Poll

Would you be interested in a freespace RPG?

Yes
11 (47.8%)
No
12 (52.2%)

Total Members Voted: 22

Author Topic: Freespace RPG  (Read 11363 times)

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I was wondering, would anyone be interested in a Freespace RPG?  That is, it would probably be based on a forum of some sort, with a dice system to add chance into actions.

I was thinking of basing it off the nWoD rulebook, making modifications for space combat.  I'd have to create vehicles, and skills and such.  It would take a while to make it happen though.

For now, I'm just testing the water.  Would anyone be interested in one?  If you answer on the poll, please state your reasons why so I can get a feel for the concerns regarding such a possibility.  Thanks :)

******UPDATES*******

Board address: http://fsrpgc.proboards105.com

Alpha release (approx) - 07/20/2008

The following positions need to be filled in order to get FSRPG (Freespace Role Playing Game) up and running.

Web developer - Status: (Open)
-(We need someone who can set up a board system to get the Alpha underway, and creating a full web site (in time) for the game)

Alpha tester(s) - Status: (Open[variable number of slots])
Snail

Artist - Status: (Open) (Not urgently needly, but would be nice to have one involed)



I also started on constructing a rough rule system.  It looks like some people are interested in the whole dice thing, while others aren't.  Either way, I'm fleshing out a modified rules set.

I'm also looking to get together a few Alpha testers for the rules set over the course of the next week as the modified rules set begins to take shape.  [Note: all stats acquired during the Alpha/Beta campaign(s) will not roll over to the main release.  The beta campaign is will be for the purpose of establishing balancing issues to fix for the main campaign.]

« Last Edit: July 18, 2008, 11:29:34 am by mr.pancakes »
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Offline Hades

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Dice? hell no. Make it like Freelancer and let you buy your ships and let it be real timed. No "dice system to add chance into actions" bull****.
[22:29] <sigtau> Hello, #hard-light?  I'm trying to tell a girl she looks really good for someone who doesn't exercise.  How do I word that non-offensively?
[22:29] <RangerKarl|AtWork> "you look like a big tasty muffin"
----
<batwota> wouldn’t that mean that it’s prepared to kiss your ass if you flank it :p
<batwota> wow
<batwota> KILL

 
You wouldn't have to roll the dice, pretty much.  The nWoD system is insanely simple actually.  It isn't complicated like D20 is when it comes to combat.  It moves pretty quickly.  Besides, I try to only use dice loosely anyway.  Don't want to get bogged down either.
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Offline Snail

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I find the best role-playing things are those without rules. You don't need to refer to anything, and it usually turns into a battle for the space-time continuum, with the universe being rebuilt over 7 times. That can't happen in an RPG with rules, I tell ya.

 
I agree, to a point.  There definitely needs to be a degree of freedom of choice and story to give the players.  Rules can, at times, become more of a burden than a benefit at times.  I'm not saying I'd go completely rule-less, but the point is well taken.
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Offline Snail

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I like role-playing, but when it starts getting complicated with 130 sided dice it gets very tiresome.

 
Nah, that's not how nWoD's basic rule system works.  The system is insanely easy.  The game only uses 10 sided dice.  A roll of 8, 9, or 10 = a success.  If you roll a 10, you get another free roll.  If it is a 8, 9 or 10, it is a success (and if it is another 10, you get to.. guess what, roll again! ^^).

Basically, the more skill you have in something, the more dice you have.  If you have 3 points of skill in a certain area, you get to roll 3 dice.  Each point of skill = an extra dice to roll (increases your chances of a success).  Depending on favorable/bad conditions, you might get an extra dice to roll, or one less to roll.  If the action is against another person, more times then not the winner is whoever gets the most successful dice.

Pretty much, that is the whole game system, in a nutshell.  It isn't really more complicated than that.  Sure, it has it's nuances, but the system actually revolves around storytelling, rather than rules... which is why the kept the rules so simple, and the game can move so fast compared to D20.
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Offline Snail

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IMO ditch the whole dice thing.

