Jump to content
D6 Online 3.0
Sign in to follow this  
Lee Torres

[D6 Legend] Battlestar Galactica

Recommended Posts

http://www.westendgames.com/forum/showthread.php?p=34559#post34559

 

Back on 03-24-2006 at the WEG forums, Miek posted his intent to create a D6 Legend version of rules for the new "re-imagined" Battlestar Galactica. I know that there's the Cortex version from MWP, same rules set as "Serenity" but I'd really enjoy a D6L version. I posted a follow-up there before remembering that those forums are now re-directed here, so while I don't know if Miek posts over here, I thought maybe somebody might know something.

 

Any news?

Share this post


Link to post
Share on other sites

Hey guys,

 

I did indeed do a BSG game using D6 Legends as a base. In fact I ran it for about a year, tweaking it beyond recognition and trying out a whole slew of things to see how it worked.

 

I apologize for those who were looking into my posts, I got distracted away from these forums after discussions w/ MWP with Cortex. I started writing a setting for them as well as revising an entire campaign for BSG's Cortex System. I offer excuses though, not precise reasons for my lapses.

 

Anyway if anyone's still interested now that the series is over (which made me incredibly sad afterwards, BSG being my favorite setting of all time) I'll get to work posting what I can.

 

Miek

Share this post


Link to post
Share on other sites

Welcome! Good to have you here!

 

Incredibly sad right with ya, but we've still got "The Plan" to look forward to, at least!

 

And as far as "if anyone's still interested" in seeing what you did - FRAK YES I'm interested!

 

Can I get a "So say we all?" :D

Share this post


Link to post
Share on other sites
Hey guys,

 

I did indeed do a BSG game using D6 Legends as a base. In fact I ran it for about a year, tweaking it beyond recognition and trying out a whole slew of things to see how it worked.

 

I apologize for those who were looking into my posts, I got distracted away from these forums after discussions w/ MWP with Cortex. I started writing a setting for them as well as revising an entire campaign for BSG's Cortex System. I offer excuses though, not precise reasons for my lapses.

 

Anyway if anyone's still interested now that the series is over (which made me incredibly sad afterwards, BSG being my favorite setting of all time) I'll get to work posting what I can.

 

Miek

 

Welcome (back) Miek. Yes, even though I've never seen the show, I've also love to see your BSG D6 (Legend). I'd love to see any sci-fi setting done in D6.

Share this post


Link to post
Share on other sites
Hey guys,

 

I did indeed do a BSG game using D6 Legends as a base. In fact I ran it for about a year, tweaking it beyond recognition and trying out a whole slew of things to see how it worked.

 

I apologize for those who were looking into my posts, I got distracted away from these forums after discussions w/ MWP with Cortex. I started writing a setting for them as well as revising an entire campaign for BSG's Cortex System. I offer excuses though, not precise reasons for my lapses.

 

Anyway if anyone's still interested now that the series is over (which made me incredibly sad afterwards, BSG being my favorite setting of all time) I'll get to work posting what I can.

 

Miek

 

There's a bunch of questions I have based on this - first off, is MWP going to publish your campaign?

 

I'd really like to see what you mean by "tweaking it beyond recognition" as I'm a great fan of the Legend system, and would like to see where you went with it. The few hints I've seen so far are intriguing.

Share this post


Link to post
Share on other sites

Hey guys,

 

First let me say that MWP is not planning to "publish" my campaign as of yet. It will most likely be a free download on their forums or website. MWP works on a contract basis, only able to publish a number of books based on that contract and using up one of those publishing slots on my campaign is probably too much to ever ask for. But that is okay with me, I don't mind giving free content. I just enjoy writing it.

 

As for the changes let me first list our attributes, which are listed as "Grace" attributes and "Power" attributes. There is a grace and power attribute for all 3 spheres of human ability, body, mind and soul.

 

Body has Physique for Power and Agility for Grace.

Mind has Intuition for Power and Logic for Grace

Soul has Will for Power and Charisma for Grace

 

As I've mentioned in my email to you Lee, I made a number of modifications to the Legends system. One of which being the addition of "Attachments." I think if I were to do it over again I would change this to "Goals" instead. They are things that drive your character, things he or she wants/needs out of life at that moment or in general. When your character indulges and furthers her attachments, she is rewarded for it. It fuels them, sustains them and drives them forward. Some Attachments are selfish, some are heroic. It varies from character to character.

