Subject:
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Re: Rules Talk: JumpShip Ideas
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Newsgroups:
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lugnet.gaming.starship
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Date:
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Fri, 30 May 2003 18:12:31 GMT
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Viewed:
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2117 times
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In lugnet.gaming.starship, Richard Parsons wrote some stuff
> In lugnet.gaming.starship, John P. Henderson wrote some more stuff.
> These guys
> really need to find out about batteries. Have they not seen the Duracell ads?
>
> :-)
Oh, yeah, those battery issues. Well, considering any ship can produce enough
energy to get across a GALAXY in several weeks (or months, even), those have to
be some pretty impressive power plants. I don't think there's a battery
powerful enough to hold a charge like that. Sorry, Mr. Energizer Bunny.
My thoughts (not to be confused with me ordering people around):
Full JumpShips should have a 1-week transit time, period. Even if JumpSpace is
hyper-compressed, you still have to traverse a distance. My imaginary
technology allows _instant_ jumps, but for the sake of galactic continuity, this
is how in-game jumps should work.
Medium JumpShips--I like most of the ideas discussed with these. The
3-week-by-itself and 1-week-when-used-with-JumpGate systems are simple and easy
to use.
Since I don't want to add too much work to the GM's job, I advocate using these
simple systems. After all, Starship was created to just have fun. I admit that
growth introduces the necessity for rules, but complexity does not necessarily
mean something is better. Simple rules are easy to follow, so fewer conflicts
arise, and everyone has more fun.
lmkwyt
~Andrew~
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Message is in Reply To:
| | Re: Rules Talk: JumpShip Ideas
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| In lugnet.gaming.starship, John P. Henderson wrote stuff. Currently: (...) Proposedly: (...) I don't want to cruel my own proposals to the Glorious Galactic Grand Guarantor, but (I do want to see good rules made that improve gameplay): These two (...) (21 years ago, 29-May-03, to lugnet.gaming.starship)
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