Monday, July 4, 2016

Advanced Fighting Fantasy 2 • Re: Stellar Adventures Kickstarter

Advanced Fighting Fantasy 2 • Re: Stellar Adventures Kickstarter

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One trap many science fiction games fall into is that the characters' gear becomes more important than the character. The game provides an entire catalog of gadgets, and if you don't have the most powerful weapons and the heaviest armor you're toast. Then there are the starship design rules that require a spreadsheet, with dozens of numbers that will eventually mean something at some time or another.

One of AFF's most admirable qualities is its simplicity. Instead of hundreds of named gadgets, I'd rather have the ability to define what a gadget does, either in the narrative or within the rules. If a character gets shot by a blaster/ray-gun/Gauss rifle/whatever, he should have a chance to survive it even if he isn't wearing monomolecular plate armor. And while I don't want to handwave space ships entirely (I'm looking at you, Cypher System) I'd rather have a few numbers like Scale, Maneuverability (SKILL?), and Hull (STAMINA?), and run it much like any other AFF combat. (I've also seen systems where each player character mans a battle station: captain, pilot, weapons, damage control, etc.)

In reality, interplanetary distances and cosmic forces make humanity seem insignificant, but as someone else said realism isn't all that fun. I'd rather play Buck Rogers than Dave Bowman.

Statistics: Posted by fmitchell — Mon Jul 04, 2016 3:22 pm






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July 4, 2016 at 09:47AM

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