 

At creation you have 10D to assign to your Attachments. You may put as little or as much into any number of attachments, though I recommend you have at least one at 3D or more. Whenever you indulge in that Attachment, or further it, you roll that number of dice. Successes are used to regain Ingenuity, which is another new system added to the game.

 

Ingenuity is a pool of dice you spend to up your dice pools during critical moments in the game. They are used just like character points in this regard, and character points are reserved for advancement only. Your Ingenuity pool is derived from adding your Agility + Logic + Charisma attributes and dividing the total by 2.

 

Mettle is another new system added to the game. Mettle is a derived attribute from your Power attributes. It is your ability to withstand pressure, interrogation, pain, etc. The Gm might call for a Mettle roll when surprised or shocked. It is used to "keep your cool." It is also a measure of how much pain you can take before you pass out. Wound Dice take away from your Mettle and when you reach 0, you've taken too much and fall unconscious. Likewise, Mettle is used in Social arguments. When you've taken a number of Falters (social wounds) equal to your Mettle, you've lost the argument.

 

Destiny points are like Force Points. You can spend them to double pools if you wish, but they are primarily spent to change the story in your favor. In my game the group spent collectively 4 Destiny to have their Raptor crew find a source of Water and Fuel. It did not save them from having Cylons aboard report this to their superiors however.

 

Wounding worked differently from other Legends games. There were no body points or anything like that. All damage was on a Light, Severe, Traumatic scale. Light wounds did -1D, Severe -2D, and Traumatic -3D. These Wound dice reduce your mettle. Additionally, you rolled for hit location and effects happened based on that. Including death. You could take a severe wound to the head and not be out of Mettle, but you still die. In fact to quote our system: "Severe Wound to the Head: Instant Incapacitation; Diff 1+Wound Dice vs Death". You rolled your mettle to resist dying right off.

 

Needless to say Combat was brutal. It was meant to be brutal. We had a PC take a severe wound to the arm and she was crippled for a great amount of time in the game.

 

I'll toss out more stuff soon. But this is some of the big stuff off the top of my head :)

 

Miek

 

Note: here's the link for the character sheet I made: Character Sheet

Share this post


Link to post
Share on other sites

Wonderful!

 

I love the wounding system - the only time I've seen anything similar was the old TSR Buck Rogers High Adventure Cliffhangers RPG - they had a concept in that called the "Mortality Roll" - each weapon that hit you had a difficulty - beat the difficulty by a lot, and you might be merely walking wounded - but some weapons, like heavy rifles and the beam weapons of the Han Invaders, could kill you outright if you failed the roll. The game pretty much went right under everyone's radar and died when TSR was taken over by WOTC.

 

Attachments looks like a good addition - similar to Aspects from Fate, but still their own beast...

 

This is certainly a major tweak of the basic D6 Legend rules, but it looks fantastic! I'm on the edge of my seat for more! Do you think you might ever make a PDF for it, like your Jedi document? Better still, might you consider codifying the rules and tying them to a different (non-licensed) setting and then releasing them as content for Open D6, once that happens? :D

Share this post


Link to post
Share on other sites

One of the other things we did was modify space combat. After spending the first few fights with everyone stating "I attack twice and dodge" we all decided that was very, well, boring. We wanted something that made you feel like you were on the edge of your seat, fearing the next turn.

 

So we came up with maneuvers that you did in a combat round. Each person had flash cards with each maneuver on them. We each chose one for the round and then revealed all at the same time. It became a strategy game. It got pretty complicated after a while and if I went back and redid it, I'd definitely stream line things.

 

You can find our maneuvers here.

 

Will I ever make a PDF of it? I'd like to. It needs a lot more work though. It needs streamlining and simplifying. But yes I would definitely like to do something like that.

 

I have a Science Fiction universe in the works as we speak. Right now its slated to be a Cortex System setting but since I'm doing it as a fan product, I can simply make it for both. That might be a way to go about it, perhaps? I'll definitely consider it.

 

You can also find the logs of the first 4 sessions of the BSG game here. I need to get working on adding Parts 5 - 6 of the Miniseries and Episodes 1 - 11 of the 1st and only "Season."

 

Miek

Share this post


Link to post
Share on other sites

It took me a little while to FIND my old notes. I stored them all away so I wouldn't lose them (hahaha). It seems most of the PC's character sheets went with their players as momentos but I do have 1 and several NPCs I'll post for you.

