[Mark's Star Frontiers Page]

Star Frontiers list archive for Jan 96



Mon, 1 Jan 1996 16:23:36 -0600 RE: From: Thomas Fuller <tfuller@n-link.com> To: frontiers@uidaho.edu I am currently working on a d20 system for STAR FRONTIERS and would like any suggestions and input for new rules. Thankyou.
Tue, 2 Jan 1996 13:16:58 -0600 RE: Star Frontiers Vehicular Combat and Arms Rules. From: Thomas Fuller <tfuller@n-link.com> To: frontiers@uidaho.edu Well, I know they came up with some rules in a previous Dragon issue for arming vehicles in STAR FRONTIERS but unfortunately, I don't have that issue. So, If anyone could come up with a close approximation of these rules I would be grateful. Also, I downloaded from somewhere rules about the void and how to treat it which was most interesting. If you don't have it do a Net Search with the key words being 'star frontiers' using Netscape. Thankyou Darryl Fuller.
Tue, 02 Jan 1996 12:25:13 -0700 RE: Star Wars From: Steve Bartell <STEVEBAR@wordperfect.com> To: frontiers@uidaho.edu Sorry to post this on the Frontiers list, but it was the best place I could think of. During my Christmas shopping, I got hung up at the bookstore in front of the RPG section (as always!). I spent a lot of time looking through the Star Wars RPG books. From what I could tell, Star Wars looks like a very good RPG. It would be nice to play a good SF game that is still supported, and since Star Wars is my favorite movie - what better. Could anyone who has played or owns this game let me know what you think of it? Please do it privately, since I don't want to bog down the list. I have already recieved cash for my birthday tommorrow, and it is starting to get hot in my pocket. :-) Also, does anyone know of a Star Wars listserver? It doesn't matter whether it is related to the RPG, movie, or books. Thanks! Steve Bartell
Tue, 2 Jan 1996 18:45:49 -0600 RE: Re: No Subject From: Thomas Fuller <tfuller@n-link.com> To: frontiers@uidaho.edu At 06:46 PM 1/2/96 -0500, you wrote: >In a message dated 96-01-01 17:25:03 EST, you write: ('you' being Thomas >Fuller) > >>I am currently working on a d20 system for STAR FRONTIERS and would like any >>suggestions and input for new rules. >> >> > >Why? What do you think is wrong with the system in the books? And which >system...we use the Zebulon's stuff, I like the result table in the book. > (I've worked out an interesting system for investments using the result >table and Finance skill; when I transfer it from my notebook to the computer >I'll have to put it on the list here.) If you're talking about Alpha Dawn >rules, and just wanted to use a d20 instead of rolling %, divide all the >numbers by 5. That'll get you the number you need on a d20 (100/5=20). That >ought to be simple, and doesn't change the odds much if at all in Alpha >Dawn--which is okay if you don't think there's anything wrong with the >system. > >So why are you doing this? > >Never go on an adventure without a hat! > Indy > >IndyCCTX@aol.com (The Junkman) > Because its there to do. I am including neat and nifty stuff like cybernetics, etc...cyberpunk by subspace radio?! Maybe kidding there and more skills. Instead of having to spend the 10? points to become a techex, we just give you fifty to choose from our rather large list of skills. None of that Scispec or Techex crap. While Zebulon's rules are good they could still use improvement. Whatever happened to personal armor and vehicular weaponry? I'm including that also among many things. So if you have any constructive criticism or new rules or possibly resources on the Net for Star Frontiers, let me know. Thankyou. Darryl Fuller.>
Wed, 03 Jan 1996 02:32:30 CST RE: Re: No Subject <199601030045.SAA18595@n-link.com> From: "rev. roy crisman" <roymeo@iastate.edu> To: frontiers@uidaho.edu >Because its there to do. I am including neat and nifty stuff like >cybernetics, etc...cyberpunk by subspace radio?! Maybe kidding there and >more skills. Instead of having to spend the 10? points to become a >techex, >we just give you fifty to choose from our rather large list of skills. >None of that Scispec or Techex crap. While Zebulon's rules are good they >could still use improvement. Whatever happened to personal armor and vehicular >weaponry? I'm including that also among many things. So if you have any >constructive criticism or new rules or possibly resources on the Net for >Star Frontiers, let me know. >Thankyou. >Darryl Fuller.> I too question why the heck you'd go to 1d20. There is more to 'do' than I'd have time to do if I was getting paid to flesh out the system as is, let alone rewrite the entire system. I'd suggest focusing your energies in a more productive way then reinventing th wheel. That'd be like removing the class system from AD&D and replacing it with a template system; the templates being fighter, thief, cleric, wizard. Ten Points To Buy Into Profession I consider that to be the vestige of an idea that wasn't fully developed, or wasn't fully removed. Remember: Zebulon's Guide was pushed out the door as 1/2 the original planned size, and with several important systems missing/unresolved, and you can't really playtest an unfinished game. As is it is a pretty ridiculous statement they make: 'you start out with 20 points, 10 of which you MUST spend on this!' And cat's really start out with 11 lives, but they must spend two to be born, yeah. So I've crossed out those silly lines, and just give 10 points to start out with as (reached adulthood) points. After that, we discuss character concept and see what other points are to be given. (generally about 30 for 4 year college is what I'd been doing (inherited from the previous GM) but that's probably a little low.) I DO NOT agree that the removal of the professions is a good fix. It makes sense to me to have the 'archetypes' in the game (especially since it is of a more space opera vein) and allow some differentation in the skills people can use. I know that it's not just as easy for me to learn a language (see my webpage for language system) or Vehicles: Atmospheric as it is for me to learn comsci or painting. I do think that maybe allowing people to eventually change professions with some sort of buy out penalty would be good. But just "buy whatever 'neat-o' skills which give you the best survivalbility by the numbers all at the same cost" leaves kinda a bad taste in my mouth. I don't see the scispec and techex etc. system as crap. As they mention, the spacer isn't included, which IMHO leaves the door open to the group to create new professions. I felt the old-school AD biosocialist wasn't given justice under explorer or scispec, so i created the Biosocialist profession. I also created a Administrator profession for a player who wanted a Vrusk corp suit type to play...of course he's focussed his life on the pursuit of gain for his company in administration....it seems silly he get's to get 'Weapons: Powered Assault Armor' with the same cost as a Star Law Ranger. Powered Assaul Armor, Vehicle Weaponry In various Dragons. as far as ZG is concerned, they left out PAA, but put it in dragon. The bionics, cybernetics, and robotics are all missing and reported to maybe be in Gamma World's Epsilon Cyborg. The vehicle stuff was in dragon. Take a look at my index (since I can't post it from right here, anyway) of dragon articles (that I'm aware of) since it seems you may not realise exactly what was once put out there... I once used the PAA rules in an adventure. If I'd have gone by the rules, one suited person is capable of taking out any character party of heavily armed beings travelling in an armed vehicle. just a TAD overkill/out of balance. Of course I'd much rather have robot/bionic/cybernetic rules. Robot: all or mostly metal/wire/mechinical bionic: attaching mechanical bits into livng creatures cybernetic: robot with a flesh brain (as far as I can make out from the rules as is...) (did I ever tell you about my friend the dralasite who's body was stolen and id eventually ended up with ids brain in a lowly streetsweeper cybot?:) roymeo "A man walks into a bar. He says 'bartender, can I have a drink?' The bartender says, 'I don't know. Can you?'" --ancient Dralasite joke
Wed, 3 Jan 1996 13:10:18 -0600 RE: Re: 2001: a space odyssey From: Thomas Fuller <tfuller@n-link.com> To: frontiers@uidaho.edu At 12:57 AM 1/3/96 -0600, you wrote: > > I just saw two copies of this module in a local(ish) area store. >It is based on the clarke book/movie, for Star Frontiers, and probably >pretty pointless to play. But I thought i'd mention it anyway. >they're both shrinkwrapped, and in good shape. >mail me if you're interested in me picking one up for you... > >And since I have my universe file on my web page now, this is just a reminder >that if you miss the planet postings, you can find them all there. >http://www.public.iastate.edu/~roymeo/StarFron/sfpage.html for all the >SF stuff I could fit into my account. > >also the Void article from ...someone else on the server... > >and the Clay O Rama rules. :) > >roymeo > >Thankyou but I'm looking for 2010. I have a photocopy but not the maps. It is the only module I am missing. I found the void article while doing a net search. TimC27@aol.com did it. I sent him some email but havent had aa response. I am revamping the SF to conform with a d20 system and should be getting the vehicular armament rules they did in Dragon Magazine. Thankyou Darryl Fuller.
Wed, 3 Jan 1996 20:36:19 -0600 RE: Star Frontiers Classes From: Thomas Fuller <tfuller@n-link.com> To: frontiers@uidaho.edu What you are saying is that I should use different areas like the scispec or techex. I can go to college and learn any number of skills that I want to while paying the same amount of money for each class I take. It should reason to stand that a character in SF should be able to do the same thing with out penalties. Thats how it goes in the rules I am creating. I've added a few more skills that cost between 3 and 7 points to pick and 3 and 7 points to increase. Some skills still require prerequisites. I'd be loony not to include those. However, there can still be character templates for such people who like the scispec, techex, etc...
Wed, 3 Jan 1996 22:52:38 -0500 RE: Re: Star Frontiers Classes From: TimC27@aol.com To: frontiers@uidaho.edu I have always been,...uncomfortable,... with classes. I mean, what do they mean, really? The most natural systems are those that say I have fundamental talents, or capacities, or whatever, and I build upon those. Also, one commonly overlooked reason for developing certain abilities is mental/emotional --compensation--. How many people achieve much because they feel like they are overcompensating. Maybe this could be the basis for mechanics, rather than an artificial 'class' system. Does everyone go around calling themselves "Murray, the Techex"? Do they say "I am a specialist in Techex"? "I got a degree from Flamerjam Community College in "Techex-ology" If you are an engine mechanic, you are an engine mechanic. And you could be a damn fine engine mechanic who can really wail on a sax. Doesn't that feel, uhm, nicer? Oh, sure, you can have a job-title, but today, that kind of guild-hall mentality of "I AM THIS THING" is kinda passe. No? Today, we say, I have these skills, and if you are willing to pay me a ton of credits, well, hell, call me whatever makes your boat float (just don't call me late for dinner,...yuk yuk). Only the very top of the line professional types--lawyers, architects, doctors (Dammit, Jim, I'm a Med-spec, not a saxaphone repairman!) And why isn't it "Sci-ex" or "Tecspec"? Its late. going to bed. TimC27
Thu, 04 Jan 1996 00:45:59 CST RE: More on Professions <960103145736_105416651@emout05.mail.aol.com> From: "rev. roy crisman" <roymeo@iastate.edu> To: frontiers@uidaho.edu Indy/The Junkman said: >I'm not sure about changing professions, myself. I think it's a bad >idea. But the great thing about the game is, that it doesn't really >matter--your character can buy any skill he wants! Sure, some skills >are more expensive than others, but that's how it goes. Some people >have different areas of expertise. If you allow people to change >professions (at a penalty) you're going to have scenerios like this: >I want to pick up (so and so) skills now (for example, Weapon skills) >at a cost of 2X because they're out of my field; but if I change >profession (at cost of Y), then work on learning those skills, and >change back (at cost of Y <maybe Z>)--is X > 2Y (or Y+Z)? Hey, I'm >changing my profession! >That kind of leaves a bad taste in MY mouth...it would be really >tempting to do, however. I don't THINK The Junkman would do that, >but then he's been pretty annoyed that Weapons: Repair (and to a lesser >extent, Communication Devices: Repair) aren't in the Techex field. >Better to leave it alone... >(And adjusting the cost to change profession merely changes the values >of the variables in the scenerio above, it doesn't eliminate it.) Of course i was thinking of it in terms of what would work hypothetically, not what would work when I get a bunch of stupid number crunching players. Even in a realistic sort of way, I suppose it would be something I kept around in case a player made a sudden life-path change and then I'd tell them about it. It wouldn't be something I let them see and know about so they can calculate exactly when they wanted to start crunching the numbers... Hypothetically, does it make sense that an administrator Vrusk could eventually become an explorer once she'd had a taste of adventure and vowed never to climb behind a desk again? ]>(did I ever tell you about my friend the dralasite who's body was ]>stolen and id eventually ended up with ids brain in a lowly ]>streetsweeper cybot?:) ]Interesting...of course, according to the old Alpha Dawn rules (which ]are the only rules for robots, et al) that we have right now, they're ]limited to levels 4-6. Kind of expensive for a lowly streetsweeper, it ]seems. (In the 8 robot levels definitions I'm working on, I'd say ]they'd probably be 5+.) Well, of course it was silly. Beaurcratic mix up or good way to get a character with no player anymore out of the game as a scenario hook? You make the call. roymeo
