#1
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Rules for the Deep Space Game System
1. These two PDFs have the 2D models, bases and cards for 2 destroyers and two cruisers. It also have the playing rulers.
2. Rules will follow soon in this same thread. 3. To build the models, open the middle part of the base, insert the pylon, open to opposite sides both white parts, glue it under the base and then glue it on a thicker cardboard. Two sets of rulers will work better. 4. Anyone who want to test the rules can download the rules and the models. Dice are needed. Several D6, D10 and D12 5. To test the rules, make 4 of each dds and 2 of each cc. Try three games variations. First: Two fleets with all the ships in a meeting engagement. Second: 3 dds against one cc. Third: One cruiser against 2 cruisers. The lone cruiser has a captain level 3. 6. Feedback and photos, please. |
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#2
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The Rules - Basic Draft
With these rules a not so basic game can be played. A lot more will be added in the next days. I'll update it here, putting the date in the latest version.
Some rules aren't finished or have only the title, The reason is not that it doesn't exist, it's just that I'm working on it. But you can see how I plan to do it and can give me your critics and ideas. Why only 19.5k for word files? Chris you must upgrade this so that I can upload documents. 6th Edit: 01/21/2010 - Added scenario rules. Minor rule changes. Changes are in red. |
#3
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OOPS! Wrong thread...
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#4
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Message moved over to proper thread.
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#5
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Quote:
For starters I believe in simplicity - let's use one type of dice for entire game - best for that is D6 as the most easy to acquire - and if needed multiply or divide it - for example D3 simulated as 1-2/3-4/5-6 results on D6; multiplies - 2D6, 3D6 etc. Second, the roll itself should be as simple as possible - and the simplest roll is single D6 rolled by each player, with the difference between CQ added to result of higher CQ player. For example if CQ2 and CQ4 players roll for initiative, they both roll a single D6, and the CQ4 player adds 2 (4-2) to his result. Simple as pie, remembered after one, max two games. |
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#6
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Did you ever played Silent Death? You roll the to-hit dice, and these are 3 dice, two for the weapon, one for the gunnery skil. Different dice. Weapons can be D6, D8 or D10, gunery can be D4, D6, D8, D10 or D12. In the same roll you see if the weapons hit and damage done. I play it with my nephews. They learned in no time. They are 7, 8 and 10 years old.
I don't see any problem in CQ. Easy as pie. I may see some problems in the size of movement rulers and I may have to shorten it a bit. Let's see. |
#7
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In Poland we have proverb "It's darkest under the street light" - it describes the don't seeing the obvious thing...
Don't care for Silent Death but care for simplicity - if for you a handful of dices for one roll off is easy as pie compared to single dice throw then I'm scared to think what will be needed to more difficult throws. |
#8
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In Portugal we have the proverb: "The one that doesn't throw a cork in the whirlpool will never build a boat."
But then, there is a proverb for every situation, right? I'm a school teacher of the modern system. I teach "Education-by-art". I don't start my teaching by complex things, but neither do I simplify things when a student wants to try the hardest way. I help him go along, managing possible frustrations, but helping him with his view and not reducing it just because I know a simpler way to do it. Simple ways are fine for many things, but creativity doesn't care about what path it creates. And if you cut creativity in the beginning of the process more often than not you are going to make a mediocre thing. It was people who didn't mind about the darkness in their path that send us to the moon. So, did you tried the game? Did you use the rule system? |
#9
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I'm starting to think the range system is over simplistic, only three range tiers would place too much on luck between ships of similar range. And the missile system could actually require missile or torpedo units to be fired from a ship, just like fighters launched. --As missiles are not instantaneous weapons, they may require a few turns to travel to their target, during which time they have a possibility of being intercepted. If missile travels to its target within the same turn, it'd better be called a shell.
And aren't we making a quick and simple test version of the game at this stage? If we over complicates the rules like what you currently have, the units will be hard to balance from the start, and as the system is complex balancing them will be hard, and without a balanced set of units we would never be able to test this system properly. I therefore suggest adding features one by one, because for now nothing inside the rules is carved in stone yet, in future if the system does not prove satisfactory we might as well need a major revamp of the system after which your details will become irrelevant. |
#10
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Let's simply use inches as the units of measurements - no extra rulers to make. Now the shortest one is about 2 inches long - let's say that the minimal movement is one inch - what do you think?
I'll be posting small errors when noticed: Quote:
I know its nitpicking, but that's what I noticed up till now and this is a first, alpha draft of rules, so it all needs a lot of fixing to get it right. I printed out the ships and rules - now I'm trying to wrap my head around the rules And I agree with Lex - the rockets will need additional rules |
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