[OFFICIAL] Re: National Characteristics? AND EFSB question f

2 posts ยท Feb 4 1998 to Feb 5 1998

From: Thomas Barclay <Thomas.Barclay@s...>

Date: Wed, 4 Feb 1998 14:30:14 -0500

Subject: Re: [OFFICIAL] Re: National Characteristics? AND EFSB question f

> Oooo, the dreaded O-word! Shock of creeping evil empire-ism! ;->= Ok,

Coming from the world of *Official* RPG playing.... I really hate that word.
Gary Gygax had a little quote (afterward, buried at the back) of the original
DMG that basically said something like (paraphrase) all rules are guidelines
and the ref is free to do what he thinks will be the best for everyone and the
most fun. Of course, then TSR went on to totally forget about that....but
that's another Empire story....

Some people may wonder about all our 'additions' for SG2, DS2, FT2, etc. and
say 'but I like the base game!' or 'but I don't want more rules...'. To them
I'd say "Good for you! Play with what you like!". The important part their
being 'YOU'.

The great thing about these game systems from GZG are that they are generic
and seem flexible. I guess Jon probably means "Official" in the sense that
stuff came from him and from soon to be released products. Not in any
Draconian "thou must do thusly" sense. The flexible nature of the product
(like BTRCs 3G generic gun design
system) makes the 'fun' configurable to the player group - that is to
say, if you like detailed rules, you can play with everything under the sun
plus house rules, and model whatever behaviours you want! If you don't, you
don't have to. And you can play in any setting you want, or with any
interpretation. And that atmosphere is I'm sure what Jon and the GZG crew
always intended.

> As far as moving fighters 'before or after big ships', of course it's

Set movement rates for any ship class are kind of interesting (read:
questionable). Until you start hitting relativistic effects, you shouldn't
have a 'speed limit' and you should have to accelerate and decelerate like any
other spaceborne object. Now fighters could arguably accelerate or decelerate
a large amount, and have tactical flexibility because of their agility, BUT
they have their speed capped. (At least in EFSB, and I get the impression the
same is true in FT). If you removed that cap, you'd have to let fighters
accelerate and declerate like ships (although at higher rates obviously). And
even a fighter group should have some vector for velocity too (with high
thrust, and ridiculous manoevreability they
can easily alter this) - If they'd been going full military power in
a direction for several round, their built up vee ought to be enough that they
can't just whip around 'at their whim'. Having said all this, if fighters used
a vectored movement, then you could let them move first, but they'd still be
constrained by their previous actions (although not nearly as much as larger
ships).

> P.S. I post to newsgroups from a mainframe, so it's automatically 80

Looks fine to me Beastie, but I'm using Pegasus in WInNT and I suspect it
truncates your lines at its whim, so what you do or don't do is mostly not
relevant....

TB
/************************************************

From: Mikko Kurki-Suonio <maxxon@s...>

Date: Thu, 5 Feb 1998 07:59:55 +0200 (EET)

Subject: Re: [OFFICIAL] Re: National Characteristics? AND EFSB question f

> On Wed, 4 Feb 1998, Thomas Barclay wrote:

> Coming from the world of *Official* RPG playing.... I really hate

Then *HE* went on to forget about it -- Gygax later said: "If you change

the rules, you're not playing AD&D anymore."