 

Urania "Persephone" Praetorius (PC)

Age: 23 Archetype: Will (regains 2 Ingenuity when strength of Will leads her or her friends out of a tough situation)

Home Colony: Aerelon

 

ATTRIBUTES

Physique 2D, Agility 4D, Intuition 3D, Logic 3D, Will 3D, Charisma 3D

 

Mettle 4D, Ingenuity 5, Destiny Points 2, Reaction 7, Speed 6

 

SKILLS

Athletics 2D, Awareness 3D, Close Combat 3D, Computer 2D, Con 2D, Investigation 1D, Pilot(Starships: Viper) 5D, Ranged Combat 4D, Stealth 1D, Medicine 2D, Persuasion 3D, Presence 3D, Repair(Starships) 1D, Scholar(War) 3D, Scholar(Humanities) 1D, Scholar(Religion) 2D, Socialize 2D, Survival 1D

 

SPECIALTIES

Vipers +2D, Evasive Flying +3D, Ship-to-Ship +2D, Mettle(Stamina +2D, Resolve +2D, Composure +2D)

 

ATTACHMENTS

Flying gives me hope - never stop 1D, Pride in Aerelon 2D, Faith in the Gods 3D, Keep what is left of my family 2D, Protect what's left of humanity 2D

 

TRAITS

Rank(LT JG) 2D, Funds(Officer) 3D, Connections(Military) 1D, Ambidexterity 1D, Appeal, Beautiful, Born to the Brass, Viper Certified, Well-Known

 

**Note on Traits: Traits are like advantages, only many of them have no dice code. They are simply aspects of your character you choose at creation or pick up through roleplaying. Playing up those traits or having them cause you problems earns you Ingenuity back.

 

Mara "Harbinger" Ven (NPC)

Age: 23 Archetype: Agility (regains 2 Ingenuity when her quick reactions or quickness gets her out of a sticky situation)

Home Colony: Caprica

 

ATTRIBUTES

Physique 2D, Agility 3D, Intuition 3D, Logic 4D, Will 3D, Charisma 2D

 

Mettle 4D, Ingenuity 5, Destiny Points 1, Reaction 6, Speed 5

 

SKILLS

Athletics 2D, Awareness 3D, Close Combat 2D, Computer 5D, Con 2D, Investigation 2D, Larceny 4D, Pilot(Starships: Raptor) 2D, Ranged Combat 2D, Stealth 3D, Medicine 1D, Persuasion 2D, Presence 1D, Repair(Starships) 2D, Scholar(War) 2D, Science(Physics) 2D, Socialize 1D, Survival 1D, Streetwise 3D

 

SPECIALTIES

Computer Hacking +3D, Computer Communications +2D, Sensors +2D, Moving Silently +1D

 

ATTACHMENTS

Remain Independant 3D, Help Miles out of trouble 3D, Stay true to the Colonies 2D, Destroy Traitors 2D, Find a family and home 5D

 

TRAITS

Rank(LT JG) 1D, Funds(Officer) 3D, Connections(Military) 2D, Space Worthy, Military Family, Raptor Certified, Language: Ancient Kobol, Envious of Happy Families, Driven, In love (with Miles), Adrift

 

Commander Frederick Jamison (NPC)

Age: 56 Archetype: Charisma (regains 2 Ingenuity when he charms his way out of a tough situation)

Home Colony: Sagittaron

 

ATTRIBUTES

Physique 2D, Agility 2D, Intuition 4D, Logic 4D, Will 4D, Charisma 5D

 

Mettle 6D, Ingenuity 3, Destiny Points 1, Reaction 6, Speed 4

 

SKILLS

Artistry(Carving) 3D, Athletics 2D, Awareness 4D, Close Combat 2D, Computer 3D, Con 1D, Investigation 2D, Larceny 1D, Pilot(Starships: Viper) 3D, Pilot(Capital Ships: Battlestar) 2D, Ranged Combat 2D, Medicine 1D, Persuasion 4D, Presence 5D, Repair(Starships) 1D, Scholar(War) 4D, Scholar(Religion) 3D, Scholar(Cylons) 1D, Science(Astrophysics) 2D, Socialize 3D, Survival 2D, Streetwise 1D

 

