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[Redbrick]SW: Fading Suns: A request

 
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robert4818
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PostPosted: Wed Jun 06, 2012 9:27 pm    Post subject: [Redbrick]SW: Fading Suns: A request Reply with quote

I know the Fading Suns conversion for SW is a ways down the road. However, I have a request that I want to make, and hopefully this is early enough in the process that it can be tossed in.

My request is that you include, as either the primary or optional, character creation rules via the character history method.

The character history method of creating characters in Fading Suns has always been my FAVORITE method, bar none. So, even if you include it as an optional method of creating characters (compared to standard SW) please find some way to incorporate it into the conversion.
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Snate56
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PostPosted: Wed Jun 06, 2012 10:03 pm    Post subject: Reply with quote

That would be wonderful, but methinks that would take up a LOT of space. Surprised




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77IM
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PostPosted: Wed Jun 06, 2012 11:15 pm    Post subject: Reply with quote

In FS2, it only takes up ~13 pages. Granted, they are large pages with a tiny font. ;} But considering that book had to include an entire rules system, and SWFS will not since it can refer to SWD for most things, then I think there should be room enough.

I've always liked the character history method in FS2 also. I'm not sure how well this would work in SW because of how skills are priced. But I would love it if they could make it work.

-- 77IM
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steelbrok
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PostPosted: Thu Jun 07, 2012 3:20 am    Post subject: Reply with quote

Traveller has a similar system

For SW I've tinkered with a card draw system

First create a Novice character

For every term (4 years) you draw a card and see how how things turned out. This is along the lines of the various Veteran edges but with posible benefits as well as hindrances

At the end of each term gain 10 XP
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robert4818
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PostPosted: Thu Jun 07, 2012 7:25 am    Post subject: Reply with quote

77IM wrote:
In FS2, it only takes up ~13 pages. Granted, they are large pages with a tiny font. ;} But considering that book had to include an entire rules system, and SWFS will not since it can refer to SWD for most things, then I think there should be room enough.

I've always liked the character history method in FS2 also. I'm not sure how well this would work in SW because of how skills are priced. But I would love it if they could make it work.

-- 77IM


I would argue that under a system like this you have to throw a few things out the window at character creation.

Skill Costs tied to Attributes, and edge requirements would probably have to go away. Once characters start playing the game, these roll back in.

At this point the only thing you have to balance are # of stat dice, # of skill dice, # of edges. Given that the system is broken down into phases, this should be "fairly easy".
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Anunnaki
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PostPosted: Thu Jun 07, 2012 11:30 am    Post subject: Reply with quote

Hi Savages,

With all the kerfuffle going on around VPS, we haven't been focused on the SW conversion, so any feedback or wishlist features that SW and FS fans would like to see, please let us know. In this thread is great.

And the posts and discussion above make for a good start, methinks. Smile

Kind regards, James
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Snate56
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PostPosted: Thu Jun 07, 2012 2:16 pm    Post subject: Reply with quote

Master Wiggy created such a character generator for fantasy games. It is noted right up front, however, that characters will not come out balanced. Some players will get lucky, others not so much.



SteveN
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robert4818
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PostPosted: Thu Jun 07, 2012 2:27 pm    Post subject: Reply with quote

Snate56 wrote:
Master Wiggy created such a character generator for fantasy games. It is noted right up front, however, that characters will not come out balanced. Some players will get lucky, others not so much.

SteveN


Absolutely love that thing (Our group is currently using it).

That said, the FS generator is a different beast. Its not random, instead its a series of questions and answers about your character. (What was your childhood like, where did you grow up, what did you spend your leisure time doing, etc.)

You are in control of your character, not the dice. As such, the answers need to be somewhat balanced. I would simply argue that the balance should be that each question/phase should give an equal number of stat dice, skill dice, and edges.

