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<blockquote data-quote="aramis erak" data-source="post: 8806406" data-attributes="member: 6779310"><p>Knight Hawks also reveals the setting a good bit.</p><p>Zebulon's guide reveals and expands a lot.</p><p></p><p>SFAD was the 2d RPG I played, after the hybrid D&D BX/AD&D mash up I/we played in Jr. High. Traveller was 3rd. Traveller and D&D have been with me for years.</p><p></p><p>I only got a few sessions (about 6 hours of play) before finding Traveller. Next I looked at SFAD was fall 1985. Played some SFKH, but not SFAD.</p><p></p><p>In the early 90's, got it to table for a one shot. Players didn't like it, but I did. They liked AMSH, but neither basic nor SFZG resolution was liked for them. kept it around since, but never back to table. </p><p></p><p>Knight Hawks is playable, it's unrealistic in ways very different from Traveller. 9 offensive systems (two of which are lasers), 5 defensive systems. No maximum speed, almost no link between speed and turning limits; when they do apply, the results are borderline WSoD removing.</p><p></p><p>For example, the default frigate, ADF 3, MR 3... it can change speed by 3 in a given turn. At any speed >=3, it can make 3×60° turns. If it's speed 2, only 2×60° turns, speed 1, 1×60° turn, speed 0, 1×(60°, 120°, or180°) turn. It can turn only 60° per hex moved, to a max of MR per turn. But those can be adjacent hexes, or one at start and the others at the end, or anywhere inbetween.</p><p></p><p>The ship skills all have high requirements - No starting PC is good for anything more than ship's troops. (Some groups ignore the skill requirements. Others simply change the levels needed to 1.)</p><p></p><p></p><p>I liked the action chart system... far more than my players did. Character gen got overcomplicated by it, tho'. Felt like an edition change.</p></blockquote><p></p>
[QUOTE="aramis erak, post: 8806406, member: 6779310"] Knight Hawks also reveals the setting a good bit. Zebulon's guide reveals and expands a lot. SFAD was the 2d RPG I played, after the hybrid D&D BX/AD&D mash up I/we played in Jr. High. Traveller was 3rd. Traveller and D&D have been with me for years. I only got a few sessions (about 6 hours of play) before finding Traveller. Next I looked at SFAD was fall 1985. Played some SFKH, but not SFAD. In the early 90's, got it to table for a one shot. Players didn't like it, but I did. They liked AMSH, but neither basic nor SFZG resolution was liked for them. kept it around since, but never back to table. Knight Hawks is playable, it's unrealistic in ways very different from Traveller. 9 offensive systems (two of which are lasers), 5 defensive systems. No maximum speed, almost no link between speed and turning limits; when they do apply, the results are borderline WSoD removing. For example, the default frigate, ADF 3, MR 3... it can change speed by 3 in a given turn. At any speed >=3, it can make 3×60° turns. If it's speed 2, only 2×60° turns, speed 1, 1×60° turn, speed 0, 1×(60°, 120°, or180°) turn. It can turn only 60° per hex moved, to a max of MR per turn. But those can be adjacent hexes, or one at start and the others at the end, or anywhere inbetween. The ship skills all have high requirements - No starting PC is good for anything more than ship's troops. (Some groups ignore the skill requirements. Others simply change the levels needed to 1.) I liked the action chart system... far more than my players did. Character gen got overcomplicated by it, tho'. Felt like an edition change. [/QUOTE]
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