[GZG] Re: FMARPG [SEC=UNCLASSIFIED]

5 posts ยท Apr 21 2006 to Apr 24 2006

From: Daniel Casquilho <danielc@e...>

Date: Fri, 21 Apr 2006 15:30:26 -0700 (GMT-07:00)

Subject: [GZG] Re: FMARPG [SEC=UNCLASSIFIED]

> - DP9s Silhouette system: I looked at this way back when I owned Heavy

The new edition is not bad. I liked it, but the local crowd was a d20
only crowd so I never got a chance to try it out. :-(

dafrca

From: Daniel Casquilho <danielc@e...>

Date: Fri, 21 Apr 2006 15:42:01 -0700 (GMT-07:00)

Subject: [GZG] Re: FMARPG [SEC=UNCLASSIFIED]

> That's exactly what I'm trying to do. I want to use this with

I hope this does not offend, but I do not understand the need to tie in FMA to
the RPG level play. I have done a d20 to Stargrunt level tie in a few times
and had no issues. Now to be fair I, as GM, did fudge a few rolls when I did
not want the Characters to die, but that happens in any RPG. I did not feel
the need to have the RPG characters somehow match the units Stargrunt rules
etc.

Just curious to the thinking here.

dafrca

From: Bobby Mock <hansuke@g...>

Date: Sat, 22 Apr 2006 10:11:44 -0500

Subject: Re: [GZG] Re: FMARPG [SEC=UNCLASSIFIED]

_______________________________________________
Gzg-l mailing list
Gzg-l@lists.csua.berkeley.edu
http://lists.csua.berkeley.edu/mailman/listinfo/gzg-lI don't know about
anyone else, Daniel, but for me it's a gamer thing, like,"How far can the
system be pushed and in which directions?" I figure that anything that keeps
my brain working outside the norm, is a good thing at my age.:)

I hope this does not offend, but I do not understand the need to tie in FMA
> to the RPG level play.

From: Robertson, Brendan <Brendan.Robertson@d...>

Date: Mon, 24 Apr 2006 11:36:07 +1000

Subject: RE: [GZG] Re: FMARPG [SEC=UNCLASSIFIED]

One of the strengths of the FMA suite of games is vertical integration (up to
a point). Few systems can handle going from RPG scale to squad scale to
battalion scale with so few rule changes. Most of them break down as soon as
you introduce vehicles to the mix (d20 Starwars and d20 Dragonstar had
major problems with this).  Palladium/RIFTs wasn't too bad, but got a
bit silly in places (PCs able to survive getting hit with tank main guns,
etc).

One thing that becomes noticible when roleplaying; if the combat system can
easily cripple or kill you, the players try to avoid combat and minimise their
die rolling the more they get attached to their characters.

I beta-tested a new system last weekend (SIL-RPG - www.2ndpass.com ) and
the combat system is very lethal as they wanted to encourage roleplaying
(although I did manage to break it for combat - a PC that could survive
a.50 cal without bodyarmour).

I have a bit of time atm, before I find out if I get several campaign admin
positions (Ratik Triad for Living Greyhawk and Invisible King for Living
Arcanis), so I might go back and clean up the rules set. I need to add things
like MAJOR SUCCESS effects to the skill checks and similar things.

Brendan 'Neath Southern Skies
http://home.pacific.net.au/~southernsk/

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From: Allan Goodall <agoodall@a...>

Date: Mon, 24 Apr 2006 00:03:31 -0500

Subject: Re: [GZG] Re: FMARPG [SEC=UNCLASSIFIED]

On 4/23/06, gzg-l-request@lists.csua.berkeley.edu
> <gzg-l-request@lists.csua.berkeley.edu> wrote:

> Palladium/RIFTs wasn't too bad, but got a bit

Palladium's house system was a bit weird. I remember doing a Teenage
Mutant Ninja Turtles post-apocalypse campaign... uh.... gosh, about 20
years ago. I remember lots of house rules.

> I have a bit of time atm, before I find out if I get several campaign

I'd offer to help playtest, but our RPG group is up to _here_ with
stuff as it is. We play two games once a month (currently _Delta
Green_ and _Nobilis_, and I GM both of them. I also do extensive
write-ups, which eats into my off hours. I've also got a one-shot
_Coyote Trail_ game to do for the July 1 weekend.

Also, I'd have to sit down and think about what kind of game I'd want to run
in a Tuffleyverse RPG. I'd probably do some sort of spy thing, but that's a
little too close to what we already do in DG, and it requires a fair bit of
"fleshing out" of the background. That's why I suggested a wiki earlier in
this thread. It would allow folks to hammer down the neat details of the
universe, the stuff beyond what's covered in the miniature games.