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About AdAstraGames

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    Member: Rank 1 ( 15% )
  • Birthday 12/24/1969
  1. I use a "Declare, no conditionals, then draw cards and try to trade" mechanic in Minimus. While I like it for that, it's not going to appeal to people who want to play combat on a map. For D6 Dramatics, I largely ported the shot clock mechanism from Feng Shui: You roll 2d6+ and add your initiative to the results. (Init is based on Agility and Awareness). This is how many clock ticks you get. Each combat sequence starts from the highest total number of clock ticks and counts down. Each action you take takes anywhere from 3-4 ticks. Some actions can be aborted to (Parries and bl
  2. The D6 Fantasy Magic system is a mildly cleaned up D6 interpretation of the Torg magic system. The Torg magic system was something you either loved (you were a neonatal protoengineer given a new toy), or dreaded (you hated having to design every bloody spell) or winced at (You GMed for two or more players who loved playing 'break the shiny math'). The fundamental commandment of D6 Fantasy magic is that the GM and the players both need to understand that the GM gets to say 'no', even if the rules say something is legal. Or they understand that they're playing a game of God-Wizards with
  3. In D6 Dramatics, which was originally written for the Honorverse RPG project, I quickly came to the conclusion that space combat ha about as much place in an RPG as dead baby jokes do at a wedding reception. My solution was to give both sides a set of abstract stakes (effectively, character points), with the PCs having a Focal Point character and everyone else being supporting cast. It becomes a series of scenes: First, the Big Briefing Scene - players discuss, in character, what they need to achieve. GM sets up the action. On each exchange, the PCs and the GM roll dice. Th
  4. Sadly, this turns out not to be the case. http://www.projectrho.com/rocket/spacewardetect.php Very very short form: Anything with humans on it is going to require a life support section. That life support section is going to need to be about 296 K for room temperature, and will conduct heat to the hull. That conducted heat will be around 275 to 250 K. Background of space is 5K. It gets worse if you have onboard power generation. Unlike working in an atmosphere, or in water, there's no conducting medium to pull waste heat from your ship via convection, which means that t
  5. I have too many projects on my plate at the moment as it is, and as soon as one or two of them clear off, there are others that are going to come in.
  6. ADB is a five person company; RPGs are a tertiary business line for them. They aren't in love with any RPG engine. They figure it's their setting that sells, and the RPG engine gets them a few more additional sales for fans of that engine. The book has to generate enough sales to justify the time spent in A) paying the writer to write it and B) paying someone in the office to proofread it and lay it out, including C) learning enough of D6 to understand what the heck is going on with the stats. They will not trust a writer to do this who doesn't already 'know and love' their setting,
  7. I used to be ADB's marketing director. One of the people tapped to write the product was my business partner, Scott Palter. It may someday get done, but there has to be a business case for it. Unfortunately, the business case needs to cover a lot of editorial time and continuity checking, as well as paying the writer for it.
  8. Keep it fast to create characters. Keep it easy to GM; few rules that cover a multitude of circumstances with GM judgement are better than a Rule for Everything. Roleplaying games are about rewarding the kind of play you want to see. Simulation has a place in RPGs only in so far as the lack of simulation doesn't interfere with the willing suspension of disbelief. What most people call "Simulationism" in RPGs is "Explorationism". I prefer game mechanics to reward players for acting on their character's motives, to encourage thrilling description, and to do so with a lot of input from
  9. In 2000, the RPG market had a significant boom with D&D 3.0. After that, it was experiencing 1-3% declines in total dollar sales through 2004 or so. Meanwhile, the number of units being published and sold was skyrocketing. There was another kick in sales volume expressed in dollars in 2004 with D&D 3.5 and the survivors of the D20 glut relaunching. Then there was a decline of 2-4% per year. It used to be that the conventional wisdom on games was you targeted 14 year olds, had them as customers until they were 21-22, and maybe picked them up again in their mid-30s when
  10. Ad Astra Games is an imprint of Final Sword Productions, and we use a modified version of D6 called D6 Dramatics as our house engine. We put a lot of thought into making it easy to migrate old D6 Classic characters to D6 Dramatics. The designer of D6 Dramatics is Ken Burnside
  11. Here is my current proposed text === Profession Dice A Profession is a two to three word description of what your character has spent extensive time and training doing. The GM can overrule overly broad professions, like "Secret Agent", or force them to be "Marine Aviator" or "Army Armor Officer". It is strongly recommended that any profession that has exposure to combat skills training be made as tight as possible, to allow players room to set up their niches. Not all characters have to have Professions defined. If you have a Profession defined, you have 2D that can be added to
  12. What if I limited Specialization dice to skills under Will, Awareness, Knowledge and Technique (effectively the four "Mental" attributes in my stat array?) Would that be better than chucking them out the airlock, or more hassle than it's worth? I've also been tempted to allow players to spend 6 Skill Pips on a +2D Profession. If you can justify it as having been something you'd seen before in the course of being a doctor, lawyer, bounty hunter, Naval officer, or garbage man, you can use your Profession dice to add to ANY skill. Given my druthers, I'd rather use Professions rather th
  13. I've been running some playtests, and have come to the conclusion that, while simulation-wise, specialization dice 'make sense', from an in game play perspective, they seem to be redundant with other things I have in D6 Dramatics. They are also causing a minor bit of grumpiness at the table. For those tuning in late, D6 Dramatics is a success driven system, and by giving a good narration of what you're doing, you can shift your success targets in your favor. There are also Goal Dice which are sort of like Fate Points and sort of not - it's not that hard to either Upshift your success
  14. In D6 Classic, a Wookie with a Brawling score of 8D is just as lethal as a Jedi using a Lightsaber for 8D. in D6 Dramatics, a Wookie with a Brawling score does 8D of level 0 damage. A Jedi using a Lightsaber for 8D is doing 8D of level 3 (or level 4) damage. Assuming someone wearing armor, they roll their Armor dice against either attack. If they're not wearing armor, they roll their Body attribute as Level 0 armor. Subtract Armor successes from weapon successes. If the weapon sucessess are greater, you may have hurt the target. Wound Level is a function of weapon successes times
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