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Posted: 2003-05-04 05:19pm
by Utsanomiko
anarchistbunny wrote:I'm going to have to look through my collections of Inquest, I think they had a guide of adding Borg, Klingons, S8472, Feds, Betazeds to SWRPG, dont' know which system it was based off, but still, could have the game match the theme of the site.
I'll, um... have to get back to you on that one.
Looks like more people want to play Star Wars first. I guess I can roll something up, grab 4-5 players, and have some quick adventures, at least to get back into GMing shape. I'm leaning towards outlaws or ex-Imperial/Imperial-sympathizing mercenaries, and something centered around that.
Posted: 2003-05-04 05:43pm
by SirNitram
You want that background PM'd to you?
Posted: 2003-05-04 05:48pm
by Utsanomiko
SirNitram wrote:You want that background PM'd to you?
What background? The stuff for the Star Trek stuff? I wouldn't touch Star Trek with a 5-meter pole, if that's the case.
EDIT: Figured out what you meant the second I hit the post button. Yeah, I'll look over your character's background.
Posted: 2003-05-04 06:36pm
by Typhonis 1
Posted: 2003-05-04 06:47pm
by Utsanomiko
Keep that up, and I'll consider running the SW adventure so that the party gets stranded on an Outer-rim, atomic-tech planet recovering from a nuclear holocaust, simply turning the adventure into a Fallout clone.

Posted: 2003-05-04 08:00pm
by Utsanomiko
Hee-hee, update!
I read up a bit on WEG's 2nd ed D6 rules, at least for character creation, character-point usage and learning skills.
Also, I have a, AIM chatroom up this moment (Tonberi Muyo Chat50) and I have been testing out dice rolls. the command is simply //roll-diceX (x being any number from 1 to 99).
It's so fun. I could practically run something right now.

Posted: 2003-05-04 11:33pm
by Slartibartfast
By the way Utsanomiko:
PlayByWeb
Posted: 2003-05-04 11:57pm
by Utsanomiko
Slartibartfast wrote:By the way Utsanomiko:
PlayByWeb
Cute, but for a PRing site it's pretty basic. I think I'll stick with AIM chat and its dice roll feature when I run a game.
Posted: 2003-05-05 09:55pm
by Utsanomiko
Well, I've gone through the rules and freshened up a little bit (might need another read and/or a quick practice adventure as well), and I also think I've got a good, basic idea as to what kind of adventure and characters I want to start with.
Basically, I'm looking for any sort of characters that fall between pro-Imperial, Imperial-sympathizers, and neutral. I'm going to run an adventure that's generally a polar opposite to the typical Rebel-sympathizers and operatives that "get together and fight the evil empire!" and that kind of crap. Instead, these characters will be like what's probably most people under the Empire; they either respect the Empire, don't mind it or don't care about what it does. This could include Bounty Hunters, A vast variety of mercenaries, possibly certain (ex)outlaws or (ex)smugglers, former Imperial officers, technicians, or troops, Navy and Army droup-outs, and a variety of other humans and aliens who could concievably fit under this category of the 'unrebellious' masess.
Anyway, the group starts off on some Mid-Rim or Outer-Rim planet under loose Imperial control, in a particular nation or area run by a government comprised soley of organized crime (that, or it's just a loose fascism. Take your pick). Anyway, depending on each character's background and motivations, they're either from the planet or they came in search of work or some such thing (2 might be firends or co-workers, which is a good opportunity to joint-own a starship). They'll meet together at a particular municipal leader/crime boss' office building, as they're the ones who have been asked for/been offerred a job to do for the place. So the first adventure or two will be just working for these shady people, the available jobs might depend on what skills and equipment the group has, and generally might involve smuggling, protection, roughing up people on their bad-side, theft/sabotage/assassination missions against rival organizations, searching for suspected Rebels, etc, unless someone has other ideas to suggest.
Anyway, Once that crap's been done, the group has several choices as to what they do next. Re-locate to a planey under better Imperial control? Do some more criminal-nature work for this planet's government? Go out and start your own mercenary or bounty-hunter group? I'll go with whatever the group's general concensus is. Just give the word as to who's intertested and what kind of character you'll want to use.
Also, I might post some quick info on various alien species I wouldn't mind seeing players use (including Wookies, as long as they've bought their way out of Imperial servitude [or just into a better level of servitude]), if anyone wants.
Posted: 2003-05-05 10:11pm
by DPDarkPrimus
We might be doing a SW D6 game here on SD.net, but damned if we aren't going to be playing Fallout at your hourse, Utsano.
Posted: 2003-05-05 10:17pm
by Utsanomiko
DPDarkPrimus wrote:We might be doing a SW D6 game here on SD.net, but damned if we aren't going to be playing Fallout at your hourse, Utsano.
I'll post the D6 Fallout Attribute modifications and new/modified skills I came up with in a while, as I *really* want to run that with 4 people or so. Ohh, the horrors I have in store for those wandering the watelands.

Posted: 2003-05-05 11:22pm
by DPDarkPrimus
Darth Utsanomiko wrote: Ohh, the horrors I have in store for those wandering the watelands.

Make me angry, I'll forcefeed you a mouthfull of boomstick.