SPECIALTIES

Tactics +3D, Command +3D, Pilot: Battlestar +2D, Raptor +2D, Sensors +2D, Comm +1D, Surprises +1D, Notice +1D, Starmaps +2D, FTL +1D

 

ATTACHMENTS

I will atone for my treason 3D, My daughter deserves my help 2D, My Battlestar is my world 3D, Humanity will only be saved by the Gods 2D

 

TRAITS

Rank(Commander) 4D, Funds(Officer) 5D, Ancient Kobol language, Religious, Military, Space Worthy

Share this post


Link to post
Share on other sites

I'm guessing the skills add on to the attribute dice for those characters? So Specialty Viper +2D adds on to the Skill Pilot: Vipers 5D, which adds on to the Attribute ....Agility(?) 4D for a total of 11D?

 

The reason I ask is due to the NPC Commander Jamison with a Specialty Battlestar +2D, Skill Pilot: Battlestar 2D and an Agility (again, I'm not sure if that's the attribute you have piloting under or not) 2D. So unless it stacks, it seems redundant to list the skill at 2D when the attribute is at 2D.

 

The attachments seem interesting. I wouldn't mind hearing more about how you worked them and came up with them.

 

Thanks for sharing!

 

Oh yeah, the reason I asked about the skills adding on to the attributes rather than simply being the attribute + skill combined total is because that's how I like to do it as well, so I just wanted to see if I was reading it correctly or not.

Share this post


Link to post
Share on other sites

Hey I like the "Attachments" idea, adds colour with a reward system,

I wouldn't call the points "Ingenuity" though (as you can spend the points on anything right?) but instead I'd call it "Motivation" as you are driven by your Attachments

Share this post


Link to post
Share on other sites

Agree with pathfinderap's "Motivation" naming idea - plus looking at the hit location on the character sheet (and maybe this is personal preference) with D6 Legend using successes per die rather than totals of the dice pool like D6 Classic, maybe you might consider using a D66 hit location table (first D6 is tens and the second is ones) similar to what Fantasy Games Unlimited had in their RPG "Merc") rather than a 2D6 system. I'd suggest deriving it from the roll to hit, using the Wild Die as the tens, and possibly the highest or lowest other die for the ones place...

 

For some reason that just seems more intuitive to me, much as your overall wound system seems a better fit with the D6 Legend core mechanics than the Wound Points in DC Universe or Hercules & Xena...

 

As an example (although I'd probably simplify down from this level):

 

<a href="http://s577.photobucket.com/albums/ss219/Pegasus_XO/?action=view&current=D66HitLocation.jpg" target="_blank"><img src="http://i577.photobucket.com/albums/ss219/Pegasus_XO/D66HitLocation.jpg" border="0" alt="D66 Hit Locations"></a>

 

In any case, that's just an off-the-cuff thought - I'm really enjoying seeing the tweaks you've introduced! Keep 'em coming, please!

Share this post


Link to post
Share on other sites

D66, good idea Lee, they use the same idea in classic Traveller for some of their charts,

 

But you would need to tighten that chart up, make it more simple,

 

 

Cuz I'm get traumatic flashbacks of "living steel" man!,

its not pretty!, its not pretty I tell you!!!

Share this post


Link to post
Share on other sites
D66, good idea Lee, they use the same idea in classic Traveller for some of their charts,

 

But you would need to tighten that chart up, make it more simple,

 

 

Cuz I'm get traumatic flashbacks of "living steel" man!,

its not pretty!, its not pretty I tell you!!!

 

Good to see you back on the boards, pathfinderap! I was starting to worry about you! :D

 

Sorry! Didn't mean to give anyone Living Steel flashbacks! One of the few games I've resold from my collection; that and the Rhand 2448 sourcebook and KVISR Rocks adventure - figured I'd turn them loose to a home that supported their awkward and cumbersome mechanics...

 

I'm going to take a stab at unifying Miek's original hit chart with a D66 roll - I'll post it hopefully later on tonight. Only drawback I see is how to make it as succinct on the body outline from the character sheet as what Miek has already done. But I think it's worth taking a stab at, at least.

Share this post


Link to post
Share on other sites

Thanks for the comments gang, they are all very much appreciated. Let me try and address each comment as I'm able.