Thu, 04 Jan 1996 01:27:43 CST RE: Re: Star Frontiers Classes <199601040236.UAA28192@n-link.com> From: "rev. roy crisman" <roymeo@iastate.edu> To: frontiers@uidaho.edu Darryl Fuller said: >What you are saying is that I should use different areas >like the scispec or techex. I can go to college and learn >any number of skills that I want to while paying the same >amount of money for each class I take. It should reason >to stand that a character in SF should be able to do the >same thing with out penalties. Thats how it goes in the >rules I am creating. Yes, you can go to school and learn about any subject they offer. And do you know how many people actually do this? not many. Forgetting about the few who take an eclectic course load, would not be too out of line for a space-operaish game. Even then YOU can pay MONEY for any class you would like. But money and experience are far from being similar. And I bet you will excell in some fields more than others. I bet some of those classes you will need to study more for to keep the same grades. Thus, you'll spend the same money, yet spend varying experience for the same 'amount' of knowledge. I know that I'm a major anomoly because I'm Art and Design and Computer Science. Even in my case, about 3 years ago I discovered I was probably an Artist with an interest in computers rather than a 'duel-classed character'. It makes sense to me that the com sci people in my classes aren't very good at design. It makes sense to me that the art and design people in my classes aren't very good at thinking mathematically. Sure, ISU could merge the comsci-art programs, but I bet that even being required to take all the classes I have, most of the people excell in one area and find the other painful. It would also seem the professions are much like this. Ever gone to the career planning office? They have you take various interest and aptitude tests to see where your interest lies. I find the profession system in ZG to more realistically mimic this sort of reality. Tying the earlier post about letting people change professions, you'll note that someone noted that easily changing professions would allow people to number crunch. The professionless syste to me seems to be the ultimate number crunching...no matter how out of character the skill is, you can have it for the same cost as the master of that skill. As well, if you take away this 'penalty' for the vast number of skills which are NOT in one's area, you are upping the ante. Your 40 point characters may end up with the same skills my players need around 60 points to buy. I think this would sooner approach the problem of Alpha Dawn. not too many points, and everyone has most of the skills available. roymeo
Thu, 04 Jan 1996 02:01:21 CST RE: Re: Star Frontiers Classes <960103223611_105932013@emout05.mail.aol.com> From: "rev. roy crisman" <roymeo@iastate.edu> To: frontiers@uidaho.edu TimC27@aol.com said: >I have always been,...uncomfortable,... with classes. I mean, >what do they mean, really? agreed. Classes are a way of differentating characters into seperate and unique groups so that they are all generally necessary in a group. This was done in the early days to make no one dispensible. >The most natural systems are those that say I have fundamental >talents, or capacities, or whatever, and I build upon those. sounds like the Star Frontiers professions to me. Fundamental talents are in your 'profession' area. it costs you more to learn outside your 'talents'. >Also, one commonly overlooked reason for developing certain >abilities is mental/emotional --compensation--. How many people >achieve much because they feel like they are overcompensating. huh? >Maybe this could be the basis for mechanics, rather than an >artificial 'class' system. I don't think the profession system is quite as bad as the class system It is primarily a skill based system. It has some 'talent/focus' framework on it, which is far from the class system. ------------------ ----job titles---- ------------------ >Does everyone go around calling themselves "Murray, the Techex"? According to ZG, they do. They feel a bond for others of their profession, Cadres, etc. etc. I didn't buy this line, either. >Do they say "I am a specialist in Techex"? "I got a degree from >Flamerjam Community College in "Techex-ology" If you are an >engine mechanic, you are an engine mechanic. And you could be a >damn fine engine mechanic who can really wail on a sax. Well, my college has an engineering college. Are you in a technical profession? You're using the labels provided too specifically. Think of the number of specific jobs one could have under the title 'artist'. Techex covers engine mechanics, fuel pump designers, and everything else someone would likely be with the techex skills. > Doesn't that >feel, uhm, nicer? Oh, sure, you can have a job-title, but today, >that kind of guild-hall mentality of "I AM THIS THING" is kinda >passe. Well, the cadres which aren't developed very well but the little they are developed are that of a guild sort of thing. I think people are becomming more focussed in their professions today rather than less. I've seen colleges having to try to FORCE students to take a rounded base of classes and a lot of student resistance to this. Maybe this is where I seem to see that people are focussing more. Because I am the opposite of this and the attention I seem to draw as an anomoly makes me think it's a bigger issue than it is. > No? Today, we say, I have these skills, and if you are >willing to pay me a ton of credits, well, hell, call me whatever makes >your boat float (just don't call me late for dinner,...yuk yuk). "Wanted: someone with a lot of computer programming skills, algorithm analysis skills, debug skills, critical mathematical and theoretical modelling skills desired." vs. "Wanted: Computer Programmer" all the people I know of looking for computer programmers don't seem to be interviewing too many chemistry majors. why not? those chemistry majors could have a lot of computer skills....Sure, you'll accept any title I wanna call you if I pay you, but you're going to have to get my attention to even consider hiring you. Calling yourself a wage-slut isn't going to do much as far as that goes. > Only the very top of the line professional types--lawyers, architects, >doctors (Dammit, Jim, I'm a Med-spec, not a saxaphone repairman!) artists, vagrants (but I shouldn't use that, I should list their skills!), prostitutes, administrators, programmers, sales-people, parking attendants, etc. etc. Just as the career office has documented proof...people change jobs and thus job titles (lawyer to judge), but they generally stay in the nearby career-map area. Thus, Administration, Technical, sales, care-giving are generally appropriate long-term titles. >And why isn't it "Sci-ex" or "Tecspec"? >Its late. going to bed. they sound funny. roymeo
Thu, 04 Jan 96 13:33:59 EST RE: RPGs (fwd) (fwd) From: delmar watkins <DWATK00@ukcc.uky.edu> To: Star Frontiers Listserv <frontiers@uidaho.edu> OK, last try. My original message about Thomas Fuller's d20 system started by my statement that my group has switched from the complex HERO game system to AD&D for simplicity reasons. Unfortunately, I sent this twice and it got cut off both times. Here goes: -----------Orignal Message, Cont.---------------------- ...that take three hours each. Yes, a realistic and complex system is HOPED for, but is rarely achieved without the +1 power advantage, 'playable.' Our group got so frustrated at trying to roleplay but ending up spending most of the time hacking and slaying that we gave up and are now in the midst of trying to play in a more 'simple' game. Here are the advantages of first edition AD&D: --FAST: At first level, heroes tend to kill things in about three or four rounds, if they are lucky. However, those three or four rounds can go very quickly. I know, I know, people have had rounds take hours, but not if one limits the amount of modifiers one has. If one knows that they need a 15+ on a d20 to hit and then do 1d8 damage when they hit, combat goes VERY quickly. After about two rounds of figuring out the ACs of the villains, combat goes as smooth as silk. The point is that the DM should make bonuses rare. Side Suggestion: don't use unearthed arcana and use the system to roll up characters where you roll twelve average people and pick the one you want. --FLEXIBLE: The GM can easily add in modifiers for weird situations and not greatly screw up time it takes to run. GM, if one ignores certain rules, is free to make game go quickly. And why is this? Because AD&D is a RESOLUTION system, not a SIMULATION system. AD&D does not claim to be overly realistic. AD&D claims to make someone who is a master swordsman trash a beginner. Therefore, anything that makes things RESOLVE quicker is better. Star Frontiers, in many ways is a RESOLUTION SYSTEM. It adds a little bit more of realism, but the nice feature about it is that it is both flexible and adequately shows reality (unlike AD&D) but also resolves quickly (Well, theoretically) So, for those of you out there who are making systems, here is my personal advice: make resolution systems, not simulations. The only REAL way to simulate is to either bog oneself down in rules or actually get out there and beat the snot out of one another. Make games playable. Do not make them take forever to simulate OR resolve questions of whether something worked, or whether the combatants were trashed or not. I would GUESS (and only guess) that a combat should take about 15-20 minutes unless it is the climax of the story, in which case it could take about 30 minutes. Combat should be something that a player and character fidget about: either for the expectation of combat or the hope to avoid combat. However, if combat takes 3 hours, then one is never looking forward and feeling stress because of it, but instead sloughing through the it. SPECIFICALLY about Star Frontiers: The ONLY reason Star Frontiers failsto be a quick resolution system is the damage one incurs when one rolls the dice. Now, I am not trying to make an argument for weapons doing more damage because it is not REALISTIC, but rather on the basis of it taking too much TIME. If a character has an automatic pistol and has a final skill in the Pistol of 60, and on average 10 of those points go for cover, range, etc. then I will have to roll 18 times to knock out the average person. That combat is just too long! Now, add the fact that alien encounters have around 200 stamina each, and the only way to resolve combat within a year is to haul out the machineguns and Sonic Devestators. Just try a combat with 20 average people tring to knock each other out with fists. That is, try it if you have nothing better to do on a saturday night. So, to Mr. Fuller and all those trying to redo Star Frontiers, I suggest trying to quicken the Resolution of combat and other things. If that means increasing the damage of weapons, then all the better. If a different way can be found (if one wants to keep the low-lethality of weapons) then that would be good, too. Star Frontiers, though, deserves to have a better system of resolution. Personally, I think Star Wars does a good job of trying to keep the dice-rolls to damage ratio playable while still keeping the game realtively low lethality. If combat can be resolved semi-realistically and accuraltely in four or five 'rounds' of fighting, then that would be the best of all possible worlds. However, finding the mix of these elements is the gamers' seven cities of gold... me, delmar watkins
Thu, 4 Jan 1996 14:06:03 -0600 RE: Star Frontiers Classes From: Thomas Fuller <tfuller@n-link.com> To: frontiers@uidaho.edu Okay, someone just said something that makes sense...hmmmm wonder who it could be? If you go to college, you generally stay with one area of knowledge. Not all people are gifted in many areas. So we could have classes like the scispec or the techex (and I took a look at the Biosocialist). In my system, skills generally cost between 3 - 7 points. However, I could create the system to reflect a college type atmosphere in the manner of classes. You would initially be limited to a certain number of skills you could buy at regular price. And then if you wanted skills outside your course load the would cost extra. Hows that? Incidentally, It is possible to get killed with one shot in my rules. You do have the dodge option though and modifiers for cover etc... Thankyou Darryl Fuller.
Thu, 4 Jan 1996 16:58:24 -0600 RE: SF Skills From: Thomas Fuller <tfuller@n-link.com> To: frontiers@uidaho.edu Here is a following list of skills I have devised for the d20 system of SF. Accounting, Acrobatics, Animal Handling, Anthropology, Appraise, Archeology, Area Knowledge, Architectrure, Armoury, Art, Astronomy, Bargain, Bureaucracy, Biochemistry, Biology, Bluff, Body Language, Botany, Boxing, Brawling, Business, Camouflage, Carousing, Carpenty, Chemistry, Climbing Communications:Laser, Radio, Repair, Satellite, Scrambler, Subspace Radio Computers:Operate, Program, Repair, Security Cooking, Criminlogy, Cryptography, Cybernetics Cyberspace Skills:Cyberdeck Operations, Cyberspace Combat, Cyberspace Programs Diplomacy, Disguise Driving:Hover Vehicles, Machinery, Motorcycle, Repair, Tracked Vehicles, Wheeled Vehicles (for some reason I left out water borne vehicles, have to include those later) Ecology, Economics Engineering:CIVIL:SEE ARCHITECTURE, Electronics, Military, Vehicles Entertainment:Acting, Dancing, Musical Instrument, Poetru, Singing Escape, Exobiology, Fast Draw, Fishing, Foraging, Forensics, Fogery, Gambling, Gaming (RPG's and boardgames yeh!), Genetics, Goelogy, Geophysics, History, Hunting, Instruction, Interrogation, Intimidation, Jeweler, Journalism, Law, Leadership, Leatherworking, Lie Detection, Linguistics, Lip Reading, Literacy (for alien writings, prerequisite:Linguistics appropriate Language), Literature, Mathematics (all the way to calculus), Media Medical:Devices, Diagnosis, First Aid, Pathology, Physiology (needed for surgery, a must have to perform surgery on alien species), Surgery. Metallurgy, Meteorology, Music, Navigation (on planet), Observation, Occultism, Oration, Parachuting, Persuasion, Philosophy, Photography, Physics, Pickpocketing Piloting:Jet, Prop, Repair, Rotary Wing Poisons, Politics, Pottery Psychology:Hypnosis, Psychiatry (needed to prescribe drugs for psychotic patients), Psychology (can't prescribe drugs) Religion, Ride Mount, Running Robotics:Identify, Modify, Program, Repair Scrounging, Scuba, Sculpting Security Systems:Deactivate, Detect, Operate Sign Language, Skiing, Sociology Spaceship Skills:Astrogation, Engineering, Gunnery-Beam Weapons (fixed), Gunnery-Missile Weapons (fixed), Gunnery-Turreted Weapons, Piloting Sports, Stealth, Strategy, Survival, Theology, Tracking, Traps Weapons:Archery, Artillery, Axe, Beam Weapons, Crossbow, Demolitions, Direct Fire Weapons, Grenades, Knife, Melee Weapons, Missiles, P.G.S. Weapons, Powered Assault Armor, Sword, Thrown Weapons Xenolgy, Zoology That is a grand total of about 164 skills. If you think I should delete or add skills email me. Thankyou Darryl Fuller.
