Terminal Space

Shadow Shack's picture
Shadow Shack
October 26, 2011 - 1:49pm
http://terminalspace.blogspot.com/2011/03/terminal-space-14-is-out.html

Anyone seen this yet? I just came across it (and haven't digested it yet), it's an OD&D conversion for a space setting.
I'm not overly fond of Zeb's Guide...nor do I have any qualms stating why. Tongue out

My SF website
Comments:

jedion357's picture
jedion357
October 26, 2011 - 3:25pm
NOOOoooooooooooooooo!!!!!!!!!!!!!!!!! not another D20 rules complication!!!!!! of the purity of outer space!!!!
I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!

AZ_GAMER's picture
AZ_GAMER
October 26, 2011 - 4:11pm

I just glanced through it now, and it looks like the guy put a lot of work into it. Kudos on the game development. Still a little too D&D for me. I think I would have used the D&D game mechanics and thrown out all the magic, classes, and such which arent much need for in a SCI-FI game.


Shadow Shack's picture
Shadow Shack
October 28, 2011 - 5:24pm
AZ_GAMER wrote:
I just glanced through it now, and it looks like the guy put a lot of work into it. Kudos on the game development. Still a little too D&D for me. I think I would have used the D&D game mechanics and thrown out all the magic, classes, and such which arent much need for in a SCI-FI game.

That turned me off far more than a "d20 ruleset for space". I never had a problem with D&D game mecahnics, and I never had a problem with SF mechanics. I don't think D&D should be played with SF mechanics and SF shouldn't be played with D&D mechanics...but as a separate game independant from both I don't have a problem with it.

OTOH, the classic Flash Gordon stories had hints of magic in their storylines...Ming the Merciless exhibited semi-wizard abilities through various staves and rings (although one could interpret such devices as "techno-wizardry" rather than "arcane wizardry").


Now what I do find attractive about this game...my wife LOVES D&D. She does not care for SF. She might like this one, so it's worth a shot for me and I couldn't find it at a better price Wink
I'm not overly fond of Zeb's Guide...nor do I have any qualms stating why. Tongue out

My SF website

Malcadon's picture
Malcadon
November 13, 2011 - 8:47am
I really like the system used to design spaceships, and the ship-to-ship combat system looks simple enough (I have yet to give it a crack). The only problem I have, is with the translation errors. I can look-over simple things like "Alfa", but some of it makes the wording confusing, or some important details get lost: e.g., it notes that a hanger holds "to" fighters, when in meant "two". This is not a big issue, as old-school games are meant to be fairly DIY.

I have no issue with the D&D system used as a sci-fi game, as I can just use the 1st ed Gamma World rules to counter the level-based elements. I would ether have hit points as 1d6 per point of Con, or just equal to Con - depending on how hard I want to make the game. The later is well in keeping with Star Frontiers.