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275647 Posts in 27717 Topics by 4283 Members Latest Member: - otto Most online today: 55 - most online ever: 429 (November 03, 2007, 04:35:43 AM)
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Author Topic: Raid Earth  (Read 1960 times)
David "Czar Fnord" Artman
Member

Posts: 246


WWW
« Reply #15 on: May 12, 2006, 05:31:40 AM »

Quote
David don't bite my head off yet

I'm gonna presume a cultural confusion, here; because my last post expressly backed away from my points about science to give you a chance to clarify the style of play you seek, science be damned. In general, it is pretty rare among Americans that a retreat and apology equates to biting a person's head off. :-)

So now we know:
a) there is a single, soundwave drive dropship (ooo... protecting dropship is PARAMOUNT!)
b) the retreat to space was so hurried that the space station is a lash-up
c) food recovery is Job One (and fuel is a non-issue)
d) metal (and presumably other construction material) is Job Two, to expand the station and become more stable

It seems from that you want to have a game that's action-heavy (focus on raiding, not survival resource management), a bit on the "light" side (space opera, not hard sci fi), and gritty horrific (melee weapons common). Sounds great!

At this point, I lob the focus back to you (as I tried with my last post): tell us more about the actual play and system and, in general, bring a question or two into this thread, please. We've sort of gone around and around about tech and metal and orbital designs without really getting to the meat of the game. Have you see the Power 19? Perhaps it's time....

Hope this helps (HTH);
David
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If you liked this post, you'll love... GLASS: Generic Live Action Simulation System - System Test Document v1.1(beta)
Gary "Grail" Condra
Member

Posts: 34

The Meandering Designer


« Reply #16 on: May 12, 2006, 05:42:07 AM »

Alright some more of the guts then....

Raid Earth is:

1) Diceless.
2) Zombie survival/evasion.
3) Near-Future.
4) No 'loud' weapons.
5) Based in space and on Earth.
6) Has an expansion in planning as well.
7) Character Creation is points based with the points being used for the stats and skills.
8) Scenerio's and rulebook layout are the two major problems with creation.
9) Gives the GM an active role as a character instead of just being other creatures/characters he/she has their own character.
10) There are infection surpresser drugs BUT the infected person has to go to Earth to gather the ingredients for the drugs.
11) The developer is actually quite young so he isn't sure how to go about making the system.
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Gary "Grail" Condra
Member

Posts: 34

The Meandering Designer


« Reply #17 on: May 12, 2006, 05:47:54 AM »

Oh and I might be uploading the character creation system (first draft) up for people to have a gander at.
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Gary "Grail" Condra
Member

Posts: 34

The Meandering Designer


« Reply #18 on: September 16, 2006, 12:21:22 PM »

Apologies for the double post.


Raid earth is undergoing a major facelift as I intend to sit down with all my notes then work on the for around 3 hours. Anyway just letting you know that the survivors of Raid earth are still going.

Yours,

Grail
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