Thu, 04 Jan 1996 19:59:48 CDT RE: RE: SF Skills From: NATHAN FUTRELL <futrena@WKUVX1.WKU.EDU> To: frontiers@uidaho.edu Re: Darryl Fuller's Skill list Very comprehensive, though, at a glance, I think you should have had a rifle and pistol skill as separate skills and fencing is different from other sword-play skills. Tell us more (or at least me). John (ignore the info below) -- --------------------------------------------------------------------------- Nathan Futrell | "That which does not kill us must have missed us." The Madd Katt | ---Friedrich Nietzsche futrena@WKUVX1.BITNET | | "Is it me, or does Rush Limbaugh look like Jabba | the Hut?" ---The Madd Katt (Bo shuda.) ---------------------------------------------------------------------------
Thu, 04 Jan 1996 20:27:25 CDT RE: RE: Star Wars From: NATHAN FUTRELL <futrena@WKUVX1.WKU.EDU> To: frontiers@uidaho.edu Star Wars is a pretty good game. I think someone posted a set of rules for using SW to run SF a while back. Buy your Star Wars used if you can. Avoid the guides for the movies and the Han Solo at Stars End source book (I loved the Han Solo novels, but the sourcebook was disappointing. John. -- --------------------------------------------------------------------------- Nathan Futrell | "That which does not kill us must have missed us." The Madd Katt | ---Friedrich Nietzsche futrena@WKUVX1.BITNET | | "Is it me, or does Rush Limbaugh look like Jabba | the Hut?" ---The Madd Katt (Bo shuda.) ---------------------------------------------------------------------------
Thu, 4 Jan 1996 22:12:28 -0500 RE: Re: Star Frontiers Classes From: IndyCCTX@aol.com To: frontiers@uidaho.edu In a message dated 96-01-03 21:38:42 EST, you write: >What you are saying is that I should use different areas like the scispec or >techex. I can go to college and learn any number of skills that I want to >while paying the same amount of money for each class I take. It should >reason to stand that a character in SF should be able to do the same thing >with out penalties. Thats how it goes in the rules I am creating. I've added >a few more skills that cost between 3 and 7 points to pick and 3 and 7 >points to increase. Some skills still require prerequisites. I'd be loony >not to include those. > > Well, it doesn't really stand to reason. Are each of those classes as easy for everybody, and does everybody learn the same amount from each? I'd say no...the entire class doesn't make A's, I'm sure. Not in every single class there is... Actually, we use some rules for college with the standard Zebulon's skill and profession rules. (Think color codes=grades...) There, it doesn't *cost* any more to take a class (skill) out of your profession, but it's harder to learn. (If the subject is in your PSA, you get a result shift on the grade roll.) Of course, if you fail the course, you don't get any skill benefit. You're talking about new skills that cost between 3 and 7 points...you talking Alpha Dawn kind of skills/system? Never go on an adventure without a hat! Indy IndyCCTX@aol.com (The Junkman)
Thu, 4 Jan 1996 22:12:39 -0500 RE: Re: More on Professions From: IndyCCTX@aol.com To: frontiers@uidaho.edu In a message dated 96-01-04 03:52:12 EST, you write: (Roymeo) >Of course i was thinking of it in terms of what would work >hypothetically, not what would work when I get a bunch of stupid number >crunching players. Even in a realistic sort of way, I suppose it would >be something I kept around in case a player made a sudden life-path >change and then I'd tell them about it. It wouldn't be something I let >them see and know about so they can calculate exactly when they wanted >to start crunching the numbers... > >Hypothetically, does it make sense that an administrator Vrusk could >eventually become an explorer once she'd had a taste of adventure and >vowed never to climb behind a desk again? Well, I just had an idea on that score. Bearing in mind that anybody can learn any skill, there's nothing preventing that Vrusk administrator from suddenly deciding that she wanted to adventure and take explorer skills. Of course, it'll cost her twice as much. After she's learned a number of explorer skills with the double penalty (hard to say when; maybe a certain number of skill levels, xp cost, or ratio between explorer to admin skills goes over 1:1 or some such), make the character an explorer and able to buy explorer skills for normal PSA cost, and all others (including admin skills) at double. This allows a character to change professions in the game, but prevents the number crunching I was concerned about because A: the player doesn't control exactly when the switch actually occurs; and B: the character has to pay double cost for a number of skills before the switch occurs. This point cost can be considered the cost of changing professions, but it is done in a gradual way (and makes sense--you study hard at explorer skills, you find it easier to learn them, eventually). I'm tempted to stick this in my Star Frontiers notebook that I keep for extending the rules. (And I just did.) Never go on an adventure without a hat! Indy IndyCCTX@aol.com (The Junkman)
Thu, 4 Jan 1996 22:12:36 -0500 RE: Re: Star Frontiers Classes From: IndyCCTX@aol.com To: frontiers@uidaho.edu In a message dated 96-01-04 04:28:34 EST, you write: >Does everyone go around calling themselves "Murray, the Techex"? Do they say >"I am a specialist in Techex"? "I got a degree from Flamerjam Community >College in "Techex-ology" If you are an engine mechanic, you are an engine >mechanic. And you could be a damn fine engine mechanic who can really wail >on a sax. Doesn't that feel, uhm, nicer? Oh, sure, you can have a >job-title, but today, that kind of guild-hall mentality of "I AM THIS THING" >is kinda passe. Well, I don't know about others, but I (my character) has introduced himself as a Techex. Except to higher ups in Pan-Gal, to whom he says he's the leader of a security team from the Gran Quivera office. I suppose that not everybody would identify themselves with their professional skill area that closely; but my Vrusk pal didn't hang the nickname of 'The Junkman' on me for nothing... 'Mr Human and his Indestructable Junk Show'.... Never go on an adventure without a hat! Indy IndyCCTX@aol.com (The Junkman)
Fri, 5 Jan 1996 10:47:18 -0500 RE: Re: More on Professions From: TimC27@aol.com To: frontiers@uidaho.edu My problem with the 'double point cost' thing is that in real life, I might find out I have a real talent for something that I never dreamed of. On the otherhand, I might have not aptitude for something and waste enormous amounts of time (points?) to no avail. The skill thing has never been adequately simulated in this regard, imho. In the real world, skills such as language actually become more difficult to learn the older you get. Maybe the point cost for that should increase with age. On the otherhand, politics and administration skills come more easily to those who have been a little seasoned by life. Maybe a system lies out there in the realm of the forms that is based on APTITUDE and TALENT, Opinions?
Fri, 5 Jan 1996 15:44:00 -0600 RE: Re: More on Professions From: Thomas Fuller <tfuller@n-link.com> To: frontiers@uidaho.edu At 10:47 AM 1/5/96 -0500, you wrote: >My problem with the 'double point cost' thing is that in real life, I might >find out I have a real talent for something that I never dreamed of. On the >otherhand, I might have not aptitude for something and waste enormous amounts >of time (points?) to no avail. The skill thing has never been adequately >simulated in this regard, imho. > >In the real world, skills such as language actually become more difficult to >learn the older you get. Maybe the point cost for that should increase with >age. On the otherhand, politics and administration skills come more easily >to those who have been a little seasoned by life. > >Maybe a system lies out there in the realm of the forms that is based on >APTITUDE and TALENT, > >Opinions? > > I maybe wrong but I think this adds number crunching to a game I'm trying to simplify into a d20 system. Thankyou Darryl Fuller.
Fri, 5 Jan 1996 15:38:41 -0600 RE: Re: Star Frontiers Classes From: Thomas Fuller <tfuller@n-link.com> To: frontiers@uidaho.edu >Well, it doesn't really stand to reason. Are each of those classes as easy >for everybody, and does everybody learn the same amount from each? I'd say >no...the entire class doesn't make A's, I'm sure. Not in every single class >there is... > >Actually, we use some rules for college with the standard Zebulon's skill and >profession rules. (Think color codes=grades...) There, it doesn't *cost* >any more to take a class (skill) out of your profession, but it's harder to >learn. (If the subject is in your PSA, you get a result shift on the grade >roll.) Of course, if you fail the course, you don't get any skill benefit. > >You're talking about new skills that cost between 3 and 7 points...you >talking Alpha Dawn kind of skills/system? > >Never go on an adventure without a hat! > Indy > >IndyCCTX@aol.com (The Junkman) > > Each skill initially cost four points to buy. I am thinking about giving 30-40 points to improve the three abilities and buy skills. To upgrade a skill would cost between 3 and 7 points. Each skill is a separate skill and is not like AD for when you buy into a skill group you don't get all the skills in that group. Some of the skills I listed fell into catagories for convenience in referencing. The skill list is not complete as of yet. If I include character *classes* like the techex, I'll need to break down the skills into different areas of learning for each profession which is not unreasonable. After the player selects his skills he rolls a d20 and consults a chart that gives him a score of 9-12? (I have to take a look at the chart again) to reflect the learning curve. If a character goes to use that skill in what is not a automatic success situation, he would roll a d20 and have to equal or roll lower to achieve success (barring modifier). Thankyou Darryl Fuller.
Fri, 5 Jan 1996 15:50:29 -0600 RE: Starship Construction Rules From: Thomas Fuller <tfuller@n-link.com> To: frontiers@uidaho.edu Okay, I like the starship construction rules in Knight Hawks. But with the S'something (some alien race using asteroids as ships) I beleive I saw a hull size 40. Should I say that after hull size 20 add so many cubic meters to the hull for each size above 20 or what. And what about fusion engines for starships? What would be the stats on those? Any suggestions? Taking care of the accelleration to 1% of lightspeed on the characters, should I add a *gravity net* that equalizes the accelleration force g's to 1 or so no matter how fast you are accellerating? Opinions for updating the Starship Construction rules are wanted. Thankyou Darryl Fuller.
Fri, 5 Jan 96 14:53:21 -0800 RE: Re: Starship Construction Rules From: Andrew L Chang <changa2@watmail.ucr.edu> To: frontiers@uidaho.edu Is there any way I could get a summary of the topics that have been disscussed for the past month. The school computer ate all my mail. Thanks! --- Andrew L Chang ********************************************************************** The Lord is our God, the Lord alone. Love the Lord your God with all your heart and with all your soul and with all your strength. Deuteronomy 6:4-5 **********************************************************************
Fri, 05 Jan 1996 23:13:14 CST RE: Re: More on Professions <960105104716_32543153@emout06.mail.aol.com> From: "rev. roy crisman" <roymeo@iastate.edu> To: frontiers@uidaho.edu re: chosing a profession which is hard for you & language and age well, the easy way to remedy 'I'm in XXXXX but I'm best suited for YYYYY' would be to give some sort of randomly assigned starting points. instead of the standard 10, give 2d10. extend this to cover whatever range you need. sure, language is harder to learn when older in our world. We also don't have hypnotraining, drug-amplifiers for learning, etc. etc. They do. Of course I could see that 10 points (you can easily get more than that in any of the modules) may be a little lean for someone who has been through the US equivalent of High School. This would expecially vary depending on the education system of the planet one is raised on, and likely vary dramatically by how secure one's life was. The rich kids from Triad aren't likely to have nearly as many survival skills as the kids who are fighting for survival against prowling dinosaurs on Pale or fighting against racist Pale Humans on New Pale. roymeo
Sat, 06 Jan 96 13:43:37 -0800 RE: SF screen and mini-mod From: thomas fuller <tfuller@n-link.com> To: frontiers@uidaho.edu I am interested in getting the SF scren and mini-mod. Anybody out there have an extra one or know where to get one? Thankyou Darryl Fuller.
Sat, 6 Jan 1996 18:39:32 -0500 RE: Re: Starship Construction Rules From: IndyCCTX@aol.com To: frontiers@uidaho.edu In a message dated 96-01-05 16:53:44 EST, you write: >Taking care of the accelleration to 1% of lightspeed on the characters, >should I add a *gravity net* that equalizes the accelleration force g's to 1 >or so no matter how fast you are accellerating? Opinions for updating the >Starship Construction rules are wanted. > >Thankyou >Darryl Fuller. > > All items have a gravity field; smaller ones are much weaker, of course. But if you assume that objects in contact with each other or inside a certain gravity gradient with each other must enter the Void at the same time, the weirdness noted in previous posts gets eliminated. From this, it could follow that jumping can only be done beyond a certain (large) distance from stars and planets so that the gravity decrement is very nearly flat...if another ship got close enough, it might prevent jumping as well. The problem with this approach is calculating the neccessary numbers for gravitational attraction between objects, and deciding where the cutoff should be. If you can consider 'air' to be in contact with itself and anything in it, perhaps just ruling that objects in contact must jump or not jump simultaneously would work. Hey, we're assuming that objects past .1C leave the universe, so maybe this isn't such a big leap after all... Never go on an adventure without a hat! Indy IndyCCTX@aol.com (The Junkman)
Sat, 6 Jan 1996 18:39:30 -0500 RE: Re: More on Professions From: IndyCCTX@aol.com To: frontiers@uidaho.edu In a message dated 96-01-05 16:46:17 EST, you write: Darryl Fuller >>My problem with the 'double point cost' thing is that in real life, I might >>find out I have a real talent for something that I never dreamed of. On the >>otherhand, I might have not aptitude for something and waste enormous >amounts >>of time (points?) to no avail. The skill thing has never been adequately >>simulated in this regard, imho. >> >>In the real world, skills such as language actually become more difficult to >>learn the older you get. Maybe the point cost for that should increase with >>age. On the otherhand, politics and administration skills come more easily >>to those who have been a little seasoned by life. >> >>Maybe a system lies out there in the realm of the forms that is based on >>APTITUDE and TALENT, >> >>Opinions? >> >> >I maybe wrong but I think this adds number crunching to a game I'm trying to >simplify into a d20 system. > I think you're wrong...this was talking about learning and buying skills, not the resolution of actions/combat. The system, d20 or otherwise, is something a bit different; it has nothing to do with classes, profession, etc which is what the other writer was discussing (evidenced by the title). There are two separate issues; that of resolution of actions and that of professions/learning skills. Let's not get them mixed up. In regards to trying to simplify SF into a d20 system--IMO, the system is already about as simple as I can imagine it being. It could be *changed*, sure; I really don't see the point. If I was going to change the combat system (and I think it works okay as it is in ZG), I'd use the Top Secret/S.I. rules; except that then all the weapon damages would have to be divided by 10 (well, the lasers especially; autopistols, gyrojets and most primitive melee weapons probably shouldn't be reduced as much, but that's another thread). If you've just *gotta* use d20's, divide all the numbers to be rolled by 5, then use a d20 instead of percentile dice. If you want a completely different resolution system, than I think you're on your own, as I don't recall anybody else on the list saying that they thought the system needs changing (Though somebody used Star Wars rules, I think, and somebody else used GURPS...unless I'm thinking of some other group.) I mean, how much simpler do you want? One roll determines if you hit AND how much damage you do. I suppose you could go diceless...but that's a whole other discussion and one I don't know anything about, really. Never go on an adventure without a hat! Indy IndyCCTX@aol.com (The Junkman)
Sat, 6 Jan 1996 18:39:35 -0500 RE: Re: More on Professions From: IndyCCTX@aol.com To: frontiers@uidaho.edu In a message dated 96-01-06 00:14:33 EST, you write: Roymeo >sure, language is harder to learn when older in our world. We also >don't have hypnotraining, drug-amplifiers for learning, etc. etc. >They do. Of course I could see that 10 points (you can easily get more >than that in any of the modules) may be a little lean for someone who >has been through the US equivalent of High School. This would >expecially vary depending on the education system of the planet one is >raised on, and likely vary dramatically by how secure one's life was. As I said earlier, we've been giving new players 20 points to start with (except for the mentalist, I think...I'd have to check on that...I think he got the starting levels of disciplines and another 10 points). Roymeo, I think you said before that you gave out 30-50 points, somewhere in that range, I don't know what the rest of you are doing. I think 20 points can build a not unreasonable skill list for a college person, though. Then again, I started my character in Alpha Dawn where you got two skills and that was it; true, for most of them you got a number of subskills--but enforcer/military types didn't get that with weapon skills at all. So I don't see the need to start characters knowing huge lists of skills. Never go on an adventure without a hat! Indy IndyCCTX@aol.com (The Junkman)
Sat, 6 Jan 1996 21:36:45 -0600 RE: SF Knight Hawks movement From: Thomas Fuller <tfuller@n-link.com> To: frontiers@uidaho.edu Okay, it is agreed that 1 hex on the map represents 10,000 km and that .1c is 12 million km/sec. In KH a turn is 10 minutes. A ship with an ADF of 5 could accelerate at (a little brain power being applied)approximately 3km/sec. (enough g's to squash a body?) 83 into 12,000,000 goes roughly 140,000 seconds or 233 10 minute turns or roughly 40 hours of acceleration to reach .1c. Takes longer for those slower ships. I wouldn't think it would take the sophisticated computers of SF to figure out when to enter the void. With a gravity net, your body would be put under whatever g's you selected (Captain, give me 1 g thankyou very much) but you would still be travelling at the necessary speed to enter the Void. You wouldn't be under so much pressure from the g's (damnit boss, give me one more reason to shoot u). Also instead of having to accelerate for 40 hours (with an ADF of 5 mind you), create a tachyon field around the ship that would suddenly accelerate it to the necessary speed once the nav computer (Let the computer do it, just reduce the time to double check it.) figured out where you were going. This is sci-fi after all. Granted I didnt double check the math. Thankyou Darryl Fuller.