 

Grimace: You are correct, you add Attribute + Skill + Speciality as appropriate. Specialties were not attached to any one skill in particular, so they could float between several if they were appropriate to the situation. If you have a specialty in, say, Battlestar Pegasus then you could apply that specialty to Repair rolls, pilot rolls and strategy rolls when considering how your battlestar will perform. You know it inside and out.

 

Attachments are something that was in from the beginning but evolved and got better with time. At first they were simply emotional attachment to people, things or ideals and had an actual emotion in ( ), such as Protect Miles (Love). You had to be feeling that emotion or become involved in that Attachment because of that emotion in order to get the benefit. In time that proved troublesome as discussions were an hour long over whether something applied. That's just not conducive to good RPing. So they became more your characters Motivations or Goals. It's their beliefs and emotional instincts all wrapped up into an idea they want to see realized.

 

It also provides a wonderful tool for the GM. When a player writes down his Attachments he's telling YOU (the GM) what HE wants his character to do or be challenged to do. Instant game material! If your character has an Attachment called "Never betray my unit 4D" then he's saying "I want you to give me a situation where I might have to betray my unit!" That's the kind of thing that makes Battlestar awesome. I remember one of our PCs, Caitlin, had an attachment similar to "I'm only comfortable around machines" at a rather high dice code. Later she found out she was a Cylon. She fought tooth and nail to go AGAINST her Attachment after that, wanting to be human.

 

If I had to do it over again I would probably call Attachments "Goals" or "Motivations" (seriously!). I would get rid of Ingenuity and call them Character Points (as they are gotten by defining your character) and change over advancement XP to Advancement Points. Character Points are used like CPs in d6, to add dice, and are gotten by following Attachments/Motivations and playing up Traits. They also can be traded in for small story edits ("I pick up that wrench that's there and hit him over the head!" "What wrench?" *hands the GM 2 CPs* "That wrench!")

 

For your hit locations, that seems okay but overly complicated. I did 2d6 because it was easy ;) I didn't spend a lot of time on that though. You COULD use the wild die as a marker though. It has merit, I'll... ponder this!

 

I'll write up more on the fighter combat system soon. Next post!

Share this post


Link to post
Share on other sites

Yeah, from the chart I posted it's a bit much - I just thought (probably inspired by the brutal assault on the Cylon Colony in the finale) that having the option of a shoulder hit or taking off someone's hand might be nice to have - but it does feel overly complicated. I'm going to wrestle with it a bit and see if I can come up with something a bit more detailed than what you already have, but not too much more... :)

 

Having seen the explanation on Specialties, I really like that they "float" as needed. Well done, sir!

 

If I had to do it over again I would probably call Attachments "Goals" or "Motivations" (seriously!). I would get rid of Ingenuity and call them Character Points (as they are gotten by defining your character) and change over advancement XP to Advancement Points. Character Points are used like CPs in d6, to add dice, and are gotten by following Attachments/Motivations and playing up Traits. They also can be traded in for small story edits ("I pick up that wrench that's there and hit him over the head!" "What wrench?" *hands the GM 2 CPs* "That wrench!")

 

Bravo!

Share this post


Link to post
Share on other sites

As I sit here listening to Kara play the Five's theme on piano with heavy metal guitar backing it, I'm inspired to place one more answer before I head back to writing (sorry, don't have time to dig into Fighter Combat just yet, tomorrow!).

 

I did a little thinking on your "d66" roll and the idea of using the Wild Die. I have no idea if this'll work but what if you did something like this...

 

- Player rolls to hit with Agility + Ranged Combat + Specialties

 

- If he hits, player checks his Wild Die for hit location. On a failure it's a non-vital location (such as a hit to the arm, shoulder, leg, foot, etc), the character simply takes a wound as per the damage dealt.

 

- If he hits and the Wild Die is a success, the location is a vital shot. Take into account the wound taken (Light, Severe, Traumatic). Character who is hit may describe "Where they were likely to be shot" due to circumstances. Vital shots "bleed" and may worsen from Light to Severe and Severe to traumatic in a number of minutes equal to the wounded character's Physique if not treated.

 

- If the Wild Die is a 6 and is rerolled a failure, the result is the same as previous. If the Wild Die is a 6 and rerolls a success, the shot is critical. It worsens from Light to Severe or Severe to Traumatic in a number of rounds equal to their Physique.

 

* * * Alternate * * *

 

Look at your roll. 1s are legs, 2s and 3s arms, 4s, 5s and 6s are the torso. If the 6 reroll is a success, it's to the head.

