

Hell, it could take days of arguing over some trivial discrepency in energy management before one guy would manage to find the sub-rule that governed it, only to find that it had more exceptions than conclusions. Oh gawd - if we are doing space ships you can only, and I mean only, possibly consider modded version of Star Fleet Battles - the most complete spaceship table-top game, ever. You may want to take a look at the demo game for their space combat universe to get some inspiration, ever even use the core rules:Īctually, if I remember correctly the Star Wars Tabletop RPG has a fairly solid ruleset for ship to ship combat, including lots of fancy flight maneuvers. The rolls are minimal, yet they have an awareness of the probability curve to not make it completely dull. There is a rule system that I remember from younger, and its not particularly well known, but it supports its own Spaceship Universe and is quite possible the most streamlined and fun rule system I've ever used. In their "generic" spaceship rules it ends up taking far too long to resolve combat, especially mass combat. Though don't ask me for any ETAsīored during Downtime? Why not try Billy Vs. The d20 system is also pretty versatile (D&D is actually only a subsystem / campaign setting, did you know?), and more widely known than GURPS, but it'll probably involve more work.Īnd ultimately, you could wait for White Wolf to finish up their EVE tabletop product. The Traveller rules could probably be modified. It is now (iirc) published by Mongoose, and I am pretty sure it is still in print.įorum is messing with the brackets in the wiki link - fixing. You do realise you posted that on an internet chat discussion board about an internet spaceship game, right? Their d10 system is quite decent also and their writers are already helping out with backstory altho if you are looking easiest adabtion then perhaps d20 modern/future or perhaps even Star Wars d20 rules (the ones before the latest book, as latest one is a bit too dumbed down to get good RPG material and is mostly useful if you want to play with dolls). Perhaps there is something cooking already behind the scenes in White Wolf offices. Seriously, no-one ever completes the senarios, but they do tend to find hilarious new ways of blowing each other to bits - how is that not Eve? That is why I think Paranoia would be a great ruleset to use. Play EVE: Downtime Madness v0.79.3 (Updated 3/24)

Tarminic - 34 Million SP in Forum Warfare

I think it has definite potential though, and the kind of advanced technology available could really make for some interesting game mechanics, cloning is just one example.

I've considered it several times, but all the my EVE Game ideas have focused more on strategy and tactics then RPG-esque elements like leveling (think Master of Orion 2 style combat) with one prominent exception (see my signature). Some people actually get bored and need something new to do though. The nerd detector's reading off-scale high in this direction. *walks in with several individuals in biohazard suits*įan out, men. Looking for queue-free research slots? Click here! you could just play the actual game with your friend, you know. I would consider using Space Master instead. I ran a one-off session for a few mates once using the GURPS rule-set. So I'm wondering if anyone has attempted to do an RPG or if anyone's interested? Ships probably aren't going to be that hard, its the racial and critters (fedos, etc) that are going to need some work. Luckily theres one or two books out that I can use, the hardest part is working out classes and stats. So I've been playing pen-and-paper for a few years now and a workmate (also a fellow EVE player) has recently convinced me to attempt to make a pnp rpg based upon EVE. Thread Statistics | Show CCP posts - 0 post(s) » Click here to find additional results for this topic using Google