Sat, 6 Jan 1996 22:03:23 -0600 RE: entering the void From: roymeo@iastate.edu To: frontiers@uidaho.edu Just a month or two ago we had a big debate on exactly what was required to enter the void. synopsis for newer people: The rules state a .01C speed required to enter the void. The rules also state that a trip takes a number of days equal to the light year seperation, with half being acceleration, a couple minutes to spin the ship around and void, half being decelleration. Thus, we have a contradiction. We have a single speed stated which would only take approximately 2 days to reach (thus all trips are 4 days long) or we have the days of acelleration = 1/2LY seperation (thus the speed isn't a set number). I've got all the old posts of discussion if anyone wants them and doesn't want to bother with the archives...send email to me (not the group). roymeo (soon will be a consolidation of auctions dealing with SF stuff)
Sat, 6 Jan 1996 22:47:30 -0600 RE: From: roymeo@iastate.edu To: frontiers@uidaho.edu These are the auctions I found on rec.games.frp.marketplace that I noticed as having Star Frontiers related stuff. They've been trimmed down to remove other stuff. I don't know any of these people, so, as always, buyer beware. ===================================================================== From: dking@harrier.sasknet.sk.ca (Don King) Subject: DON KINGS AUCTION UPDATE....RIFTS/SHADOWRUN/NON D&D .. DEC30 Date: Tue, 02 Jan 1996 01:08:23 GMT STAR FRONTIERS *********************** MAIN BOXXED RULES: ALPHA DAWN Condition:2 Min Bid:$2.50 High Bid:$2.50 High Bidder:koziol@ncsa.uiuc.edu (Quincey Koziol) Next High Bid: Next High Bidder: KNIGHTHAWKS BOXXED RULES Condition:2 Min Bid:$2.50 High Bid:$2.50 going... High Bidder:Shawn Liddick s0195571@hawkmail.monmouth.edu Next High Bid: Next High Bidder: SF1 VOLTURNUS, PLANET OF MYSTERY Condition:2 Min Bid:$1.00 High Bid:$1.00 High Bidder:koziol@ncsa.uiuc.edu (Quincey Koziol) Next High Bid: Next High Bidder: SF2 STARSPAWN OF VOLTURNUS Condition:2 Min Bid:$1.00 High Bid:$1.00 High Bidder:koziol@ncsa.uiuc.edu (Quincey Koziol) Next High Bid: Next High Bidder: SF3 SUNDOWN ON STARMIST Condition:2 Min Bid:$1.00 High Bid:$1.00 going... High Bidder:Shawn Liddick s0195571@hawkmail.monmouth.edu Next High Bid: Next High Bidder: REFEREE SCREEN Condition:2 Min Bid:$1.00 High Bid:$2.00 High Bidder:William K. McCarthy egn2@columbia.edu Next High Bid:$1.00 Next High Bidder:Shawn Liddick s0195571@hawkmail.monmouth.edu ZEBULONS GUIDE VOL 1 Condition:2 Min Bid:$3.50 High Bid:$3.50 High Bidder:Mike drgntrov@mars.superlink.net Next High Bid: Next High Bidder: ================================================================== From: progich@ix.netcom.com(Philip Rogich ) Newsgroups: rec.games.frp.marketplace,rec.games.board.marketplace Subject: Bid or Buy Auction: RPGs, War Games & Gaming Magizines Date: 2 Jan 1996 19:25:32 GMT This auction is a on going auction run by Collecters Connection (owned by Philip Rogich). I get new item in all the time. If you don't see what you want ask or check back latter. This is a bid or buy auction you may start the biding at the min bid or buy the item out right at the buy price. All bids must be in whole US dollars. Star Frontiers SF2 Starspawn of Volturnus Bid $3 Buy $6 SFKH1 Dramune Run Bid $3 Buy $6 SFKH3 Face of the Enemy Bid $3 Buy $6 ====================================================================== From: moosemos@ix.netcom.com(Bill Jermacans ) Newsgroups: rec.games.frp.marketplace Subject: AD&D and other RPGs REDUCED! Date: 2 Jan 1996 22:07:29 GMT ***Boxed sets ($8 each)*** Star Frontiers Knight Hawks (TSR) ============================================================================ From: ryohib@vianet.on.ca (Jack Skellington) Newsgroups: rec.games.frp.marketplace Subject: WANTED : Star Frontiers Date: Thu, 04 Jan 96 09:03:24 GMT Title says it all...looking to buy TSR's old SF game, main system, and expansions. Anyone interested in selling, please contact : ryohib@vianet.on.ca =========================================================================== From: koziol@xongmao.ncsa.uiuc.edu (Quincey Koziol) Subject: Misc. Old & New RPG supplements and magazines for sale (1/5/96) Followup-To: rec.games.frp.marketplace Date: 5 Jan 1996 21:50:54 GMT ______________________________________________________________________________ Discounts: $100-$199 = 5% Discount $300-$399 = 15% Discount $200-$299 = 10% Discount $400+ = 20% Discount 4th class/surface shipping free for all purchases over $200 ______________________________________________________________________________ Note: The most current version of this listing can also be found on my web-site: http://hawkwind.ncsa.uiuc.edu/ Ares: 17[$8, N] [[contains yazirian cultural weapon (Zamira) and Miniature Use]-roy] [[these are all the dragons he has that has Star Frontiers info in them as far as I know. following this post, I'll send my Star Frontiers Index so you can see easily what is in each magazine.]-roy] DRAGON: 74[$6, VF], [$5, F], [$4, G], [$3, Fa], (insert loose)[$5.5, VF], (photocopy of "AD&D Combat Computer")[$5, VF] 84[$7, NM], [$6, VF], [$5, F], [$4, G], (insert loose, back water-damaged)[$2.5, G] 85[$6, VF], [$5, F], [$4, G], (insert loose)[$4, F] 86[$5, F], (insert loose)[$4, F], (missing cardboard castle)[$5, NM], (missing castle insert)[$4, F] 87[$7, NM], [$6, VF], [$5, F], [$4, G] 88[$7, NM], [$6, VF], [$5, F], [$4, G], ("Elefant Hunt" game punched but included)[$4, F], (photocopy "Elefant Hunt" game)[$4, VF], (photocopy "Elefant Hunt" game, cover loose)[$1, P] 89[$7, NM], [$6, VF], (insert loose)[$4, F] 90[$6, VF], [$5, F] 91[$6, VF], [$5, F] 92[$6, VF], [$5, F], [$4, G] 93[$6, VF], [$5, F], [$4, G] 94[$7, NM], [$6, VF], [$5, F], [$3, Fa], [$2, P], (insert loose)[$5, VF] 95[$6, VF], [$5, F], [$4, G], [$3, Fa], (cover detached)[$2, P], (insert loose)[$5, VF] 96[$7, NM], [$6, VF], [$4, G], (cover detached)[$3, G], (cover detached)[$2, P] 97[$7, NM], [$6, VF], [$5, F], (cover loose)[$3, G], (cover detached)[$2, P], 98[$6, VF], [$5, F], [$4, G], (cover detached)[$2, P] 99[$6, VF], [$4, G], [$2, P], (insert loose)[$4, F], (cover detached)[$2, P] 102[$6, NM], [$5, VF], (insert loose)[$4, VF], (cover detached)[$2, P] 103[$6, NM], [$3, G], (cover detached)[$2, G], (photocopy _Unearthed Arcana_ update)[$3, VF], (photocopy of "Unearthed Arcana Update")[$2.5, G], (cover loose)[$2.5, G] 104[$6, NM], [$5, VF], [$3, G], (photocopy "Sudden Dawn" Marvel module)[$3, VF], (cover loose)[$2.5, G] 105[$6, NM], [$5, VF], [$4, F], [$3, G], (photocopy "Betrayed!" AD&D module)[$3, VF], (cover loose)[$3.5, F] 107[$6, NM], [$5, VF], [$4, F], [$3, G] [$1, P], (cover loose)[$1.5 Fa] 108[$5, VF], [$4, F], [$3, G], [$2, Fa] 109[$6, NM], [$5, VF], [$4, F], 109[$3, G] 110[$5, VF], [$4, F] 112[$6, NM], [$5, VF], [$4, F], [$2, Fa] 115[$5, VF], [$4, F], [$3, G] 120[$5, VF], [$4, F], [$3, G] 122[$6, NM], [$3, G], [$2, Fa] 123[$5, VF] 124[$6, NM], [$5, VF], [$4, F] 125[$6, NM], [$5, VF], [$3, G] 129[$5, VF], [$4, F], [$3, G] 132[$6, NM], [$5, VF], [$4, F], (orcwars game punched but included)[$3, F] 135[$6, NM], [$5, VF], [$4, F] 136[$6, NM], [$5, VF], [$4, F], [$3, G] 139[$6, NM], [$5, VF] 144[$6, NM], [$5, VF], [$4, F] 149[$6, NM], [$5, VF] (Star Frontiers) Star Frontiers Boxed Set (no box) (?) [$4, F] Star Frontiers Expanded Game Rules (?) [$2, P] Star Frontiers Knighthawks Boxed Set (contains Alpha Dawn Set also, punched) (7011) [$10, Box Fa-Contents F] Star Frontiers Alpha Dawn Boxed Set (contains Knight Hawks Set also, punched) (7011) [$10, Box Fa-Contents F] 2001: A Space Odyssey (7815) [$16, N], [$15, VF] 2010: Odyssey Two (7816) [$15, N], [$13, VF] SF1: Volturnus, Planet of Mystery (7801) [$6, F], [$5, G] SF2: Starspawn of Volturnus (7802) [$7, VF] SF3: Sundown on Starmist (7803) [$7, VF] SFAC1: Character Record Sheets (7800) [$5, NM] SFKH1: Dramune Run (7805) [$7, VF] SFKH2: Mutiny on the Eleanor Moraes (1/3 of Beyond the Frontier) (7808) [$8, NM], [$7, VF] SFKH3: Face of the Enemy (2/3 of Beyond the Frontier) (7810) [$8, NM], [$7, VF] [[quincy seems to be making a living off of buying cheap at auctions and selling the stuff he's bought. If you can find anything anywhere else, I'd encourage it. (especially since he's outbid me at an auction only to sell off the exact items later...)]-roy] ================================================================= roymeo
Sat, 6 Jan 1996 22:51:11 -0600 RE: Star Frontiers Index From: roymeo@iastate.edu To: frontiers@uidaho.edu as always, I'm not sure that I have everything here, so if you have or know of something I've missed, PLEASE let me know. Alpha Dawn Boxed Set Basic Rules Expanded Rules Map, 2d10, Counters SF0 Crash On Volturnus Module Knight Hawks Boxed Set Tactical Operations Manual Campaign Book Map, 2d10, Counters SFKH0 Warriors of White Light SFAC1 Character Sheets (AD) SFAC2 ?? Referee's Screen + Assault on Starship Omicron Mini-Mod SFAC3 Zebulon's Guide to Frontier Space SF1 Volturnus Planet of Mystery SF2 Starspawn of Volturnus SF3 Sundown on Starmist SF4 Mission to Alcazzar SF5 Bugs In The System SF6 Dark Side of the Moon SFKH1 Dramune Run SFKH2 Mutiny on the Eleanor Moraes SFKH3 Face of the Enemy SFKH4 The War Machine 2001 A Space Odyssey 2010 Odyssey Two _ENDLESS QUEST Books_: These are about a Jr High reading level. #8 Villains of Volturnus #17 Captive Planet #24 Mission on Artule (exceptionally BAD, Earth is in the system, no other UPF character races but 6 anon. Yaz thugs. Not really StarFron) __DRAGON MAGAZINE__ __TITLE__ __SUBJECT__ __SOURCE__ Blastoff! First Look at SF Review Dragon 65 The SF 'Universe' Detailed Review Dragon 74 Zethra, The New Race Dragon 84 StarQuestions Q&A (from Polyhedrons) Dragon 85 Fast and Deadly Starships Dragon 86 Freeze! Star Law! Law Enforcement Dragon 87 Battle of Ebony Eyes Mini-Mod, Black Holes Dragon 88 StarQuestions Q&A Dragon 88 Yachts and Privateers Return Starships Dragon 88 The Mighty Mega-Corporations Mega-Corps, History(in Zeb) Dragon 89 Mega-Corporations o.t. Frontier Mega-Corps, History(in Zeb) Dragon 90 Careers in Star Law Law Enforcement Dragon 91 Day of the Juggernaut Mini-Mod, Huge Ship Dragon 91 StarQuestions Q&A Dragon 92 Rare Wines and Ready Cash Agricultural Trade Dragon 93 From Anarchy to Empire Governments Dragon 94 Zuraqqor Strike Back, The New Race, Mini-Mod, Starships Dragon 95 Coming of the S'sessu, The New Race, Sathar Dragon 96 StarQuestions Q&A Dragon 97 StarQuestions Q&A Dragon 98 Volturnus Connection, The Volturnus Dragon 98 Tanks a Lot! Vehicle Combat Dragon 99 SilverTwin Star Law Enforcement, Vehicle Dragon 102 Saurians, The New Race Dragon 103 Tanks Again! Vehicle Combat Dragon 103 Star Law Returns Law Enforcement Dragon 104 Expanding the Frontier Exploring Dragon 105 Tote That Barge! Interstellar Economics Dragon 107 Old Yazirians Never