Guy who emailed me about playtesting/editing my Stategic Thrust Campaign
Rules, I have added a bunch of new ideas to the rules system and I'm currently
working on a new economic system...(The old one had real problems). As soon as
I get these ideas, and the rest of the rules finalized into a complete
document I'll send it out ASAP. Sorry for the delay I have had many other
things that has taken presidence over this project. Hope to have them done in
about a week or two.
> At 02:51 PM 9/1/97 -0500, you wrote:
Well, I'm not that guy, but as Fate would have it, I'm at the point when
Campaign rules/ideas would gladly be appreciated, so, by all means, post
your thoughts!!
Thanks,
Forgive me but I take it Strategic Thrust is all about get in the best
postition?
I guess I'm starting that "With a name like that.." thread again.
> At 02:51 PM 9/1/97 -0500, you wrote:
> Guy who emailed me about playtesting/editing my Stategic Thrust
is there a location to get a copy of the current set of this long term
campaign rules?
or send them to me
Forgive me but I take it Strategic Thrust is all about get in the best
postition? I guess I'm starting that "With a name like that.." thread again.
> At 02:51 PM 9/1/97 -0500, you wrote:
who is in ownership to Stategic Thrust?
CMC
Could I get a copy of the rules as they stand now? I want to get started on a
campaign asap, and will take an unfinished system rather that wait for a
better
system....
> Chris McCurry wrote:
> >Guy who emailed me about playtesting/editing my Stategic Thrust
> At 10:49 AM 9/3/97 -0700, you wrote:
> Do your rules include the possiblity of including Dirtside II for
A while back I did some analysis that equated one FT point to 60 DSII points.
Games testing seems to confirm it...
> Guy who emailed me about playtesting/editing my Stategic Thrust
That have been me. I did mail you a couple of times. In any case I'd like to
have a look at these if you can send them on.
Many thanks.
> Chris McCurry wrote:
When you and Todd Wikel finish the new rules could you send me a copy? I am
always interested in strategic rules.
Thanks for your time.
Here's someone else interested in being emailed any srategic rules for
FT/MT.
Do your rules include the possiblity of including Dirtside II for surface
action - invasions and the like?
> Do your rules include the possiblity of including Dirtside II for
I think that we (as a list) could come up with an impressive set of long term
campaign rules that's would encompass everything from large ship actions of
Proxima Centuri to ground assaults on Mars to even troop to troop and
individual character actions on rescue mission back home on Terra.
Effectively Jon's (GZG) universe is the best starting position for a generic
system that in compasses each and ever possible aspect one might want to play
from being a lowly grunt to the highest ranking official making all the calls
safe back at base.
with our collected resources and GZG's base their is no limit.
CMC
> On Wed, 3 Sep 1997, Brian Burger wrote:
I'd like to see a copy as well.
Later,
> On Wed, 3 Sep 1997 14:28:48 -0500 (CDT), "<Mark Andrew Siefert>" writes:
How about just putting it on a web site somewhere? Either the Unofficial one,
or one of your own. Enough people have asked to see it that it seems worth
while.
ps. I want to see it too.:)
> On Wed, 3 Sep 1997, Chris McCurry wrote:
> >>Do your rules include the possiblity of including Dirtside II for
Hear Hear! There's a set of FT campaign rules on the web, and they seem
ok, but they pre-date More Thrust and I can't see any graceful way to
include DS2 in them.
You also seem to want to get an RPG element involved - individual
character stuff, James Bond actions, etc. That'd be interesting, as the GZG
universe is well set up for conflicts on all levels, not just the
grand-tactical of FT and DS2 and the squad-tactical of SG2.
See a post I made to the Hibernia thread regarding small nationalist groups
who ship out of Earth to form independant colonies, or who
rebel/seccede from their 'parent' power -- there can be loads of these
factions, all enjoying varying degrees of success (or lack of same). Some
ideas I'll just spin off here of groups looking for a place of their own:
Native American groups (apache, Hiada, mohawk, etc) native Australian
Aborigines odd religions, old and new Quebec francophones (anyone here follow
Canadian news over the last couple years and longer?) fringe political
movements, of all stripes (some unpleasant ones, and some
odd ones -- everyone from Greens to Nazis...)
and on and on I could go...and the relations between the little groups and the
superpowers would be endlessly complex as well...we could get some
government/diplomacy rules going for those (like me) who are interested
in such. Any takers? Ideas,comments?
<< I'd like to see a copy as well.
I'll third, fourth or fifth this sentiment, what ever number we are up to now.
> On Wed, 3 Sep 1997, Brian Burger wrote:
Some
> ideas I'll just spin off here of groups looking for a place of their
Yes, but how on Earth do they get off of Earth?
In other words, if a spin-off group doesn't have any starships or the
means to manufacture and/or maintain starships, then what relevance do
they have in Full Thrust?
StarGrunt is a different story -- assault rifles are cheap and plentiful
(from the point of view of a splinter faction, anyway), and you could also
make a case for Dirtside II, but I really don't see how the Free People's
Republic of Madison, Wisconsin is going to get into space.
