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Any Fading Suns Fans Here ?

Yes, neat RPG background, never understood the system. I bought the D20
version, just so I could understand it better.

I'd like to try an AD&D1e conversion of sorts...yeah, right.

Anyway, some of the material is written by Traveller writers (GURPS Traveller anyhoo) and some of it can serve as filling for Traveller.

Overall, I really liked that setting, even though I'm not really religious.

>
 
Yup, I am a fan, if owning all the books and shards counts as a fan. Problem is that I never got anyone to play with...so I just co-opted large parts of it into Traveller as the orignal Fading Suns had intended to be a T4 licence.
 
like the setting, wish they'd stuck with WW dice rolling. Run a one-shot. Have a couple of the books.

The D20 version sucked badly.
 
like the setting, wish they'd stuck with WW dice rolling. Run a one-shot. Have a couple of the books.

The D20 version sucked badly.

But just having all the same writers, but not via the same company, that could have been problematic.

Gave me a reason to buy a buttload of d20's though. :)

The computer game wasn't bad either. Not great. Not complete. But not bad.
 
I don't follow...:confused:

>
Damn posting at work whilst the boss is looking hurts one's typing skills.


Fading Suns had applied to Marc to become a licence of the T4 rules...before T4 tanked. Otherwise, it was meant to be an offshoot or variation of the Traveller 4 milieu. Surely, you have noticed the similarities...2nd Republic...2nd Imperium...New Dark Age...Long Night...Emperor of the Known Worlds...Emperor of the Third Imperium.
 
Yes, neat RPG background, never understood the system. I bought the D20
version, just so I could understand it better.

I'd like to try an AD&D1e conversion of sorts...yeah, right.

Anyway, some of the material is written by Traveller writers (GURPS Traveller anyhoo) and some of it can serve as filling for Traveller.

Overall, I really liked that setting, even though I'm not really religious.

>

The system is an interesting twist. The latest edition (my group has played recently) uses d20's in a way very unlike d&d. You take all your mods and combine them with the appropriate stat+skill. Roll low, but the closer you get to the actual target, the better the success. Example. Yuri is going to shoot a Chainer merc at optimal range for his revolver. He rolls Dex+Shoot, say a total of 13 (7+6; he's a good shot!). His gun gives him a +1 with a laser painter on it (he's apparently rich, too), so a total 14. He rolls a 12! The breakdown on the success goes like this: 1-2 is marginal, 3-5 +1, 6-8 +2, 9-11, +3, 12-14 +4, 15-17 +5, 18-20 +6, 21-23 +7 (haven't had anyone experienced and skilled enough for targets higher than that yet). So he made the hit, he gets a +4 for rolling a 12. Now firearms automatically do their damage when they hit, so he's done 4 damage because of the gun, then rolls 4 d6's (you could do d20's instead, but we opted for d6's in our group, plus the house rule inverts the numbers: we roll a 3+ to damage, and the rules call for a 1-4) to see how much extra damage you do. This could get absurd on the damage: what if we had rolled a 14? That's a critical, and the '+' number is doubled. so he rolled a 14, which gives a +4, but it's a crit, so you roll 8 dice to see how many of them are 1-4. The other difference between d20's and d6's: you need a 13 on the d20 to count as a hit of damage. If you roll a 13 on a damage die, it counts as 2 hits.

That's about what I remember. Anyone want to add anything?
 
< laughs >

how many settings have emperors and one or two waves of history ? :rofl:

I'm interested in the T4 portion...seems strange.

>
 
The system easily could be dropped over to WWG/d6-Heroic/BW style rolling.

The first edition (whcih uses the same d20-driven mechanic as the current (3rd?) edition) was quite obviously originally using xD10 counting successes; the 1d20 for Stat+Skill or less, roll/3=successes is cumbersome. I did run it twice, but the first time, we simply used d10's for 6+, popping open on nat 10. Worked just fine. (better, in our opinion, than the 1d20).

There was a D20system (D&D 3e required) book. It lacked some of the background from the FS1e core book, and was not well done mechanically nor visually.
 
Liked the setting, but never played it. Incorporated some ideas into a Star Wars game I ran (was supposed to be a campaign but didn't finish). Thought it could make a great pocket empire or stand alone subsector.
 
I like the setting very, very much. Untypical for me--it's the only WW-flavored game I own. But it's simply brimming with adventure, and the default PC party set-up--errant knight with entourage--rocks on toast.

I own the second edition, which IIRC came in between v1 and d20. It's been ages, but I quite liked it. Something about lasersword / energy shield combat ticked people off, I believe, but I never could follow that argument.
 
I really enjoyed playing FS, I even got a chance to plan in a game at a con in VA Beach that Andy Greenberg ran. IMHO, this is the closest to the feel and content of DUNE that any game system has come. That and Vorax really kick @$$!
 
Well maybe there's a PBP in the future say around summer if anyone's interested. I doubt they'd let us play here though.
Don't think it woud be an issue
 
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