Die Age and Aging Dragon 108 Patriots, Terrorists, & Spies Cults Dragon 109 Going For a Swim? Underwater Adventures Dragon 110 For a Fistfull of Credits New Items Dragon 112 Interstellar Armory, A New Starship Arms Dragon 115 Here Comes the Cavalry Warfare Dragon 120 Leader of the Pack, The Leadership Dragon 122 Whole-Earth Ecology, The Aliens Dragon 123 Shot in the Arm, A Damage System Dragon 124 Second Look at Zebulon's Guide Zeb Guide Errata Dragon 125 Armored and Dangerous Powered Armor Dragon 129 Frontiers of Design, The Starship Building System Dragon 132 Sage Advice Q&A, AD, Zeb Guide Dragon 135 Damage Control--Report! Starship Combat Dragon 136 ("Jetboots, Dont fail me now!") revised movement rules (Dragon 139) Sage Advice Q&A, DD, ADD, SF Dragon 144 From Freighters to Flying Boats Ships, Boats, Ocean Dragon 149 __POLYHEDRON NEWSZINE (RPGA)__ 9 SF review:pg5 + Encounters:pg8 10 dispel confusion:pg7 [&dc] (11) (dispel confusion:pg9) (12) (KH 'feature' review?:pg14) + [dispel confusion:pg12] (13) (Raid on Theseus KH:pg20) + (dispel confusion:pg7) 14 Ambush on Lossend SF:pg22-23 + dispel confusion:pg11 (15) (cardstock reference sheet KH) + (dispel confusion:pg13) (16) (dispel confusion:pg32-33) (17) [dispel confusion:pg32-33] 18 Layover at Lossend SF:pg25 + dispel confusion:pg30-31 [&dc] (19) (The Laser Pod KH:pg28-29) + (dispel confusion:pg32) (20) The Proton Beam:pg8-9 + dispel confusion:pg30 (21) Take Command of a Titan!:pg10-11 (22) Of Great Ships and Captains:p26-28 + dispel confusion:pg25 (27) dispel confusion:pg26 (31) (dispel confusion:pg29) NOTE: I do not own anything in ()'s scanned softcopy in []'s __Ares Magazine__ (14) ??? (15) Von Neumann machines, Into the Void module 17 Yazirian Cultural Weapon + Miniature Use (Ares Special Edition #2) Frontiers of the Mind(psionics) __Miniatures__ Spacefarers (12) Player Characters/Spacers(?) (12) Robots (6) Federation Ships (6)(with miniatures rules conversions) Sathar and Pirate Ships (6) (Yachts and Privateers(6)) (Vehicles) (vaporware??: rules for new vehicles like grav tanks) (various blisterpacks) __THE LIVING GALAXY__ (from POLYHEDRON) Database Is Your Friend, The Polyhedron 51 Brainstorming The Universe Polyhedron 52 No Two Urban Jungles Should Be Alike Polyhedron 53 Satellites: Part 1 Polyhedron 54 Satellites: Part 2 Polyhedron 55 Opponents Make The World Go Round Polyhedron 57 The Alienization of Alien Nations Polyhedron 58 Recycling Planets Polyhedron 59 Spacecraft PC, Part I Polyhedron 60 Spacecraft PC, Part II Polyhedron 61 Spacecraft PC, Part III Polyhedron 62 Flawed Gems Shine The Brightest Polyhedron 63 Death Takes A Holiday Polyhedron 64 A Thrill in Every Port Polyhedron 65 All That Glitters Sure Is Nice: Part I Polyhedron 66 All That Glitters Sure Is Nice: Part II Polyhedron 67 To The Stars Polyhedron 68 Do Starships Dream Of Jumpspace sheep? Polyhedron 69 Better Heroes, Better Cities Polyhedron 70 A Little Planet Looks Awfully Big Close Up: Part 1 Polyhedron 71 A Little Planet Looks Awfully Big Close Up: Part 2 Polyhedron 72 No World Like Home Polyhedron 73 A Sprinkling of Stardust: Odds and Ends for Campaigns Polyhedron 74 Case of the Missing Adventures Polyhedron 75 Save the Last Danse Macabre For Me Polyhedron 76 Adventures From Your Library, Part 1 Polyhedron 77 Weirdo SF Adventurers Polyhedron 78 Ice Dwarfs and Magsails Polyhedron 79 Barbarian Planets I Polyhedron 80 Barbarian Planets II Polyhedron 81 A Stellar Game Master Is Made, Not Born Polyhedron 82 Stellar Game Master, Part 2 Polyhedron 83 Reshaping History For Fun And Games Polyhedron 84 In The National Interest: Countries On Other Worlds Polyhedron 85 Flora, Fauna, And The Alien Question Polyhedron 86 Creating NPC's for Adventures Polyhedron 87 Not Quite 101 Uses For A Dead Module(using SF Modules) Polyhedron 88 Epic Campaigns: one Polyhedron 89 Epic Campaigns: two Polyhedron 90 Epic Campaigns: three Polyhedron 91 Times Three Adventure Creation Method Polyhedron 92 One-Character Adventures: one Polyhedron 93 One-Character Adventures: two Polyhedron 94 Military History and Science Fiction Campaigns Polyhedron 95 Many Aliens of Earth, The Polyhedron 96 Whither The Weather? Polyhedron 97 Idea Catcher: Generating Ideas Polyhedron 98 New View of Space Colonies Polyhedron 99 Fantasy Fixes for SF Gaming's Black Holes Polyhedron 101 Carrots, Sticks, and Mysteries in Space Polyhedron 103 TV Shows: one Polyhedron 104 TV Shows: two Polyhedron 105 TV Shows: three Polyhedron 106 Adventure Driver Polyhedron 107 Alternate Histories: one Polyhedron 108 Alternate Histories: two Polyhedron 109 Alternate Histories: three Polyhedron 110 roymeo http://www.public.iastate.edu/~roymeo/StarFron/sfpage.html itemlist.html (this list)
Fri, 5 Jan 96 09:30:34 EST RE: RE: entering the void From: "Eric Pawtowski" <dpawtows@vt.edu> To: frontiers@uidaho.edu In Message Sat, 6 Jan 1996 22:03:23 -0600, roymeo@iastate.edu writes: > >Just a month or two ago we had a big debate on exactly what was >required to enter the void. > >synopsis for newer people: >The rules state a .01C speed required to enter the void. >The rules also state that a trip takes a number of days equal to >the light year seperation, with half being acceleration, a couple minutes to >spin the ship around and void, half being decelleration. We've adopted a completely different style. To make a journey via the void (or hyperspace): 1.Achieve a good velocity relative to the local gravity well. Equal to about a few hours acceleration at basic freighter accelerations. 2. Let computer spend a while thinking about hyperspace co-ordinates and activate jump engines. Ship dissapears from normal space, appears in hyperspace. The jump engines are a black box in the engineering section that provides no thrust but takes a lot of power. 3.Fly through hyperspace. Engines are not used. Normal times of one day per light-year are what you get when you coast from fly point to point. That time can be trimed by up to half if you use your engines and "surf" the gravitational gradients properly. There are no know insturments that can detect gravitational gradients in hyperspace. Lately, however, a few random expierences hyperspace pilots have developed the ability to feel gravitational gradients without insturments. None of them know how they do it. It works in normal space, too- they can tell if a freighter is carrying an extremely dense cargo just by being near it, for instance. The UPF is *VERY* interested in how this works, but have had no luck figureing it out. Trying to use your engines without the ability to sense gravitational fields tends to do unpredicable things to your course, you rarely end up anywhere near where you thought you were. 4. Exit hyperspace by activating jump engines at your destination. Areas of hyperspace that correspond to gravity wells in real space (10,000 km in real space per Earth mass) are not navagable. 5. Use engines to compensate for velocity differences- you exit hyperspace with the same velocity (relative to the galactic core) that you had when you entered. As most of you can probably tell, this is based heavily off of the way that hyperspace works in "Babylon 5". The bit about being able to "feel" through hyperspace is an ongoing plot point. The PC team's pilot reciently developed that ability, and we know of three or four other civilian pilots who can do it. We also found a particularly bizzare form of hyperspace travel that works hundreds of times faster than normal hyperspace travel, but only when moving along a cosmic string. There is only one known string in known space- one end passes through a black hole (ships going that way are destroyed) the other end terminates at the border of a nasty race of living rock-people who tried invading UPF space once. The rock people were not aware that there is any kind of hyperspace travel other than the cosmic string kind. They were a fun bunch. Main weapons were electrolasers. Eric -- epawtows@vt.edu--------------------------------------------------- Technicon 13- SF&F return to the New River Valley in SW VA! March 22-24, 1996! L.E. Modesitt, Lori&Corey Cole, Ruth Thompson
Sun, 7 Jan 1996 18:54:29 -0500 RE: Re: entering the void From: IndyCCTX@aol.com To: frontiers@uidaho.edu In a message dated 96-01-06 23:21:03 EST, you write: >synopsis for newer people: >The rules state a .01C speed required to enter the void. >The rules also state that a trip takes a number of days equal to >the light year seperation, with half being acceleration, a couple minutes to >spin the ship around and void, half being decelleration. > >Thus, we have a contradiction. We have a single speed stated which would >only take approximately 2 days to reach (thus all trips are 4 days long) or >we have the days of acelleration = 1/2LY seperation (thus the speed isn't >a set number). The length of the trip as stated (1 day per ly) is the time required by the rules to calculate the jump safely (KH). A ship may well be able to accelerate up to .1c and jump before that time; but either the calculations aren't finished and the ship misjumps (NOT a good idea) or the calculations are rushed and you might end up where you want; but you might not (the odds depend on the skill of the astrogator and by how much the calculation time was shortened). Never go on an adventure without a hat! Indy IndyCCTX@aol.com (The Junkman)
Sun, 7 Jan 1996 22:17:51 -0600 RE: Starship Construction From: Thomas Fuller <tfuller@n-link.com> To: frontiers@uidaho.edu Okay, heres what I am going to do: I am going to add a *gravity net* that equalizes the g force of acceleration inside the ship so that characters don't get crushed. Also crew cabins are going to take up 6 cubic meters. That makes for a 3m x 2m room. Each cubic meter of ship is going to take up .5 metric tons. The bridge is going to seat 3 cubic meters per crew and take up 5% of the total ship volume to account for ship computers and equipment. A *Tachyon Field Generator* (or a little black box as someone put it) will be added. It will no longer take acceleration to .1c to make a jump. Instead the *Tachyon Field Generator* will instantly propel the ship into the Void. It will take 1 day per lite year to reach the destination. Of course it still depends on your navigation computer in how much time it takes to compute the course. This will be measured in turns instead of hours. I'm sure todays technology as demonstrated by Star WArs (SDI) and interferometer techniques can make that possible. The question is, should there be a minimum speed achieved and should you be at least one diameter away from a planet to attempt a jump. Engines will be powerplants to provide power to shipboard equipment. Fusion engines are being added. Anyone want to enter there stats of what a fusion engine should cost and do feel free. Thankyou Darryl Fuller.