Posted: 2003-05-06 12:46am
by Slartibartfast
Are there music skills in D6? I want to play some kind of bar musician.
Posted: 2003-05-06 12:58am
by Utsanomiko
Slartibartfast wrote:Are there music skills in D6? I want to play some kind of bar musician.
*checks SW movie trilogy sourcebook* there's a Musical Intrument Operation skill, and a musical composition specialization for the Knowledge-based Scholar skill.
But hell, even if there wasn't, I'd have created them, and probably put them under those attributes, anyway. I did just about the same thing with at least 20 new skills (mostly weapon and repair skills, but a few others to mimic the GRUPS system a bit) when I made my skill list for Fallout D6 last night.
The thing about D6 is that new skills can be created all the time, but you can do whatever the hell you feel like even if you haven't learned any new skills.
Posted: 2003-05-07 03:00am
by Utsanomiko
Well, in Fallout D6-related news, I created a character sheet that reflects the proper changes in attributes and listed data. Actually, I have a general idea of four people I really want to roleplay with. I'll need to discuss arrangements and scheduling with them, but from what I can tell, it'd make for a fun, almost hillariously interesting game. Anyway, for everyone else familiar with D6 and who might be interested in seeing my list of Fallout skills, I'll post them right here:
Strength: Brawling, Climbing/Jumping, Lifting, Stamina, Swimming
Dexterity: Artillery, Big Guns, Bow Weapons, Brawling Parry, Handguns, Longarms, Melee Combat, Melee Parry, Pick Pocket, Running, Throwing, Vehicle Weapons
Perception: Bargain, Command, Con, Forgery, Gambling, Hide, Investigation, Persuation, Presence, Search, Sneak
Knowledge: Bureacracy, Business, Culture, Foodstuffs, Guns and Ammo, Intimidation, Language, Law Enforcement, Locations, Outdoorsman, Scholar, Streetwise, Survival, Value, Willpower
Technical: Ammo Loading (Archaic), Ammo Loading (Modern), Armor Repair, Auto Mechanics, Construction, Communications, Computer Programming, Crafting, Demolitions, Electronics Repair, Firearm Repair, First Aid, Machinery Operation, Machinery Repair, (A) Medicine, Robot Programming/Reapir, Security, Sensor Equipment Operation
Yes, The Star Wars RPG attribute "Mechanical" was gutted and removed. Only two of its skills survived, as the rest were totally useless (I guess I can throw in a form of Ground Vehicle Operation if someone finds a car). Keep in mind that Artillery and Vehicle Weapons are exceedingly rare, and unlikely to have a reason to learned (they're included because SW had them listed; I didn't bother removing them simply because they're less common in Fallout). Also, Only about 6-8 Technical skills are really useful except in some occasions, but it's not going to hurt to have a few of the obscure ones as starting skills.
And as for Star Wars, let me just put a sign-up sheet right here for five people. If I collect at least 4 names of people with a basic idea of what character they want to roleplay, I'll cook some details up for the setting and story, and go from there.
1) Sr.mal
2) MKSheppard
3) Slartibartfast
4) NecronLord
5)
And there you go. First ones on the get special bonuses (or should it be last ones on the list?).
EDIT: I should aknowledge that I at least got the feeling Sr.mal, SirNitram, Anarchistbunny, NecronLord, and Slartifartblast were most interested/available to play SW RPG. Are you guys still interested, or should I keep the list open untill we get some kind of timeframe setteled? Like I said, I'm pretty much free most of the time these days, Noon till 2:00AM CST. And again, I just need to get the gist of who's what, cook up a basic story, and let the players choose where they go from there.
Posted: 2003-05-07 12:20pm
by Slartibartfast
Also worth checking out is the program called
OpenRPG. Haven't used it for a while, and never actually used it for a game, but it's got some nice points.
Also I don't have an AIM account.
Posted: 2003-05-07 06:25pm
by Utsanomiko
Slartibartfast wrote:Also worth checking out is the program called
OpenRPG. Haven't used it for a while, and never actually used it for a game, but it's got some nice points.
Also I don't have an AIM account.
Well, I might have to look into it further and see what useful features it all has and how flexible it is, but for now it seems a bit too complicated and diffuclt to manage to warrant using it. I think one or two people having to download and install Instant Messenger would be easier than everyone having to get several things just to use OpenRPG.
Posted: 2003-05-07 08:52pm
by Sr.mal
I'm defnitatly in. School ends next week and all I do is work mornings. Though U'm not good for Thursday and Friday Nights I have other roleplaying on those days.
Posted: 2003-05-08 10:18am
by Jawawithagun
Darth Utsanomiko wrote:I was only aware of WEG's 2nd edition (revised and expanded); didn't ever hear of a third.
that one has been dubbed third, because of the revised and expanded part. I think WEG still has the document with the differences to 2nd Ed. online somewhere.
Posted: 2003-05-08 10:51am
by MKSheppard
Darth Utsanomiko wrote:If I collect at least 4 names of people with a basic idea of what character they want to roleplay, I'll cook some details up for the setting and story, and go from there.
1) Sr.mal
2)
3)
4)
5)
And there you go. First ones on the get special bonuses (or should it be last ones on the list?).
2.) MKSheppard
Posted: 2003-05-08 01:13pm
by Slartibartfast
3. Slart!
Posted: 2003-05-08 02:08pm
by NecronLord
4) Your Lord and Mod, joke NecronLord
Dates I will be availaible all day (Ah, I love being a student).
MAY
13 15 16 22 23 - 31
JUNE
?
Bear in mind I'm on GMT though, and I'll have to download AIM. (does it include the usual AOL evil, thus forcing me to manually clean up my Registry?)
Posted: 2003-05-08 02:32pm
by Sr.mal
I think we should do this on IRC that way I don't have to deflower my comp by downloading anything AOL related.
Posted: 2003-05-08 04:37pm
by Slartibartfast
I use Trillian for everything, and it really messes up talking to several users in the same window. I also vote for either IRC or OpenRPG or some other chat-like thing (openrpg is actually very simple, I think sort of a peer2peer chat with RPG services like dicerolling, a virtual tabletop, character sheets and such)
Posted: 2003-05-08 06:58pm
by Utsanomiko
I'll consider running SW on IRC, at least. I'll check OpernRPG again, but it still looks like a bigger pain to install and get running than AIM, in my opinion.