[net.games.frp] SFRPs

tim (10/28/82)

Most of us, I suspect, play more fantasy rpg's than sf rpg's.
However, I'd be interested in hearing comments on the various
sfrpg's, including Traveller, Star Frontiers, FutureWorld,
Universe, and any others. I've only played Traveller (which
I wasn't too impressed with: no experience, high mortality),
and I'm totally unfamiliar with the others. I've heard that
Star Frontiers was a good game before TSR's staff started
chopping it. How do the various games compare? What are their
strengths and weaknesses? This is meant to be a net discussion,
so don't mail to me, please.
				Tim Maroney	unc!tim

marks (10/28/82)

	  This is based on my experiences at the MIT game club and running
a role playing mag (THE WILD HUNT.) The TRAVELLER rules are the best
base for building up a reasonable society/game on. This is because they
are clear, have clean, easily understood mechanics and terminology,
and a tremendous number of additional material available.
	The "Standard TRAVELLER Universe" from GDW suffers from a number
of problems, notably the idiot mechanical computers and extreme deadliness
at high tech levels. Keep everything around TL9-11 and their's still a
challange to it. One must also heavily suppress the "ecomomic" rules:
randomly generated TR sectors sans cartels, regular trading routes,
pirates, product liability laws, etc ALWAYS allow the rapid creation of
PC billionairs.
	A more general statement of the problem is that TRAVELLER mechanics
depend on merely a 2D6 random variation. Anyone with a skill level of 5
will almost always succeed. GDW ignores the non linear effects which
wait just outside normal skill ranges: everything just keeps adding
together and bottlenecks don't show up.
	At MIT the games tend to be relatively low tech level, with
lower powered combat, economics fixed to make tramp trading along major
trade routes uneconomic, tecnology juggled to force the PCs to land
frequently, etc. Also initial skill levels are reduced but the PCs
can improve in skill (slowly.)

	The Fantasy Games Unlimited SPACE OPERA has a far more believeable
basic universe and technology. The mechanics are more complex though
and harder to adjust to the future YOU want to run. Many TRAVELLER
GMs use SPACE OPERA's world creation rules, as they are the best in
any SFRPG.

	SPI's UNIVERSE was set up as a future overrun with men in gray
flannel spacesuits. BORING. TSR's said to be uninterested in
continuing it.

	SPACEQUEST is, fairly exactly, "D&D In Space". The first edition
even had the same delightful rules clarity. At least it comes right
out and provides a rationale for why the PCs can get away with
anything: by definition they're the superpowered (spoiled) children
of the filthy rich.

	Heard poor things about the coherance of the new TSR rules but
haven't seen them.

	My experience is that a good SFRPG requires a GM with a firm
grasp on the interesting future universe he wants to run. SF games
lack the convenient dungeon-crawl scenario type, so more work is needed
than in most AD&D campaigns. The TRAVELLER rules are easiest to adapt.
If you wan't to run a straight campaign with minimum effort, the many
TR scenario packs makes it easiest and the FASA and GDW ones tend to
be very good. You'll have to counter-crock the perfect solutions
available to merchants and hi-tech mercenaries. Also, characters get
killed in TRAVELLER. If you keep setting up combat scenarios against
opponents with any chance at all, the average PC will last maybe
4-10 fights.
			Mark Swanson
	decvax!grbolton!grkermit!marks
		40 Bow St
		Arlington, MA 02174

CSvax:Physics:crl (10/31/82)

#R:unc:-416900:pur-phy:5400001:000:1258
pur-phy!crl    Oct 30 12:56:00 1982

After playing both Traveller(TM) and Space Opera(TM), I would NEVER
want to go back to Traveller.  I feel the rules system in Space Opera
is orders of magnitude better.  Not only are the rules quite "realistic" (?)
but also, it's far easier to identify with, since they are based on almost
every popular science fiction world I can think of.  You can see elements
of Star Wars, Star Trek, Niven's Known Space, and Smith's Lensman series
throughout it.  This makes for some fun times speculating on how other
ideas would blend in also.  At first look, the combat system looks 
horribly complicated.  So did we, until we tried it.  You find that 
within a few runs combat goes about as smoothly as the 1d20 roll in D&D,
and without most of the bogosities that the latter has.  If you like
a little fantasy mixed in, there are the psionics rules (ala Star Wars
and Lensman, more or less).  The system is unleveled, i.e., no experience
points, which is a definitely a big plus.  You learn skills by learning--
either through a teacher or a education tape for your minicomputer.
This works very well--in fact, I'm thinking of designing my own fantasy
system based on these rules.

So the bottom line is: "SPACE OPERA IS GREAT!"

Charles LaBrec
pur-ee!physics:crl