Sun, 07 Jan 1996 22:23:10 CST RE: Re: entering the void <960107185402_109319330@emout05.mail.aol.com> From: "rev. roy crisman" <roymeo@iastate.edu> To: frontiers@uidaho.edu Indy said: >The length of the trip as stated (1 day per ly) is the time required by >the rules to calculate the jump safely (KH). A ship may well be able >to accelerate up to .1c and jump before that time; but either the >calculations aren't finished and the ship misjumps (NOT a good idea) or >the calculations are rushed and you might end up where you want; but you >might not (the odds depend on the skill of the astrogator and by how >much the calculation time was shortened). Sorry. "Normal plotting time for a jump is 10 hours for each light-year that will be jumped." SFKH Campaign Books pg 25. So, in actuality, one generally must spend 10xLY hours (+sleep etc.) to program the route to where you are going, then spend 1/2LY days travelling to void-speed, void for a couple seconds, then 1/2LY days decelleration. The 1/2 LY acc/dec is supported by the cover of the Warriors of White Light module as well. roymeo
Mon, 8 Jan 1996 16:03:03 +1100 RE: Re: entering the void From: Wesley Prosser <wes@deakin.edu.au> To: frontiers@uidaho.edu G'day Folks! romeyo@iastate.edu writes : > So, in actuality, one generally must spend 10xLY hours (+sleep etc.) to > program the route to where you are going, then spend 1/2LY days > travelling to void-speed, void for a couple seconds, then 1/2LY days > decelleration. > > The 1/2 LY acc/dec is supported by the cover of the Warriors of White > Light module as well. ... and by some basic calculations. I did a mini-scenario recently in which an understanding of the mechanics of a void-jump was rather crucial. After reading carefully the descriptions in Alpha Dawn and Zebulon's Guide, I realised too that the actual time in the void was measured in seconds, not days. On this assumption, and the description of the acceleration/ deceleration process described, I calculated how long an average ship would take to accelerate from a stationary attitude (relative to a nearby star) to 0.1c, assuming an acceleration of 1g. The time taken was about 3.5 days. Thus, a jump (any jump) should take between 7 and 8 days. I thought this was pretty cool, considering the average jump is about 8 days. Just to check, I calculated the average distance covered during this acceleration phase. If the ship was leaving Earth, it would be ready to enter the void near the orbit of Jupiter. This supports the need for a jump - vast distances are still covered in the actual jump rather than in the accelerating to the jump. In the mini-module, one second of travel in the void covered one light-year. The characters were supposed to be travelling along a known starlane, and their jump was supposed to be eight seconds long. However, a malfunction in ther drive computer caused the jump to be closer to 40 seconds long (Gasp!) This >just happened< to put them deep into Sathar territory... Have I already told you guys this stuff? Did I tell you about the two Vrusk having sex while the jump was happening? Romeyo goes on to say : > Sorry. "Normal plotting time for a jump is 10 hours for each light-year > that will be jumped." SFKH Campaign Books pg 25. Why so long, especially if the route is well travelled (and thus assumed to be well documented)? Surely a well-known route can just be downloaded from publically accessible databases? - Wes
Sun, 07 Jan 1996 23:13:36 CST RE: Re: entering the void <9601080503.AA02949@durin> From: "rev. roy crisman" <roymeo@iastate.edu> To: frontiers@uidaho.edu I agree with wes, generally the known starlanes should have astrogation programs which give a second to second calculation of the route downloadable for a small (or exhorbitant) fee. but, 'by the rules' the astrogator would have to spend 10 hours per light year (+ time for sleep, etc.). My vision of the programmed calculations would likely be for a certain time-frame for the ship (and not able to be reliably purchased very far ahead). Happen to run into pirates on the way to jump velocity? Going to have to pay for new calculations. These calculations would probably be able to be modified by an astrogator for less than the 10hr/LY... Of course if the Malthar doesn't like you, he could have your ship fed really bad coordinates. roymeo
Mon, 08 Jan 96 01:59:35 EST RE: MECH: travel, d20, and TS SI From: delmar watkins <DWATK00@ukcc.uky.edu> To: Star Frontiers Listserv <frontiers@uidaho.edu> I will discuss the folling: space travel d20 system and damage SPACE TRAVEL: OK, Ok, anyone with half of a brain has looked at the two sets of rules on void travel and gone, 'huh?'. So, let's finally agree to some basic ways one can settle the problem of void tavel. ASSUMPTIONS 1) travel in space has no 'inertial dampener' like in Star Trek. As per relativity, inertia is basically ewual to gravity, so when we accelerate at 1g, that means we feel 1 earth gravity of force pulling at our mass (which is now equal to our weight). Travel at more than 1g is uncomfortable in the long run, and (I guess) 5g travel for more than a few minutes is impossible. Long term high g acceleration is impossible. 2) At around .1 of the speed of light, some sort of field, device, or other means kicks in, whether caused by building materials, drives, or WHATEVER (be creative) so that a ship enters the void and goes FTL (Note that in one solution below, this assumption does not apply). This assumption makes sure matter in the 'natural' world does not 'evaporate' at .1 g, but still allows for void jumps. OK, so what does that mean? That means that, according to this, ALL of the SF and KH stats are wrong. Great. Here are ways to fix the problem: 1) Ships that go farther take a greater amount of speed. Guess what? A ship that is going 8 LY away takes (gasp!) * 4 * days of acceleration and 4 days of decelleration. OK, the .1 LY speed is violated, but isn't that a small price to pay for consistancy in ALL of the rest of the material? Also, as a consequence, hexes may have to be changed from 10,000 kilometers to some other size, but who cares? honostly, who out there has made it a POINT to make every hex 10,000 KM, and any deviation will just ruin their game? 2) Void travel is not instantaneous. It takes a minimal amount of acceleration to get to 'jump' speed (or heck, the speed is the same but each jump takes at least 3.5 days EACH of acc/dec) is very low, but while in void travel one moves approximately 1 LY a day. Everything published works, except for the idea of a 'jump' that takes only 15 seconds. 3) Accerlation takes 3.5 days, decceleration an equal amount, and this is the same for all jumps. NOT consistant with the figures in the books, but DOES keep intact the idea of .1 LY speed for a 15 second jump. Of course, travel time can be siminished by higher acceleration at the expense of possible hull/medical problems. You be the judge. Ok, here's the breakdown: #1 keeps all of the rules intact but challenges assumption #2 in the arena of speed. Idea #2 keeps the rules intact but challenges the idea of a 15 second jump from assuption #2. Idea #3 challenges #2 almost completely and changes the rules. So that's that: Figure out what poison you are going to take and drink like Socrates, for there is NO WAY that this discussion can ever be resolved. And one more thing. If we are going to get really technical about space travel, tehn we have to throw the whole spaceship combat system out the window for one reason: 10 minutes at 1 g does not get you going at even 1 hex per turn. A fighter, to go accelerate 5 hexes per turn, would have to go 8 g's for 10 minutes. Right. However, the combat system works bery well, so instead of keeping the hex as 10,000 km as a yardstick, say that a hex=1 hex for purposes of movement. Sure, that gives you nothing to base the size of the hex upon except the relation of how big or how fast already established things are/go, but it is just much easier to play with IN A GAME. (BTW: for those who need a measuring stick: if 1 hex=6000 km, that means an ion drive ship with ADF of 1 can still make jumps, etc. just as fast as atomic ships, but fighters still pull around 5 g's for ten minutes in combat. Again, pick your poison.) Also BTW: If knowledgable SFer out there has calucualted the various acceleration times to .1g, acceleration per minute for combat, etc. PLEASE post these fighures so we can all check our math and have a reference for future discussion. I have worked it out about three times and come up with the conclusion that SF's math is screwed up, but I fear I do not have the correct equations, etc. SF and Top SECRET combat merge: For those of you who know Top Secret/S.I. , how can one integrate it into a SF game rules. Here are some prototypes of what I have envisioned: a) Damage, like martial arts, is based on the first die, but they have a modifier (close to the 'd' of damage they do) as a bonus. b) How does one distribute damage that occurs over an extended area? Falling, poison, and depressurization would all be examples. Should falling be whatever area landed first? poison take off points from the injection site out, 1 at a time (or from the stomach then head, then limbs if injested?), is depressurization a 'lung' thing? How have others solved this? c) anybody actually PLAYTESTED this out? If so, how did it work in terms of game balance? Well, that should be all: me, delmar watkins
Mon, 8 Jan 1996 12:47:31 -0500 RE: Re: entering the void From: TimC27@aol.com To: frontiers@uidaho.edu Wouldn't the most obvious solution be to say that travel through the void would appear instantaneous to the passengers, but in real time, X number of days would have passed for X number of light years? Since space isn't consistent, why should time be? TimC27
Mon, 8 Jan 1996 13:04:55 -0500 RE: Re: MECH: travel, d20, and TS SI From: IndyCCTX@aol.com To: frontiers@uidaho.edu In a message dated 96-01-08 02:40:25 EST, you write: (Delmar Watkins) >SF and Top SECRET combat merge: For those of you who know Top Secret/S.I. >, how can one integrate it into a SF game rules. Here are some >prototypes of what I have envisioned: >a) Damage, like martial arts, is based on the first die, but they > have a modifier (close to the 'd' of damage they do) as a bonus. >b) How does one distribute damage that occurs over an extended area? > Falling, poison, and depressurization would all be examples. > Should falling be whatever area landed first? poison take off > points from the injection site out, 1 at a time (or from the stomach > then head, then limbs if injested?), is depressurization a 'lung' > thing? How have others solved this? >c) anybody actually PLAYTESTED this out? If so, how did it work > in terms of game balance? > > Being the person who brought up TS/SI in the first place, maybe I should have mentioned the rules for it. Let me expand/clarify some things mentioned here. a) Yes, damage is based on the first die but for unarmed attacks only. Any damage done with a weapon, either hand to hand or a firearm, has it's own die roll. Hit location is also based on the die roll (the ones die, instead of the tens die as damage is). Also, you have temporary (bruise) and permanent (wound) damage; but if you take temp damage and then permanent damage to the same area, the perm damage goes over the temp damage first (ie, you take 4 points temp; then 2 points perm; you now have 2 points perm dam and 2 points temp dam to that area). b) Poison, and other whole body effects are damage done to CON(stitution); basically like Stamina; except that it's *also* divided by 10 among the 10 hit locations. Yes, essentially you have two different pools of hit points; one for the locations and another for the whole body. But when you reach 1/2 CON, you have to make a check (at 1/2 CON or go unconscious; same for 1/4 CON) so it's not so unreasonable. c) I've played a little bit of TS/SI; not as much as I'd like (find me a GM, I'll play...); never tried it for SF. There is a supplement (F.R.E.E. Lancers) for running super-agents in the near future; they've got some laser stats, but still we're not anywhere near the SF level of equipment available, I'd say. On the plus side, there's actually a page and a half on bionics... Never go on an adventure without a hat! Indy IndyCCTX@aol.com (The Junkman)
Mon, 8 Jan 1996 13:04:48 -0500 RE: Re: entering the void From: IndyCCTX@aol.com To: frontiers@uidaho.edu In a message dated 96-01-07 23:25:08 EST, you write: (Roymeo) >Sorry. "Normal plotting time for a jump is 10 hours for each light-year >that will be jumped." SFKH Campaign Books pg 25. > >So, in actuality, one generally must spend 10xLY hours (+sleep etc.) to >program the route to where you are going, then spend 1/2LY days >travelling to void-speed, void for a couple seconds, then 1/2LY days >decelleration. Okay, you're right...but so am I, I believe. As follows: 10 hours for each light-year for plotting, 8 hours sleep, ~2 hours for eating, any conversations with other players, trying to find the (non-existant) bathroom (oops! This isn't Star Trek)...and that's one day. Remember, we use 20 hour days in Star Frontiers. So, given the significant figures (namely, only one), my posting of 1 day per ly is the same as your 18-20 hours per ly. Because the boardgame KH 1day/2ly accellaration/decc. is more to get the trips to equal 1day/ly as far as I can tell. Accelleration to .1C will take (12,000,000km/hour / 10,000 km/hex)=1200 hex/hour; 1 ADF=1 hex/10min; 1200 hex/hour / 6 hex/hour=200 ADF points. A 1 ADF ship can thus reach jump speed in 200*10 min=2000 min or 33 hours; faster ships will hit it proportionately faster, of course. 1day/2ly makes absolutely no sense other than from a wargaming/board game perspective; after all, the speed required to jump into the void doesn't *increase* for longer jumps, does it? (And you thought the Void rules as they *are* are screwy...) Not to mention that they don't do navigation there...that figure subsumes them, assuming we're reading the same passages in the KH booklet. So, if you don't want to use the 1 day/ly (Alpha Dawn p 49) in the rules, you can add in the deceleration time (and acceleration time, if you go with the 'can't accelerate til the navigation's done' which I think is bogus) to the navigation time of 10 hours/ly + sleep + misc (the guy *does* take showers and eat, right?)--call it 20 hours/ly or 1 day. Alternatively, we could basically junk the existing rules and rewrite them to make better sense (keeping the time/skill requirements approximately the same, preferably, on the average). (As Delmar Watkins is proprosing in another post. Might be a good idea.) Never go on an adventure without a hat! Indy IndyCCTX@aol.com (The Junkman)
Tue, 9 Jan 1996 08:46:37 +1100 RE: Re: entering the void From: Wesley Prosser <wes@deakin.edu.au> To: frontiers@uidaho.edu More on void jumps. Romeyo says : > I agree with wes, generally the known starlanes should have astrogation > programs which give a second to second calculation of the route > downloadable for a small (or exhorbitant) fee. And if the fees truly were exhorbitant, a freight company wishing to buy the rights for a new route would have to balance the immediate cost against the proposed long-term profit (for those PCs who run a freighter). Further, exploring new lanes becomes much more profitable. Romeyo continues : > but, 'by the rules' the astrogator would have to spend 10 hours per > light year (+ time for sleep, etc.). Personally, "Damn the rules!" > These calculations would probably be able to be modified by an > astrogator for less than the 10hr/LY... > Of course if the Malthar doesn't like you, he could have your ship fed > really bad coordinates. Alternatively, yes, it takes a mere human 10 hours per light year to plot a course... if he were doing it by hand. If, of course, he just pays K'zit-Kar SpacePort Control the administration charge of a mere zillion credits to download the course directly into the Navicomp, it may take but 10 minutes... or 10 days (we are talking about a bureaucracy here). Large amounts of time could be wasted "waiting for clearance" - having two starships pass through the same point in voidspace at the same time might be a bit messy. Dwatk00 says : > OK, so what does that mean? That means that, according to this, ALL of > the SF and KH stats are wrong. Great. Oh, no! Is there a TSR product which doesn't have minor continuity problems? Is there a role-playing game at all (bar Toon)? By the by, I'm mighty close to finishing the Traveller-2300 Solar System Generator program (it's in Pascal at the moment, but will be turned into C very soon, and be made generally available :-). While trying to figure out the tables supplied, I discovered that someone at GDW had a reasonably good eye for detail. I could verify almost all of the tables by scientific cross-references or calculation. However, one of the tables used the wrong equation. Pop quiz: do you use the table presented, or do you use the real equation? Dwatk00 continues : > Here are ways to fix the problem: > 1) Blah. > 2) Blah, Blah. > 3) Accerlation takes 3.5 days, decceleration an equal amount, and > this is the same for all jumps. NOT consistant with the figures in > the books, but DOES keep intact the idea of .1 LY speed for a 15 > second jump. Of course, travel time can be diminished by higher > acceleration at the expense of possible hull/medical problems. I believe this to be the best option, not only because it makes sense, but because it introduces many more role-playing possibilities. The average trip (directly from anywhere to anywhere) may take around 8 days regardless of distance, but some firms >will< offer faster trips ("business class", freight haulage) or slower ones ("love boat" style cruise ships). Beings from different worlds may preferentially take a slower trip (travelling at 0.8g, for example) because their home world has a gravity of 0.8g, and thus they feel more comfortable. Pirates, smugglers and military will probably go faster (but then, they always do!), yet most trips will still only travel at 0.9g to 1.1g, if for no other reason than the average Joe who works on the ship is going to get really pissed off when he gets osteoperosis, or liver damage, or whatever, thus the unions force the commercial shipping companies to maintain acceleration to strictly controlled bands. My "moral of the story" is that whatever scheme you choose to use in your game should not only (a) make sense, and (b) attempt to be consistent with the rules as presented, but also (c) be interesting enough so that it suggests campaign plot ideas & side issues (that is, things which may become part of the storyline of the game, and thus be of direct interest to the players). - Wes
