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PostPosted: Mon May 11, 2009 4:00 am
by Rob Lang
Starglim, super! We'll review the first, naturally but I would still like to see the idea broadened over time. If you manage to get some more meat on it, then let me know and I'll review it for The Free RPG Blog.

PostPosted: Sun May 17, 2009 3:57 am
by Starglim
I don't have a handy group of playtesters at the moment, but put together some random encounter generation to at least run through the mechanics.

It will need at least one more run, but I noticed a few things:
  • A couple of important actions require too many dice rolls. In particular, they apply an uneven burden in situations where two players must work together, which tends to sour the experience of what should be an enjoyable cooperation. I found myself instinctively ignoring the extra rolls, which made game play flow much more naturally. I'll address these by a new errata file.
  • Rules for different actions are scattered about the document, some in the game play section, but others in character generation, mission and hazards. It would be better to have a combined table.
  • Clarification needed for effects that might last through multiple rerolls on a task (specifically, assistance from other players) and for tasks that a player interrupts to do something else.
  • The weather mechanic creates a severe handicap, as intended, but it gets tiresome if continued for too long. Weather should go away after a time. I'll put this in errata also.


Patch 002 (all errata so far) is now up at the link in the original post.

Some other notes relate to the encounter tables, so I'll just fix them before releasing those.

PostPosted: Sun May 17, 2009 2:26 pm
by tygertyger
Chainsaw Aardvark wrote:Actually, I could see this as some strange hybrid board-game about who can make it thrugh the map collecting the best samples and finagling the most funding.


I concur. As an rpg this concept is rather limiting -- but as a board game it has tremendous potential. Especially if you give players the ability to hinder other players' drones (i.e. with terrain cards, malfunction cards, weather events, etc.). Having this feature also adds a strategy element to drone design; if you're not holding a lot of rain cards, it behooves you to
build your drone with inclement weather capability (frex).

Re: Entry: Extended Mission

PostPosted: Fri Jun 26, 2009 4:21 pm
by Starglim
I've slept in for a while, but had a dream about Neil Diamond giving a tribute to Janis Joplin, so it wasn't a completely wasted hour. I'm in an elegaic mood. I think that means a proper mood to write fine things about dead people.

What I have: The game rules are probably OK for the moment, though there are a few areas that could be improved. I also have a layout and sequence of encounters for New York that seems workable.

What I need: On the previous dry run, the random generation and, more importantly, structure of encounters wasn't working particularly well or producing much excitement. I'm hoping to nail that down today.

Re: Entry: Extended Mission

PostPosted: Sat Jun 27, 2009 9:41 pm
by Starglim
Well, I didn't finish that, or start it, to be honest. Other things intervened. Maybe later.

Re: Entry: Extended Mission

PostPosted: Mon Jun 29, 2009 12:36 am
by Rob Lang
No worries Starglim. Although the competition is over this Wednesday there is still plenty of time to work on your game! :)

Re: Entry: Extended Mission

PostPosted: Wed Oct 28, 2009 5:46 pm
by Starglim
This looks strangely familiar:

Robot Armada Might Scale New Worlds