So, one phase/question might end up giving each person 2 stat dice, 6 skill dice, 1 edge. Though one character might get 6 skills at D4, and another one gets two at d8. This isn't a perfect balance, but it is not game-breakingly unbalanced either.
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ogbendog
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PostPosted: Thu Jun 07, 2012 2:31 pm    Post subject: Reply with quote

In college we had these books called the 30 sided character. You'd do childhood, adolesense, and teen years. with events and such.

they were systemless, or more accuratly had their own system, which you'd then translate into your specific game.

they were pretty good
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steelbrok
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PostPosted: Thu Jun 07, 2012 3:20 pm    Post subject: Reply with quote

Interesting idea robert4818
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ogbendog
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PostPosted: Thu Jun 07, 2012 3:29 pm    Post subject: Reply with quote

of course, in many games back ground skills are skills. in SW, they are mostly lumped under common knowledge.
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VonDan
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PostPosted: Thu Jun 07, 2012 4:59 pm    Post subject: Reply with quote

steelbrok wrote:
Traveller has a similar system


And you PC could die in Character creation


ogbendog wrote:
In college we had these books called the 30 sided character. You'd do childhood, adolesense, and teen years. with events and such.

they were systemless, or more accuratly had their own system, which you'd then translate into your specific game.

they were pretty good


My guess is they were put out by a company called "The Armory" (maker of the first dice for D&D box sets, look for the A in place of the number 1)

They made a lot of books with 30 item random tables for use and to promote the sale of there 30 sided dice. Great books for goofy dice
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77IM
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PostPosted: Sat Jun 09, 2012 8:47 pm    Post subject: Reply with quote

robert4818 wrote:
I would argue that under a system like this you have to throw a few things out the window at character creation.

Skill Costs tied to Attributes, and edge requirements would probably have to go away. Once characters start playing the game, these roll back in.

At this point the only thing you have to balance are # of stat dice, # of skill dice, # of edges. Given that the system is broken down into phases, this should be "fairly easy".

It could work. My main worry would be tweakability of the final stats. I find life-path systems usually create a character that is almost just right, but then has a couple of skill points allocated in a way I don't want. In FS these were one-for-one so it was easy to say, "Yeah, I'm just going to put those 4 points into this other skill instead, and maybe reduce this skill by 2 to buy these other two skills at 1 point each" and be done with it.

-- 77IM
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robert4818
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PostPosted: Sun Jun 10, 2012 5:41 am    Post subject: Reply with quote

77IM wrote:
robert4818 wrote:
I would argue that under a system like this you have to throw a few things out the window at character creation.

Skill Costs tied to Attributes, and edge requirements would probably have to go away. Once characters start playing the game, these roll back in.

At this point the only thing you have to balance are # of stat dice, # of skill dice, # of edges. Given that the system is broken down into phases, this should be "fairly easy".

It could work. My main worry would be tweakability of the final stats. I find life-path systems usually create a character that is almost just right, but then has a couple of skill points allocated in a way I don't want. In FS these were one-for-one so it was easy to say, "Yeah, I'm just going to put those 4 points into this other skill instead, and maybe reduce this skill by 2 to buy these other two skills at 1 point each" and be done with it.

-- 77IM


Thankfully, that's where standard creation pops in. Nobody says you have to create using the background system
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steelbrok
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PostPosted: Sun Jun 10, 2012 1:39 pm    Post subject: Reply with quote

IIRC in CP2020 you created your character (stats, skills etc) then did a lifepath that could deepen the background and get some possible benefits and/or penalties
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geijhan
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PostPosted: Mon Jun 11, 2012 2:05 am    Post subject: Reply with quote

robert4818 wrote:
77IM wrote:
In FS2, it only takes up ~13 pages. Granted, they are large pages with a tiny font. ;} But considering that book had to include an entire rules system, and SWFS will not since it can refer to SWD for most things, then I think there should be room enough.

I've always liked the character history method in FS2 also. I'm not sure how well this would work in SW because of how skills are priced. But I would love it if they could make it work.

-- 77IM


I would argue that under a system like this you have to throw a few things out the window at character creation.

Skill Costs tied to Attributes, and edge requirements would probably have to go away. Once characters start playing the game, these roll back in.

At this point the only thing you have to balance are # of stat dice, # of skill dice, # of edges. Given that the system is broken down into phases, this should be "fairly easy".


Alternately, you could introduce requirements for lifepath phases.
Want to take the "Stuntman" package? OK, but only if your previous choices already gave you Agility D6, or something along those lines.

Thinking about it, you might end up with something that "feels" closer to WFRP 2ed career system then FS2's lifepath system. But still, it's an option.
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