Mon, 8 Jan 1996 20:43:42 -0600 RE: just a tad off-topic From: roymeo@iastate.edu To: frontiers@uidaho.edu I finally got the StarWars stuff I bought via auction. one question: is the Rules Companion for first edition? I have it and the Second edition rules, but not the first edition main rules and am not sure. roymeo
Mon, 08 Jan 1996 20:59:19 CST RE: Re: entering the void <9601080503.AA02949@durin> From: "rev. roy crisman" <roymeo@iastate.edu> To: frontiers@uidaho.edu Wes said: >Romeyo goes on to say : >> Sorry. "Normal plotting time for a jump is 10 hours for each >>light-year that will be jumped." SFKH Campaign Books pg 25. >Why so long, especially if the route is well travelled (and thus assumed >to be well documented)? Surely a well-known route can just be downloaded >from publically accessible databases? >- Wes well, as someone noted, 1g accelleration gets you from earth to about the orbit of Jupiter. Sure, everything is documented, but old documents will do you little good. Planets revolving about suns, suns moving relative to each other, other gravity wells to avoid/which influence, etc. Would do no good to skip on calculations and end up out by 'jupiter' when the 'earth' you're trying to get to is on the opposite side of the sun. Actually I was somewhat surprised that the 1g accelleration would take one such a 'little' distance. I wonder...this distance (jupiter's orbit) is starting to sound a lot like the 100-diameter limit from Traveller... roymeo
Mon, 8 Jan 1996 21:11:53 -0600 RE: that void debate From: roymeo@iastate.edu To: frontiers@uidaho.edu first, I think for clarity, when we're discussing this, we ought to make sure we're indicating whether we're talking about canon or what we really use. Someone who is using long durations of 'void' travel time is certainly interesting and relevant to us for consideration to use personally, but it doesn't do much good in way of nailing down exactly what the rules (could) mean. So, this next bit is about the canon. I'm beginning to wonder, without re-reading the rulebooks, is the 1%c figure used often, or is it just mentioned at the beginning? If it was mentioned only (or only concretely) at the little intro blurb, then it is far more explainable as something someone tacked in to make the manual read well. personally: I'm sticking to the 1day/LY for travel figure. I like having the distance determine the time taken, I don't want Lynchpin to be a simple 4days away. I also don't like the various methods of upping the accelleration to huge figures, because 1) that turns a good simple system into a table of numbers (if I wanted that I'd be playing with traveller rules). 2) there would be little to control the PC's from jaunting everywhere at breakneck speed. Just like the characters with 'cursed swords' who cut off their arms because it's an easy way to fix the problem and they don't feel the pain. now, I might be convinced to use smaller accelerations in the case of extra sensitive beings, and grudginly would allow some race of heavyworlders to go faster (guess how many of those I'll introduce!) So, I'm of the 'voiding module' various accelerations based on 1/2LY distance school. roymeo
Mon, 08 Jan 1996 21:20:40 CST RE: Re: entering the void <960108124730_109972147@emout05.mail.aol.com> From: "rev. roy crisman" <roymeo@iastate.edu> To: frontiers@uidaho.edu TimC: >Wouldn't the most obvious solution be to say that travel through the >void would appear instantaneous to the passengers, but in real time, X >number of days would have passed for X number of light years? while this does lead to some neat things like the rich roaming the starlanes to 'stay young' I think this still causes some problems with canon. How long do the travellers need to acc/dec? if it is more than 2 days to reach 1%c, then we've already got more than the 4 days needed to make the small jumps. And if it is only something like .5day to reach an arbitrary jump speed, with the x number of days as unexperienced by the travellers, we've dramatically cut down on the amount of time that characters can interact with their surroundings. I guess that's one reason I like the LY times. they give plenty of time for shipboard interaction and intrigues. Would be little fun to take a pleasure cruise about the frontier if everything went too fast. roymeo
Mon, 08 Jan 1996 22:04:54 CST RE: Re: entering the void <960108130447_85955793@emout06.mail.aol.com> From: "rev. roy crisman" <roymeo@iastate.edu> To: frontiers@uidaho.edu Indy wrote: >In a message dated 96-01-07 23:25:08 EST, you write: (Roymeo) >>Sorry. "Normal plotting time for a jump is 10 hours for each >>light-year that will be jumped." SFKH Campaign Books pg 25. >> >>So, in actuality, one generally must spend 10xLY hours (+sleep etc.) to >>program the route to where you are going, then spend 1/2LY days >>travelling to void-speed, void for a couple seconds, then 1/2LY days >>decelleration. >Okay, you're right...but so am I, I believe. As follows: 10 hours for >each light-year for plotting, 8 hours sleep, ~2 hours for eating, any >conversations with other players, trying to find the (non-existant) >bathroom (oops! This isn't Star Trek)...and that's one day. Remember, >we use 20 hour days in Star Frontiers. Ok, you caught me with that last bit. I use a nonstandard 25 hour day. Mostly because I myself seem to have an internal clock running on something like a 30 hour day, it seems very very strange for me to consider a 20 hour day cycle. Of course I never really considered the impact of a 25 hour day upon such things as travel (cause I personally hold the 1%c thing as a goof). Still, as you say, counting each 10 hours as a entire day with sleep, etc., we have astrogation required for a 9LY trip to be 9 days. I do not think it will do much good to have the astrogator working after you've jumped the void. So even if you were accellerating while calculating, you still have the 1.65 day (33hours) decelleration that you calculated below. This being true, we then have no easy numbers for the amount of travel needed. Aside from the 1%c figure given (pg 3), the only easily found 'stat' in the book is on page 33: "After several days of accelleration, the ship should be ready to make its jump through the Void." Though vague, this doesn't bode well for what you calculate below. Yes, I suppose that though I'm arguing canon, I'm doing it in a way to support what I already believe. You'd think I'd had a lot of experience with theological debates or something. On that note: pg 56 Transit Boxes "The paths of light blue boxes between systems mark the known travel routes in the Frontier. The boxes are "transit boxes." Each transit box marks one day of acceleration or deceleration along that route. Thus, transit boxes measure speed, not distance." So, this would to me, be a pretty good indication that someone was admitting that it does take more speed to go further. This quote also reminded me that acceleration and deceleration have one 'l' each. Also, page 58 which for a bit had me boggled: Accelerated Movement (Risk Jumping) "Ships with an ADF of 2 or more can move two transit boxes per day. Ships with an ADF of 3 or more can move three transit boxes per day. No ship can move more than three transit boxes per day, because such extreem, prolonged acceleration would disable the crew." [various misjump probabilities are possible, though] Now, we know the boxes are acceleration, so it must be the acceleration which is required here, not the days beforehand for astrogation. Though looking at this, I can see no evidence anywhere of the astrogators taking up any time. Either they ignored it for playability, or you are supposed to know to use that. I suppose it would also be possible if you're going to allow running calculations for the astrogator to be working on the jump out of the system that you are currently approaching. Seems like the astrogator would be a dull boy, though, all work and no play. >So, given the significant figures (namely, only one), my posting of 1 >day per ly is the same as your 18-20 hours per ly. Because the >boardgame KH 1day/2ly accellaration/decc. is more to get the trips to >equal 1day/ly as far as I can tell. Accelleration to .1C will take >(12,000,000km/hour / 10,000 km/hex)=1200 hex/hour; 1 ADF=1 hex/10min; >1200 hex/hour / 6 hex/hour=200 ADF points. A 1 ADF ship can thus reach >jump speed in 200*10 min=2000 min or 33 hours; faster ships will hit it >proportionately faster, of course. 1day/2ly makes absolutely no sense >other than from a wargaming/board game perspective; after all, the speed >required to jump into the void doesn't *increase* for longer jumps, does >it? see above. :) apparently so. > (And you thought the Void rules as they *are* are screwy...) Not >to mention that they don't do navigation there...that figure subsumes >them, assuming we're reading the same passages in the KH booklet. nah. I just thought the 1%c figure wasn't an absolute. still do >So, if you don't want to use the 1 day/ly (Alpha Dawn p 49) in the >rules, you can add in the deceleration time (and acceleration time, if >you go with the 'can't accelerate til the navigation's done' which I >think is bogus) to the navigation time of 10 hours/ly + sleep + misc >(the guy *does* take showers and eat, right?)--call it 20 hours/ly or 1 >day. Well, with the universe expanding (cept for Brooklyn) and the ships engines having a touch of a flux of output and that huge asteroid you just passed pulling the ship a touch off plotted course, I see the astrogator as a busy little being making minute corrections as you are accelerating. If plotting takes 10hours/LY, it would seem that these sorts of things need to be accounted for. >Alternatively, we could basically junk the existing rules and rewrite >them to make better sense (keeping the time/skill requirements >approximately the same, preferably, on the average). (As Delmar Watkins >is proprosing in another post. Might be a good idea.) Well, I think that this presentation of KH canon might help shed a touch more light. I'll say it again, personally it just seems one should ignore the 1%c figure. (playing with astrogation time is a seperate issue, and I would certainly support lowing the number from 10hours/LY, but not allow calculation enroute). roymeo
Mon, 08 Jan 1996 22:25:51 CST RE: Re: entering the void <9601082146.AA03028@durin> From: "rev. roy crisman" <roymeo@iastate.edu> To: frontiers@uidaho.edu Wes said: >Romeyo says : roymeo. cause I'm roy. geeze, you'll never find my webpages with that spelling. :) >> I agree with wes, generally the known starlanes should have astrogation >> programs which give a second to second calculation of the route >> downloadable for a small (or exhorbitant) fee. >And if the fees truly were exhorbitant, a freight company wishing to >buy the rights for a new route would have to balance the immediate cost >against the proposed long-term profit (for those PCs who run a >freighter). >Further, exploring new lanes becomes much more profitable. Well, I was thinking more on the lines of each time one wished to go from A to B, one would have to buy new calculations. This wouldn't be much, just enough to make the players have to decide whether the time saved for astrogation was worth the credits. And now that i consider it, wouldn't Trans-Travel have a station somewhere staffed fulltime by astrogators who made the calculations for each ship and then fed them to the actual ships which are travelling? >Romeyo continues : [roy-me-o] >> but, 'by the rules' the astrogator would have to spend 10 hours per >> light year (+ time for sleep, etc.). >Personally, "Damn the rules!" *nods* It was just my unconscious thought to seperate the canon discussion from the 'I do this' thing. If you're using something like the Dune method of void jumping, it won't help me figure out what to do with the 1%c number. >Pop quiz: >do you use the table presented, or do you use the real equation? depends upon how many anal physics majors you have in your campaign. I'd use the chart unless it is wildly inaccurate/unplayable/causes further problems down the line/causes too much suspension of disbelief. >Dwatk00 continues : >> 3) Accerlation takes 3.5 days, decceleration an equal amount, and >> this is the same for all jumps. NOT consistant with the figures in >> the books, but DOES keep intact the idea of .1 LY speed for a 15 >> second jump. Of course, travel time can be diminished by higher >> acceleration at the expense of possible hull/medical problems. >I believe this to be the best option, not only because it makes sense, >but because it introduces many more role-playing possibilities. I dunno. I think the various times required open up more possibilities. On the run, Star Law after you but having no clue where you jumped to from Prenglar, do you go the small jump, or the long jump? And when you get to start trying to pull 18LY stunts, why should that be the same as the 1LY jump from MY vrusk homeworld/plague planet to the Ebony Eyes binary blackhole. Though this 1LY thing may make me require some sort of minimum acceleration time for a minimum speed. >My "moral of the story" is that whatever scheme you choose to use in >your game should not only (a) make sense, and (b) attempt to be >consistent with the rules as presented, but also (c) be interesting >enough so that it suggests campaign plot ideas & side issues (that is, >things which may become part of the storyline of the game, and thus be >of direct interest to the players). agreed. [a] is a personal issue, yet knowing what others are doing allows more options [b] is the canon debate we're having [c] screw the canon when necessary. Use Dune navigators if that's what you want. roymeo
Tue, 9 Jan 96 23:08:09+120 RE: Re: just a tad off-topic From: whisen@krems.kmr.ll.mit.edu (Tim Whisenhunt) To: frontiers@uidaho.edu > >I finally got the StarWars stuff I bought via auction. > >one question: is the Rules Companion for first edition? >I have it and the Second edition rules, but not the first edition main >rules and am not sure. > >roymeo > Yes the rules companion is for 1st ed but a lot of the 1st edition stuff is still useful in second ed. Some of the info was already incorporated into the second edition rules so parts of it are pretty superfluous. Unlike a lot of second edition games that claim compatibility Star Wars does a nice job of fixing the few basic flaws inherent in the 1st edition, adding more complexity while keeping the ease of play that made it a great game to begin with, and making those of us who started from the beginning feel as if we had not wasted a lot of money buying the first edition(ie: it is not all outdated) Tim
Tue, 09 Jan 1996 08:35:02 -0700 RE: Revised SF ship combat From: Steve Bartell <STEVEBAR@wordperfect.com> To: frontiers@uidaho.edu After running the Sathar War from the Knighthawks boxed set, I noticed something that dramatically takes away from the realism of space combat in Star Frontiers. Now normally, I am the first one to say "leave the rules be and live with it", but maybe not this time. In KH, you move a number of hexes on your turn according to your ADF speed you are going. This forced a ship to be in front of a ship one turn, then all the sudden move instantly far away during their turn. The effect is having the ships bounce around the map. Sure, a ship can fire at any ship that moves through it's firing path, but it is hard to plan tactics ahead of time when you have no idea where the ship is going until it makes it's complete turn move. Solution: anyone who has played StarFleet Battles knows that they have their turns divided into "impulses", where each ship moves one hex at a time, according to it's speed. For instance, a ship that is moving very fast might move one hex almost every impulse, but slow ones might move one hex every 8 impulses. Has anyone ever incorporated this type of movement into your game? If so, how did it work? If not, I am considering writing something up on it and posting it to the list. Thanks, -Steve Bartell http://members.aol.com/stbartell/private/index.htm
Tue, 09 Jan 96 13:57:02 EST RE: Re: just a tad off-topic From: Brian M Lauer <UK02050@ukcc.uky.edu> To: frontiers@uidaho.edu The Rules Compendium is for 1st Ed. SWRPG. I'm amazed that you were able to find a copy. Brian
Tue, 9 Jan 1996 15:18:06 -0500 RE: Re: entering the void From: IndyCCTX@aol.com To: frontiers@uidaho.edu In a message dated 96-01-08 23:07:28 EST, you write: >Well, I think that this presentation of KH canon might help shed a touch >more light. I'll say it again, personally it just seems one should >ignore the 1%c figure. (playing with astrogation time is a seperate >issue, and I would certainly support lowing the number from 10hours/LY, >but not allow calculation enroute). This is starting to get interesting...(G) I'll probably post a more lengthy post on this topic in reply to some of your other points later, but I wanted to mention this right now. I wouldn't allow calculation that WASN'T done enroute. With all the variations that might come up; slight course errors, a minor asteroid here or there, etc, I would say that calculations are an ongoing process. While the rough draft (as it were) can be done ahead of time, all the fine details depend on *what's actually happening*. Indeed in KH p 25 (Plot Interseller Jumps) we find that "The time needed to make course corrections increases for long jumps, because even small errors become very serious as the distance increases." As regards to day length...in Alpha Dawn, it mentions that the 20 hour day (Galactic Standard Time) is used primarily for record keeping. Pay, and travel time, are figured from the standard day; local systems will be used for other purposes. And of course, banking uses standard 20 hour days for determining interest, when loans are due, etc. Never go on an adventure without a hat! Indy IndyCCTX@aol.com (The Junkman)
Tue, 9 Jan 1996 15:21:05 -0600 RE: Re: just a tad off-topic From: Thomas Fuller <tfuller@n-link.com> To: frontiers@uidaho.edu At 08:43 PM 1/8/96 -0600, you wrote: > >I finally got the StarWars stuff I bought via auction. > >one question: is the Rules Companion for first edition? >I have it and the Second edition rules, but not the first edition main >rules and am not sure. > >roymeo > > That is a good question. The 1st and 2nd Edition SW rules shouldn't be all that different. But then I don't know. I've always played 2nd edition rules. ThankU Darryl Fuller.
