my gaming group. Now I am making some minor tweaks to the skill system and am adding in a version of psionics that is mostly like what was in the Ares article "Frontiers of the Mind" with some dashes from the Mentalist from Zeb's Guide and some inspiration from GURPS Psionics to fill in the wholes. And the best part is all the changes I am making will require no other changes to the rules from the Alpha Dawn or Knight Hawks books. And one thing I did change was the prereq's for spaceship skills. Now there are none and it works.</p><p></p><p>Anyway, as may be able to tell I am a huge Star Frontiers fan. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Ranger5, post: 2702571, member: 17981"] As most others have stated I loved the simplicity of the rules but there was something else too. For me (and I mean the 12 year old who first picked up the game back in 1984) that game universe seemed real. I so wanted to see the the huge metropolises of Triad in the Cassidine system or the wet world of Clarion in the White Light system and of course all from the bridge of the tramp freighter Gullwind. To me there is very little I dislike about the game mechanics. I liked the info of the Zebulon's Guide but I actually did not like the mechanics changes that it introduced. Overall I think the game itself has stood the test of time. And I am actually working on starting a campaign for my gaming group. Now I am making some minor tweaks to the skill system and am adding in a version of psionics that is mostly like what was in the Ares article "Frontiers of the Mind" with some dashes from the Mentalist from Zeb's Guide and some inspiration from GURPS Psionics to fill in the wholes. And the best part is all the changes I am making will require no other changes to the rules from the Alpha Dawn or Knight Hawks books. And one thing I did change was the prereq's for spaceship skills. Now there are none and it works. Anyway, as may be able to tell I am a huge Star Frontiers fan. ;) [/QUOTE]
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