From: Doug Evans <devans@n...>
Date: Wed, 18 Jan 2006 10:29:38 -0600
Subject: [GZG] Cruisers ... in the FT world [and] John's Shipbuilding/Campaign Rules-VC
BB wrote on 01/17/2006 09:30:40 AM: > The reason this doesn't necessarily transfer well to FT is simple: On the other, other hand... There is cinematic/literary space travel that works just like this; may have to allow as part of 'cinematic', at least optionally. On one side, you can have tactical versus operational or interstellar warp, the former being a sort of stutter warp? Also, if I recall correctly, David Gerrold's voyages of the Star Wolf(?) had a back ground where the larger the hull, the larger the warp bubble, though it was used for sensing, still in the If-I-recall-correctly mode. However, it could as easily be for warp TRAVEL as well. On the whole issue of insane commanders... Allan Goodall wrote on 01/17/2006 08:53:52 AM: > That can still end up with "gamey" results. The player figures out I have to admit I'm a bit twitchy on this; someone earlier mentioned surrender, and I realized that in the iron/steel error, surrender was DAMN seldom, accept by sailors in the water. Even evasion after major damage could be iffy; plenty of examples of ships closing and firing just before exploding or as they were going under. The above example could prove even more disasterous, where they roll one's instead, and they lose the ship instead of half the points, but even real commanders have 'rolled those dice' hoping to snatch victory. I think there was a German ship at Heigoland or Dogger Bank that had only one functional gun, and Brits closed, assuming it was surrendering, when it fired just to let everyone know it wasn't giving up. Craddock claimed he had little chance against Spee's squadron, but challenged, and lost, anyway. Heck, don't you love it when, in Hunt For Red October, Ramius tell's Ryan something like "your conclusions were all wrong; Halsey acted stupidly"? Tom McCarthy wrote on 01/18/2006 07:40:20 AM: > Games Workshop's narrative campaign packs typically are well liked, In the end, I would see a set campaign structure being good for fleet books, i.e., Tuffleyverse-tied. However, for the actual rule-set, I would see simple, short examples, such as the operational 'campaign' from the FTII main book to be more appropriate for the generic tenor we appreciate. Not to mention suggestions of adapting many board games as campaign settings. Vague tying of NPV/CPV to various rules without mentioning specific rules by name. I'd be delighted to see short adaptations of J.U.M.P., Federation and Empire, Imperium(s), etc. The_Beast