Tue, 9 Jan 1996 15:42:24 -0600 RE: The Void From: Thomas Fuller <tfuller@n-link.com> To: frontiers@uidaho.edu Okay so we accelerate at 83km/sec to enter the void. What happens when we encounter a gravitational anomaly in the Void that throws are navigation computers off. And if so, is there gravitational anomalies in the Void. By gravitational anomaly I mean like SW, a planet or other such large item casts a shadow in hyperspace. Does this happen in SF. I think it does otherwise we would be able to zip right through the Greater Morass and other large interstellar dust clouds.
Tue, 9 Jan 1996 15:51:10 -0600 RE: KH Space Combat From: Thomas Fuller <tfuller@n-link.com> To: frontiers@uidaho.edu What travels in a straight line tends to travel in a straigh line unless acted upon by an outside force. Using Newtonian physics, I should be able to accellerate my Assault Scout to a speed of 20 and without changing vector rotate my Assault Scout around to face what was previously the rear (thus flying backwards) and fire at the enemy pursuing me. Thankyou Darryl Fuller.
Tue, 09 Jan 96 17:14:06 EST RE: TS/SI From: delmar watkins <DWATK00@ukcc.uky.edu> To: Star Frontiers Listserv <frontiers@uidaho.edu> I knew the system for TS/SI, but had forgotten the 'two pool' system of damage. My first point, about assigning a damage modifier to the established 'to hit' roll was an attempt to simplify the system. If we use the system described, but then add a damage modifier based on the weapon to the rolled number, then with one roll we know IF the character hit, HOW HARD the character hit, and WHERE the character hit. I think I would have rather seen Zeb's guide go in this direction if they wnated to update the SF system because it is not only better but also almost 100% compatible with all of the current SF material. I don't have the TS/SI book & haven't seen it in about 3 years, but here is a guess at my 'damage bonus' numbers. Indy, convert some of the TS/SI guns to SF so we can add these rules if we want them... Laser Pistol +1 per 2 SEU Gyrojet Pistol +3 Sonic Disruptor +5/4/3/2 for PB/S/M/L ranges Auto Pistol +2, +3 if three rnd burst Needler Pistol +1 + drugs or +2 barbed Laser Rifle +1 per 2 SEU Gyrojet Rifle +3 Sonic Devestator +8/7/6/5 for PB/S/M/L ranges Auto Rifle +2, +3 if 3 rnd burst, +3 on 3 locations for burst fire Needler Rifle +1 + drugs, or +3 barbed Heavy Laser +1 per SEU Are these even close or realistic? Please comment... me, delmar watkins
Tue, 9 Jan 1996 19:18:11 -0500 RE: Re: TS/SI From: IndyCCTX@aol.com To: frontiers@uidaho.edu In a message dated 96-01-09 17:27:55 EST, you write: (Delmar Watkins) >If we use the system described, but then add a damage modifier based on >the weapon to the rolled number, then with one roll we know IF the >character hit, HOW HARD the character hit, and WHERE the character hit. > >I think I would have rather seen Zeb's guide go in this direction if they >wnated to update the SF system because it is not only better but also >almost 100% compatible with all of the current SF material. > >I don't have the TS/SI book & haven't seen it in about 3 years, but >here is a guess at my 'damage bonus' numbers. Indy, convert some of the >TS/SI guns to SF so we can add these rules if we want them... > > Okay, once more, weapons have a separate damage roll. The combined roll to hit/damage is only for unarmed combat. The numbers listed aren't useable because this wasn't taken into account. Sample damages: (From TS/SI) .22 Baretta 1d6 .32 Baretta 1d6 9mm Browning HP 1d6+1 .45 Colt M-1911-A1 1d8 .30 M-1 Carbine 1d8 .30-06 M-1 Garand 1d6+1 7.62mm M60 machine gun 1d8 .50 Browning M2 machine gun 1d10 Note that in TS/SI, scores range from 20-79. CON is divided by 10 to give the amount of damage each hit location can take...so most areas will have 4-5 points of damage it can take. Maxing out wound damage to the head, chest, or abdomen kills the character. Using this system, most of the time you're back to the old roll to hit, then roll for damage routine instead of the ZG one roll method. On the other hand, it also provides for hit locations *without* an additional roll required. Never go on an adventure without a hat! Indy IndyCCTX@aol.com (The Junkman)
Tue, 09 Jan 1996 18:25:53 CST RE: Re: The Void <199601092142.PAA17614@n-link.com> From: "rev. roy crisman" <roymeo@iastate.edu> To: frontiers@uidaho.edu darryl had a good point with the note about the clouds being navigation hazards. I never really processed that. Of course other systems do seem to 'attract' ships, because when you misjump, you do end up in another system. Though this may have just been a playability issue (though how getting trapped in a system with no civilization will help when you have no fuel is beyond me). There is a difference between the Star Wars hyperdrive. Generally in Star Wars, they are going great distances and are not limited to 15LY for safety. roy
Wed, 10 Jan 1996 11:59:58 +1100 RE: Re: entering the void From: Wesley Prosser <wes@deakin.edu.au> To: frontiers@uidaho.edu "Please Sir, I want some more..." Roymeo (Yes, that's >Roymeo<, not that other imposter - sorry!) says : > well, as someone noted, 1g accelleration gets you from earth to about > the orbit of Jupiter. Sure, everything is documented, but old documents > will do you little good. Planets revolving about suns, suns moving > relative to each other, other gravity wells to avoid/which influence, > etc. > > Would do no good to skip on calculations and end up out by 'jupiter' > when the 'earth' you're trying to get to is on the opposite side of the > sun. True. But most of those calculations ought to be automatic as well. We can do almost all of those things here and now. That's how we know when... * When lunar apogee & perigee occur; * When Earth's (and most other planets') aphelion and perihelion are; * When Major conjunctions, minor conjunctions, "times of closest passage", etc. are; * When the tides (incorporating both the solar and lunar aspects) are; * When (and where) solar & lunar eclipses are; * When Halley's comet will come back; etc. etc. Mathematical models of the positions of planets, asteroids, comets, and moons have already been worked out for our solar system. That's why the two Voyagers did so well. Combine this with "proper motion" calculations of the stars relative to some fixed point (again, we do this now), and voila! An instant 4-dimensional map (x,y,z,t) map of the galaxy. I could write a simple navicomp program for the Frontier in a few hours. Of course, my navicomp would be a Mac (and only a Classic II at that), but hey! My Subaru 4-cylinder starfreighter's been in dry dock for 18 months. Roymeo also wrote : > >do you use the table presented, or do you use the real equation? > > depends upon how many anal physics majors you have in your campaign. > I'd use the chart unless it is wildly inaccurate/unplayable/causes > further problems down the line/causes too much suspension of disbelief. Hmmm... Point taken, but I was more concerned with the writing of the star system generator program than doing calculations by hand during a game. I wouldn't do a full solar system by hand using the Traveller 2300 rules anyway - it'd take hours. - Wes
Tue, 09 Jan 1996 20:36:56 CST RE: damage systems <960109191745_111418557@emout06.mail.aol.com> From: "rev. roy crisman" <roymeo@iastate.edu> To: frontiers@uidaho.edu anyone ever use the "It's a hit, but where?" article from a dragon? Sure, it requires a seperate roll (only for very good hits, the rest are still treated as whole body damage). just wondering how well it's worked for others, and any modifications anyone has used on it. as it is, it is KIND OF nice to have some good hits creating specific wounds to specific areas, but of course you can still have most hits doing just generic damage. I suppose for the playability, it is less realistic but a little simpler to have most/all damage being generic. having only some hits doing specific damage keeps the game moving along in a more space operaeque way yet adds the potential for specific crippling hits. I know from past experience with Rolemaster, that if you start getting too frequent spcific damage, you soon have a party which needs to stop because a quarter of the party's limbs are missing or inoperative. roymeo aka rev. roy crisman (for those with some confusion)
Wed, 10 Jan 1996 14:05:12 +1100 RE: Re: damage systems From: Wesley Prosser <wes@deakin.edu.au> To: frontiers@uidaho.edu "Bonjour" from the land of the nonexistant summer! Roymeo writes : > anyone ever use the "It's a hit, but where?" article from a dragon? Sorry! Haven't seen a Dragon in 3 years. > just wondering how well it's worked for others, and any modifications > anyone has used on it. A friend of mine used a fighter hit sheet from FASA's Renegade Legion - Interceptor in a game of AD&D. Each of the ship circuits was considered to represent a specific piece of the body or bodily function. The ship's armour became the character's, with pieces of armour falling off at appropriate times. Different weapons were given different "hit shapes", just as different weapons in Interceptor do. Apparently they enjoyed it so much they forgot the plot of the story, and ran off to get slaughtered by a pack of kobolds. > As it is, it is KIND OF nice to have some good hits creating specific > wounds to specific areas, but of course you can still have most hits > doing just generic damage. > > I suppose for the playability, it is less realistic but a little simpler > to have most/all damage being generic. having only some hits doing > specific damage keeps the game moving along in a more space operaeque > way yet adds the potential for specific crippling hits. I know from > past experience with Rolemaster, that if you start getting too frequent > specific damage, you soon have a party which needs to stop because a > quarter of the party's limbs are missing or inoperative. I always wanted to use such a system in AD&D, but more for the role-playing possibilities. For example, a wizard who happily and regularly casts Fireball has three fingers of his left hand chopped off (or casts Dexter's Digits of Death by accident). Uh-oh! Can't cast that Fireball anymore, because those three fingers were crucial to the somantic component. Thus, the character goes off and researches a new version of the spell, in which he need only use his right hand, or no hands at all. Later, he discovers how useful it was to do so - when he's tied to a stake in the middle of a goblin lair about to be made into a sashlik, and he can't move his hands.