 

Just a thought off the top of my head. It's very rough.

Share this post


Link to post
Share on other sites

Both are good - I'd consider the first good for PC hits and the second as an option for "mooks" possibly. It may be rough, but I like the direction it's going a lot. I just got back from the bookshelves with the To Hit chart from MERC, and will hammer out some ideas, but I'll definitely look to the direction you're thinking of when I brainstorm.

 

You should definitely consider combining what you've got and possibly the setting you referred to earlier once Open D6 hits. Even if it was only on .pdf through DriveThru or something (although I'd love to see it in print from Lulu, personally) I'd definitely pony up the asking price. It's like a fusion of the elements I like from Fate, D6 Legend, and WW's Adventure, blended to perfection.

Share this post


Link to post
Share on other sites
Good to see you back on the boards, pathfinderap!

 

Cheers :D

 

I was starting to worry about you! :D

 

Why?...what have you heard? :eek: lol

 

awkward and cumbersome mechanics....

 

Now thats almost a British degree of understatement,

and people complain about 3.5, they need to try running a leading edge game,

Share this post


Link to post
Share on other sites

I've had no problem with Aliens, even adding a couple things form Phoenix Command. But I cannot comment on Living Steel, haven't seen it.

I tend to prefer more detailed systems for certain kinds of games. :D

 

Of course, I could not even understand that old WOC game, Interstellar Elite Combat... :P

 

 

Back on topic, the alternate method Miek proposes for hit location is similar to the one I have to test for my sci-fi game.

That and tweaking armor for it to work a little more like real life.

Share this post


Link to post
Share on other sites
I've had no problem with Aliens, even adding a couple things form Phoenix Command. But I cannot comment on Living Steel, haven't seen it.

I tend to prefer more detailed systems for certain kinds of games. :D

 

Well, Living Steel is like Aliens on steroids,

 

Miek, you know if you changed just a few names, added a few subsystems (nav and Pisonics, etc) this version of Legends would rock for Serenity,

Share this post


Link to post
Share on other sites

I don't want to say too much about the project yet (I mentioned a generic setting I'm doing above) but Firefly was an influence and it may be possible to simply extract the rules and dump a Firefly curtain on it.

 

Miek

Share this post


Link to post
Share on other sites

Fighter combat was not a terribly complex ordeal now that I think of it. After the initial attack on the colonies there came less and less super combats worthy of full blown battles. It was a hard thing to plan big battles of that nature so I took some hints from D6 Star Wars and Legends of the Five Rings and gave players their option of where to engage their fighter wing.

 

In one example, there were three choices: Intercept Raiders, Protect Civilian Ships or Escort Raptors with payloads. In this instant my players chose to protect the civilian ships.

 

Heavily engaged with the heavy raiders that were attacking their small civilian fleet, we started up our flashcard-style combats. Everyone rolled Sensors and determined who was aware of who. Sometimes characters would lose sight of Raiders or Raiders would lose sight of players ("Where the frak did you go!") and this led to all kinds of chaos.

 

Next was terrain. Players rolled piloting against the difficulty of the terrain they flew through. Usually I let one roll determine if they could get themselves through the area no matter how long they spent there. It was better than rolling each round.

 

Next everyone chose their maneuvers (see list of maneuvers here). Once everyone had chosen (the players could discuss and help each other), we all revealed at the same time. You get one maneuver each round. If you choose "Roll the Hard Six" against your target and another shot at you? Rough! That's the danger. Choose well, be aware of your enemy or you die. Space combat was meant to be gripping, scary and unpredictable.

 

Most of the time the fights ended with draws. PCs or Raiders would be too injured to continue and break away. The Raiders, in the beginning, had no fear of dying so they would swarm to death. As time went on they ceased this tactic.

 

A lot of the time they only had to hold out long enough for FTL jumps to work. Generally we only went through perhaps... 5 maneuvers. Something usually happened by then. Otherwise we'd spend an entire game session fighting in space.

 

This system needs to be revised, tightened and polished. You can play it as is but there is definitely holes and loose ends. By the time we got to this area my group was already halfway through our alotted time (two of them were moving) so we had to make sure the story took precedence over mechanics tooling. It was one frakking good story my players gave me too!

 

Do you have any specific questions about space combat? I'll answer them if I can.

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Sign in to follow this  

×
×
  • Create New...