Shadow Shack November 6, 2007 - 9:37pm | Sometimes a bad die roll can result with a whine for that cheese... |
jaguar451 November 6, 2007 - 9:47pm | Use? Play? I just discuss ship building rules..... ;-) |
w00t (not verified) November 6, 2007 - 9:48pm | whine you later? oh sorry, that was cheesy. err.... |
w00t (not verified) November 6, 2007 - 9:49pm | Use? Play? I just discuss ship building rules..... ;-) I discuss playing with ship building rules. matter. anti. ? |
Corjay (not verified) November 7, 2007 - 10:34am | I haven't been able to play in...carry the 1...a while. When I did play, it was the basic game (but that wasn't my vote:surprise!). If I were to play (Anyone for SS's version of Port Loren Raiders?), I'd prefer the Expanded Rules, because while I'd like a KH-friendly adventure from time to time, I'd like most of my work planetside or at least station-side or even on the ship itself, so ships wouldn't come into my campaign much. If I did do spaceships, I'd prefer to use my fighterhouse rules, because you can easily do ground assaults with them. |
Malcadon November 7, 2007 - 2:32pm | I use to play with the Alpha Dawn Expanded set, but I found the rules were a little odd and redundant. I found that Point-based Systems (GURPS, Fuzion, and so on) work better for SF, as they have a wide range of skills and traits to help round out a character. One system I personally like is Dream Pod 9's Silhouette (SilCORE) System. SilCORE handles the game in a realistic way (even with space combat). Making custom ships and vehicles can be tedious and complex, but is often vary rewarding. SilCORE also jumps smoothly between role-playing & war-gaming, and for me, it makes Knight Hawks vary playable. |
CleanCutRogue November 12, 2007 - 7:26am | I play using AD Expanded, but I use story elements and setting info from Zeb's Guide and Knight Hawks. I generally use KH in the background but none of the campaigns I run are that level of play. Most of the stuff seen in the StarFrontiersman are in use in my campaigns too. 3. We wear sungoggles during the day. Not because the sun affects our
vision, but when you're cool like us the sun shines all the time. |
Corjay (not verified) November 16, 2007 - 11:51am | You know, I realized, to be fair, this list was missing the Knight Hawks Vector (KHV) and Alpha Dawn Redux are not listed here. As much as I don't like their twisting and tossing of the rules, I'm curious to see if anyone uses them at all. |
jaguar451 November 16, 2007 - 3:12pm | You know, I realized, to be fair, this list was missing the Knight Hawks Vector (KHV) and Alpha Dawn Redux are not listed here. As much as I don't like their twisting and tossing of the rules, I'm curious to see if anyone uses them at all. Twisted? Depends on how you define twisted.... For ship design, KHV is more straight forward than canon rules, esp. Military craft. In terms of rules, there are definitely differences (Vectored movement & the power of weapons being two of the bigger differences, among a number of differences), but.... |
Shadow Shack November 17, 2007 - 3:13pm | You know, I realized, to be fair, this list was missing the Knight Hawks Vector (KHV) and Alpha Dawn Redux are not listed here. As much as I don't like their twisting and tossing of the rules, I'm curious to see if anyone uses them at all. Actually, I believe "Heavy on the house rules, hold the mustard" covers KHV and Redux... |
Corjay (not verified) November 18, 2007 - 7:50pm | You know, I realized, to be fair, this list was missing the Knight Hawks Vector (KHV) and Alpha Dawn Redux are not listed here. As much as I don't like their twisting and tossing of the rules, I'm curious to see if anyone uses them at all. Twisted? Depends on how you define twisted.... For ship design, KHV is more straight forward than canon rules, esp. Military craft. In terms of rules, there are definitely differences (Vectored movement & the power of weapons being two of the bigger differences, among a number of differences), but.... You know, I realized, to be fair,
this list was missing the Knight Hawks Vector (KHV) and Alpha Dawn
Redux are not listed here. As much as I don't like their twisting and
tossing of the rules, I'm curious to see if anyone uses them at
all. Actually, I believe "Heavy on the house rules, hold the mustard" covers KHV and Redux... I happen to like the Star Wars style of space flight. I don't care if it's not accurate. |
Shadow Shack November 21, 2007 - 12:42pm | Visually speaking it's much more interesting (for film or video games etc), it captures the romance of a WW2 dogfight. While technologically speaking, star faring warships should be fully capable of striking unseen targets based on electronic warfare (modern USAF fighters are able to attack targets around the curvature of the earth). I feel the KH boardgame rules make a valiant effort to capture the best of both worlds: 10 minute combat turns attacking craft that are up to 120,000km away yet presenting it in a dogfight format. |
Tripwire December 5, 2007 - 10:29pm | You know, I realized, to be fair, this list was missing the Knight Hawks Vector (KHV) and Alpha Dawn Redux are not listed here. As much as I don't like their twisting and tossing of the rules, I'm curious to see if anyone uses them at all. Twisted? Depends on how you define twisted.... For ship design, KHV is more straight forward than canon rules, esp. Military craft. In terms of rules, there are definitely differences (Vectored movement & the power of weapons being two of the bigger differences, among a number of differences), but.... You know, I realized, to be fair,
this list was missing the Knight Hawks Vector (KHV) and Alpha Dawn
Redux are not listed here. As much as I don't like their twisting and
tossing of the rules, I'm curious to see if anyone uses them at
all. Actually, I believe "Heavy on the house rules, hold the mustard" covers KHV and Redux... I happen to like the Star Wars style of space flight. I don't care if it's not accurate. I completely understand the desire to balance simplicity/playability and accuracy/realism. One of the things that appealed to me when SF first came out was the simplicity of the rules compared to D&D. (And D&D was a lot simpler then!) But the single aspect of the game that hooked me was the use of 1g acceleration to provide "artificial gravity" during the run-up to the jump. Simple, elegant and spot-on science-wise. However comma That having been said, I'll tweak the rules if I can keep it simple, or at least consistent. I think the Action Resolution Table in Zeb's Guide is great for this. It allows for tweaks of existing rules or creation of new rules or skills within a consistant and logical framework. Of course, your mileage may vary. The best thing about this game is that it allows such a wide variety of play styles: realistic, cinematic, simplistic, what ever lifts your shuttle! You are What you will do When it counts --The Masao |
Obispe January 9, 2008 - 1:42pm | Since I'm just getting back into this game after a ~20 year hiatus, my vote reflects what I used to play. Nowadays, I'm trying to convince my wife and kids to play the Knight Hawks Basic game. Make yourself Strong, for if once someone hurts you, you can bear the pain, turn your cheek, and give them another chance. Make yourself Strong, for if twice someone hurts you, you can crush them. |
Corjay (not verified) January 9, 2008 - 11:02pm | Not to fear. You'll find people here to be friendly and easy going (most of the time). Few disputes arise, and I don't think I've seen a single one over something so petty as vocabulary, and the few disputes that do happen don't ever seem to esculate. The petty seem to play on a different site. So relax, sit back, and enjoy your stay (and a person can correct any time—within reason). |