> Hear Hear! There's a set of FT campaign rules on the web, and they
Are these Reasons rules?
> You also seem to want to get an RPG element involved - individual
Odd. I had been thinking along exactly those lines. I hoped to create a
combined campaign system based in either the 2300AD or Renegade Legion
Universes.
> See a post I made to the Hibernia thread regarding small nationalist
Some
> ideas I'll just spin off here of groups looking for a place of their
I recommend that anyone interesed in this shoudl have a look at the resources
for 2300AD on the web. I've always suspected that FT was based on the 2300AD
universe to some extent. The Kra'vak are suspiciously like the Kafers. Well
apart from their Psychology. Another idea for separatist groups in 2300 are
terrorist groups. Some of them are a very nasty lot indeeed.
> On Wed, 3 Sep 1997, Rick Rutherford wrote:
> On Wed, 3 Sep 1997, Brian Burger wrote:
Some
> > ideas I'll just spin off here of groups looking for a place of their
Two ways that I can think of: 1. The splinter group scrapes together enough to
lease a colony transport and grubstake its members, then heads out either to
find a world or find space on a discovered but empty world.
2. The parent govt. boots them off Earth- I can esp. see the ESU & IC
getting up to this sort of mass-relocation. For a view of this sort of
thing, read Anne McCaffery's 'Powers that Be' books.
> In other words, if a spin-off group doesn't have any starships or the
Little relevance to FT, esp. brand new colonies. But older or rebel splinters
could have ships, good for small fleet actions. And just getting
to a colony could be an FT senario itself -- say one splinter group,
already established, attacking the colonial fleet/ship of a rival group
to
continue hatreds/disputes from Earth. Eg. one Balkan (Yugoslavian) group
vs another, in old little ships, in some asteroid belt somewhere...
And SG/DS ideas are natural, and even easier, esp. SG.
> Yes, but how on Earth do they get off of Earth?
Perhaps the U.S. faction of the NAC sells off its old NASA Space Shuttles to
weak powers and then throws in an obsolete FTL drive to strap on the back?
At least then you can land on the planet! ;-)
> Brian Burger wrote:
> Here's someone else interested in being emailed any srategic rules for
Brian and fellow FT players
My Rules are set-up to where a Campaign Master can make the
Campaign as basic or as detailed as he wants. If you want to add Dirtside II
to the Campaign, just use it instead of the quick ground combat system that i
have developed. Though I'm not a DSII player yet, I
hope to incorperate a points system for ground/invasion troops that will
allow DSII to be played. My ideas and current rules are mostly hand
written, (u know that half-a-sleep sudden brain storm), on about a
hundred different peices of paper. I'm currently attempting to organize them
into a comprehensive and organized set of rules and enter them on my computer.
You guys have given me a lot of new ideas and thoughts that will hopefully
make this system awesome.
A little about the system......ST is set-up where any race that
you can think of can be incorperated into 1 campaign universe. This is
done by using generic tech-level based system. Each Race is given a set
number of tech levels and allowed to purchase/design a sensiable concept
race. There are few freebees such as FTL and Normal Drives but with additional
tech levels spent in this catagory, that person may get faster and even
reduced mass drives. The standard techs cover all the basic that a race must
have to be playable: Basic weapon systems...ie particle, plasma, energy, ect
Drive systems....ie FTL and Normal Defensive systems....ie sheilds, armor,
deflectors, ect Hull designs....ie Stream lined, Open, Modular, ect
Eletronics......Fire Con, ECM, Flag Bridge, ect ECT, ECT, ECT The special tech
cover what makes that race different from all the others. It might be Bio
Based, Have fighter launch tubes as in Battlestar Galatica....launches all
squads at once, Have a stealth ablility as in the B5 Mimbari.....harder to
lock weapons on at long range, or an advanced weapon system that allows
weapons to fire longer, faster, or do more damage. Special Tech will not
always be a new technology but may be a specialization on an existing tech.
The possiblities are endless within this system. Races then have to design
ships for both combat and transport. Supplies and Troop transport are a very
important concept in the advanced version of ST.Battles may be won
or lost over the protection/destruction of these poorly armed
ships.......remember an army/navy fights on their stomacks.....bring
lots of supplies if your going to fight a long way from home. These are a few
of the concepts of Strategic Thrust.....a system designed to take Full Thrust
from a fleet level game to an Empire level game without losing sight of why we
play Full Thrust.
Thanks for your time and keep the ideas coming,
> Todd Rogue2 Wikel wrote:
Ditto!
> In other words, if a spin-off group doesn't have any starships or the
I would think that you would do what any rebellious group would do when they
want something they didn't have..
take their assault rifles tat are plentiful and cheep and go steal one.
which could be very involved..
i.e. assault a ground base steal a shuttle / shuttle up to a ship that
you decide you want / and hop on board.
"This ship has been declared the property of the Republic of Madison,
Wisconsin throw down your arms or be destroyed..."
that least that's how it works in the movies...
my $0.02 worth... though i hear it's not worth so much any more =oP
CMC