 

Offline NGTM-1R

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Nah, that's not how nWoD's basic rule system works.  The system is insanely easy.  The game only uses 10 sided dice.  A roll of 8, 9, or 10 = a success.  If you roll a 10, you get another free roll.  If it is a 8, 9 or 10, it is a success (and if it is another 10, you get to.. guess what, roll again! ^^).

Mention not the monstrosity.
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??? what?  What is so bad about that?  It's one of the simplest rule systems I've seen.
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Offline NGTM-1R

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That's exactly what's bad about it.
"Load sabot. Target Zaku, direct front!"

A Feddie Story

 

Offline Snail

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That's exactly what's bad about it.
I'm dense. What's your point?

 
I like it for the very fact it allows for more story and less rules.  No system is perfect, but I think it is a good balance of story/rules....
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Offline Snail

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How would we do dice on the 'net anyway?

 
You wouldn't need to.  All you would need is a listing of your current stats.  I'd roll them for you anyway if I was GMing it I guess, and post outcomes and such.  I don't think I'd have to play and GM, I'd have to just GM it.  I'd have to keep track of enemy ships, enemy stats, and such so everyone else doesn't really have to.

I'd put in the work, if people wanted to play.  But player movements are up to players really, just...not the outcomes.
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Offline NGTM-1R

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That's exactly what's bad about it.
I'm dense. What's your point?

Call me old-school. I view most White Wolf creations as being victims of the Law of Ruleless Deformity, in addition to their other, cliche, and damn ugly qualities that come from being Modern-Day Occult Games.

I also find their storytelling pretensions laughable, as the key factor in the depth of a game is the players/GM and not the system. It always has been. In fact, they lend themselves to less story because they have...less detail. Ooops. Rules never interfere with story, they merely give it structure. This is A Good Thing.
« Last Edit: July 13, 2008, 07:50:40 pm by NGTM-1R »
"Load sabot. Target Zaku, direct front!"

A Feddie Story

 
Call me old-school. I view most White Wolf creations as being victims of the Law of Ruleless Deformity, in addition to their other, cliche, and damn ugly qualities that come from being Modern-Day Occult Games.

Let me just clarify something.  I have not, and never intend to use, the nWoD rules for the storyline they intended.  I never play anything magical.  In fact, I purposely remove that aspect from the game... the fantasy stuff that is.  I play modern or sci-fi versions mostly.

I simply like the simplicity, upon which a GM can exercise discretion in what to add to them.
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Offline karajorma

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I find the best role-playing things are those without rules. You don't need to refer to anything, and it usually turns into a battle for the space-time continuum, with the universe being rebuilt over 7 times. That can't happen in an RPG with rules, I tell ya.

So dice help prevent munchkin gaming? And that's a bad thing why?
Karajorma's Freespace FAQ. It's almost like asking me yourself.

[ Diaspora ] - [ Seeds Of Rebellion ] - [ Mind Games ]

 
Quote
So dice help prevent munchkin gaming? And that's a bad thing why?

Exactly. Say I tell you that I'm McGyver and modify my Fenris into double the output of an SH Gargant. Without rules it take just one or two god gamers to ruin everyones day. Explaining that its bullshot rarely helps they still want to command Sath Fleets.

 
I don't see why there is this apprehension to dice, and the system in general.

The nWoD rulebook specifically states, pretty much every chapter, that it comes down to the GM.  The GM can award things as they see fit, and still has control of the game.

nWoD also boasts a very easy experience system for calculating exp points earned at the end of a game session,  for the purpose of character advancement.  (this part really isn't based on dice, at all).  The exp system will give players something to work towards, a level of character evolution.  Otherwise, if everyone is an ace pilot off the bat, it wouldn't be a very interesting game at all.  It would just be something like "I pwn this sathanas by [insert some really daring and incredibly slim chance/maneuver that has been pulled off]"

With a diced based system, it isn't' that you CAN'T attempt daring maneuvers... it is that you cannot attempt them and expect a likelihood of zero consequences.

[Note: there are updates in the main post]
« Last Edit: July 14, 2008, 11:11:19 am by mr.pancakes »
It's... it's just staring at me.  Why is it staring at me?    Oh my God!  Did it move?!  It moved didn't it?! ... wait.... it's just a sock. :(