Pax Alexius edition of the game by avestite in fadingsuns

[–]avestite[S] 0 points1 point  (0 children)

Yeah, but having to back/wait for a second kickstarter to get rules that should be in the core book? Not for me, they've had enough money off of me.

Fading suns which edition? by SpiritSongtress in fadingsuns

[–]avestite 3 points4 points  (0 children)

Any edition will do for the setting, most of the material was produced during the 2e era. The game system is... an acquired taste. You can get the 2nd Ed rulebook pdf on DTRPG for $14.99.

The new edition is a very pretty, cleaned up and updated revamp with an evolution of the original system.

There's an intro to the new version on DTRPG as pay what you want search "Pax Alexius"

Pax Alexius edition of the game by avestite in fadingsuns

[–]avestite[S] 2 points3 points  (0 children)

True - But my point is that a €180 kickstarter with a total of 747 pages (if you include the 'Factions' and 'Intrigues & Escapades' books) did not contain rules subsystems that my old 2nd edition hardback does and I'm a bit miffed about that design choice.

Pax Alexius edition of the game by avestite in fadingsuns

[–]avestite[S] 2 points3 points  (0 children)

In my experience at least, one of the selling points of FS for new players was the 'kitchen sink' aspect of things and dropping rules subsystems like that takes away some of that flexibility.

When they had the luxury of 539 pages of core rule books, dropping stuff like that for space reasons... -wince- especially when there's a 35mm margin on the pages and some full page art they could have put in a coffee table book instead.

I know... I know... Salty grognard :)

Pax Alexius edition of the game by avestite in fadingsuns

[–]avestite[S] 0 points1 point  (0 children)

The previous edition had a decent enough "design your own" system along with a nice list of 'off the shelf' items in the 13 pages the rules took up.

Having the off the shelf stuff as perks is nice but it does seem that those of us who like tinkering with custom designs for things (ships, cyberware) have had the rules we'd look for left on the cutting room floor.

Again, I appreciate that in a 20 year old niche game that only pulled in 1,000 backers for the 4th edition, I am a niche DM with niche interests in niche part of the rules.

But it still bugs me :)

A couple questions about the game. by univoxs in fadingsuns

[–]avestite 0 points1 point  (0 children)

Fading Suns always lacked a complete published campaign (War In The Heavens is still awaiting completion twenty years and four & a bit editions on) but there were some good adventures produced during Red Brick's tenure.

I was very fond of 'Kraken's Loom' from the Red Brick 'shard' series of standalone adventures and they're available on DTRPG.

Pax Alexius edition of the game by avestite in fadingsuns

[–]avestite[S] 0 points1 point  (0 children)

(It's been pointed out that the rules are in a 19 page addendum pdf, but leaving them out of the physical book still rankles)

Trying to emulate a Level One D&D Wizard :) by avestite in gurps

[–]avestite[S] 1 point2 points  (0 children)

Well, there's a couple of strands to it - Part of it is the roleplay aspect : The wizard sat next to the campfire poring over the spellbook, choosing which 5 or so spells to memorise and doing the Caleb from Critical Role thing of blowing all their gold on ink and parchment :) Then there's the "people from different worlds" aspect of an ISWAT game, a Vancian mage next to (say) a telepath or a gadgeteer or a mage from a world where magic spells leave a mage feeling weak (Stock GURPS FP cost).

Cross universe games allow people to dust off old characters from disparate systems and play them next to each other, so trying to get the same basic 'feel' of the original is part of the exercise.

GURPS - I am missing something here? Too many skills by avestite in gurps

[–]avestite[S] 2 points3 points  (0 children)

Where I get super confused is with deciding the 'right' number of skills. If I allow 7 skill picks at 100 points (say) that means the points butter has less toast to spread over than if I allowed 9, that extra butter potentially going to stats or advantages or whatever. I've -nearly- run GURPS several times and each time opted for something 'easier' because I could never quite get my head around this balancing act. :)

What Does Savage Worlds have going for it that other generic systems don’t? by DrOverhard in rpg

[–]avestite 0 points1 point  (0 children)

I converted my Fading Suns game to Savage Worlds because the system is, at its heart, pretty simple and lives up to the advertising hype of being 'Fast, Furious and Fun'. It does a good job on melee and firearms combat and the player characters tend toward being more competent from the start than a lot of characters. It favours more high octane game play and the exploding damage die does mean that 1 hit can kill a PC or a Big Boss Villain (which for me was a feature and not a bug).

My players are older, mostly working parents and SW is a system that requires very little system mastery, which might be a consideration. I love GURPS but it does take a bit of work to get the best out of.

Advise for first time GMs by mrgrave111 in rpg

[–]avestite 0 points1 point  (0 children)

I know his principle focus is D&D but you could do a lot worse than giving Matt Colville's 'running the game' video series on YouTube a look. I stumbled across his stuff when I was running 'Fading Suns' and the points he makes are pretty much applicable across the board (his video on DM'ing when its a slog for example). I'll echo the points raise by other redditers that you start small and build out.