So,
I think the decision was to keep the various GZG games on this list if we
wanted to?
That being said -
What *has* been peoples attempts to replicate the various versions of
Traveller vehicles and troops in the GZG system(s)?
I know that my FT adaptation basically threw out the Traveller scale of
large sized ships - called 1 Mass = 20 tons, added some rules to
replicate Traveller systems, and then played with the top end of ships being
in the 6000t range (keeping with the GZG Fleetbook Mini Mass scales). I also
ended
up dropping the concept of Jump Fuel and went with the more GZG-esque
drive's.
For DS, there's a set of alternative infantry point scales floating around the
web that I adapted.
The only one that I haven't really examined was SG, so what have people done?
> David Rodemaker wrote:
> The only one that I haven't really examined was SG, so what have
I started doing a Traveller conversion for SG2 years ago. The variant is on my
web site. Tom Barclay looked at it and he was going to do a better and more
complete version, with that posted on stargrunt.ca. My understanding is that
it's not there yet.
I think the biggest problem you'll face with SG2 Traveller is that the FMA
system doesn't give you a very big span of dice values in which to fit all of
the tech levels.
To be honest, if I was truly serious about playing Traveller style games, I'd
try to get hold of the original Striker rules, or perhaps wait to see what
Striker 3 looks like (assuming it's not just a variant on Striker 2).
I just thought of a way to differentiate Tech:
SG: if the difference in tech level is >2 and < 4 then shift 1 die type in
favor for the higher for Armor and Fire power. If >4 then 2 die types. D12
goes to 2d8, then 2D10, etc.
DS: >2 <4 then add one to armor and 1 chit to fire. >4 then +2 armor and
2 chits.
Now to test this!
[quoted original message omitted]
> > The only one that I haven't really examined was SG, so what have
I agree withy your comments here. Happily, you can get the Striker rules in
one of Far Frontiers reprint books (not certain which number it is though)
> I just thought of a way to differentiate Tech:
I look forward to seeing your comments on the playability. I'm not sure why
armour would increase, I think a shift in die types would make more sense.
Also you could keep in mind that at the 13/14+ tech level the armour of
troops is considerable - every Imperial marine is in power armour after
-
and carrying FGMP's or PGMP's - quite different from the GZG universe.
SG already provides for much of what Traveller contains, it's just focused on
about TL10-12 and is 'optimized' for such.
An alternative might be to use something similar (though not too similar since
the die mechanics are different) to what I did for my FT game. Divide
the various tech levels into 4-5 different categories [Spacecraft, Lo
Stellar, Average Steller, Hi Stellar, Advanced Stellar (16+)] and every
difference in level provides a +/-1 modifier to all die rolls with the
caveat that a 1 always misses and a 6 always hits...
It's a pretty non-granular system but seems to work ok - and the
possible range of values means that no matter what the tech level difference
there's
still a decent chance that even a force made of spacecraft (TL6-8) will
be
able to hit Darrien patrol cruisers (TL16+).
I suspect that this is adaptable to SG, I'm just not sure how at the moment
- I have other things on my mind <g>.
> On 11 Jun 2004, at 18:09, David Rodemaker wrote:
> I agree withy your comments here. Happily, you can get the Striker
FFE005 if I remember correctly. 'The Classic Games'
http://www.farfuture.net/ffe/n9000.html
Also includes Imperium, Dark Nebula, Mayday, FFW, Invasion Earth....