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How was Knightfalll?

Originally posted by Flynn:
I never got the chance to read it, but it was a fun read.
Comms Laddie: Captain, the Translator seems to be malfunctioning. What do you think that strange sophont actually meant to say?

Cap'n: Ah, me boyo. Ye're young yet. Takes an experienced linguist or yer average Free Trader Captain to puzzle out such a mystery. I think yon fellah meant he never had a chance to play it, but he did read it.

file_21.gif
 
Here are some random replies:

1. Who was the first to do a universal task system. Someone on the boards said that MT was just jumping on the bandwagon at the time, but as I remember it DGP invented the concept of a universal task system in RPGing.

2. Knightfall could easily be adapted to CT era in 5FW = put on a border world in the Marches have the Zhos as the Lucan force, make the Lost City an Ancients base (or keep it as a Primordial base, the Primordials were, after all, abolished as a metaplot device by the Empress Wave - probably a good thing and all).

3. The Sky Raiders Trilogy - yes they are a good epic too - i have never played them and only got them last year on ebay, so they dont quite have that 'I played it when it came out feel' that the others have (although I didnt get the Trav Adventure until last year either, but that is clearly the most exceptional of Trav scenarios).

4. Its a shame that GDW in its infinite wisdom didn't bring out four or five adventures like Knightfall - It would have made MT so much more of a living system.
 
Here are some random replies:

1. Who was the first to do a universal task system. Someone on the boards said that MT was just jumping on the bandwagon at the time, but as I remember it DGP invented the concept of a universal task system in RPGing.

2. Knightfall could easily be adapted to CT era in 5FW = put on a border world in the Marches have the Zhos as the Lucan force, make the Lost City an Ancients base (or keep it as a Primordial base, the Primordials were, after all, abolished as a metaplot device by the Empress Wave - probably a good thing and all).

3. The Sky Raiders Trilogy - yes they are a good epic too - i have never played them and only got them last year on ebay, so they dont quite have that 'I played it when it came out feel' that the others have (although I didnt get the Trav Adventure until last year either, but that is clearly the most exceptional of Trav scenarios).

4. Its a shame that GDW in its infinite wisdom didn't bring out four or five adventures like Knightfall - It would have made MT so much more of a living system.
 
Here are some random replies:

1. Who was the first to do a universal task system. Someone on the boards said that MT was just jumping on the bandwagon at the time, but as I remember it DGP invented the concept of a universal task system in RPGing.

2. Knightfall could easily be adapted to CT era in 5FW = put on a border world in the Marches have the Zhos as the Lucan force, make the Lost City an Ancients base (or keep it as a Primordial base, the Primordials were, after all, abolished as a metaplot device by the Empress Wave - probably a good thing and all).

3. The Sky Raiders Trilogy - yes they are a good epic too - i have never played them and only got them last year on ebay, so they dont quite have that 'I played it when it came out feel' that the others have (although I didnt get the Trav Adventure until last year either, but that is clearly the most exceptional of Trav scenarios).

4. Its a shame that GDW in its infinite wisdom didn't bring out four or five adventures like Knightfall - It would have made MT so much more of a living system.
 
It's a realy good add on to the Vilani and Vargr supplement, which isn't needed to run the scenarios inside.
It is slit into two linked campaigns, each of which contains multiple scenarios.
Once again the PCs are the crew of a Far Trader. In the first campaign they are hired by the Imperium to rescue an agent from inside the restored Vilani Empire.
In the second they are hired by the Vilani to locate some missing Vilani ships. This one takes them over the border (just) into the Vargr Extents.
While there are some random nuggets, both adventures are quite linear but enjoyable none the less.
There are 27 world data sheets (including Newcastle
) and many maps and diagrams that could be reused elsewhere.
The interior artwork is superb, if you are a fan of Blair Reynolds (which I am).
I really enjoyed running this campaign, it's a great shame the one to accompany Solomani and Aslan never made it.
Hope this helps.
Mike
 
It's a realy good add on to the Vilani and Vargr supplement, which isn't needed to run the scenarios inside.
It is slit into two linked campaigns, each of which contains multiple scenarios.
Once again the PCs are the crew of a Far Trader. In the first campaign they are hired by the Imperium to rescue an agent from inside the restored Vilani Empire.
In the second they are hired by the Vilani to locate some missing Vilani ships. This one takes them over the border (just) into the Vargr Extents.
While there are some random nuggets, both adventures are quite linear but enjoyable none the less.
There are 27 world data sheets (including Newcastle
) and many maps and diagrams that could be reused elsewhere.
The interior artwork is superb, if you are a fan of Blair Reynolds (which I am).
I really enjoyed running this campaign, it's a great shame the one to accompany Solomani and Aslan never made it.
Hope this helps.
Mike
 
It's a realy good add on to the Vilani and Vargr supplement, which isn't needed to run the scenarios inside.
It is slit into two linked campaigns, each of which contains multiple scenarios.
Once again the PCs are the crew of a Far Trader. In the first campaign they are hired by the Imperium to rescue an agent from inside the restored Vilani Empire.
In the second they are hired by the Vilani to locate some missing Vilani ships. This one takes them over the border (just) into the Vargr Extents.
While there are some random nuggets, both adventures are quite linear but enjoyable none the less.
There are 27 world data sheets (including Newcastle
) and many maps and diagrams that could be reused elsewhere.
The interior artwork is superb, if you are a fan of Blair Reynolds (which I am).
I really enjoyed running this campaign, it's a great shame the one to accompany Solomani and Aslan never made it.
Hope this helps.
Mike
 
Doesn't GURPs have a sort of core system that would have predated DGP work?

And didn't Roll (Role) Master and a few other RPGs have such sorts of systems?

DGP's task system (and BITS system) are both pretty good. There are some things I like about some of the later re-writes, but I just don't like roll-unders one whit I must say.
 
Doesn't GURPs have a sort of core system that would have predated DGP work?

And didn't Roll (Role) Master and a few other RPGs have such sorts of systems?

DGP's task system (and BITS system) are both pretty good. There are some things I like about some of the later re-writes, but I just don't like roll-unders one whit I must say.
 
Doesn't GURPs have a sort of core system that would have predated DGP work?

And didn't Roll (Role) Master and a few other RPGs have such sorts of systems?

DGP's task system (and BITS system) are both pretty good. There are some things I like about some of the later re-writes, but I just don't like roll-unders one whit I must say.
 
Rolemaster had a concrete task system in their first consolidated edition. since it was a flat modifier on an essentially flat plot, some don't think it qualifies.

GURPS comes out in 1985 or so... But it lacked clearly delineated task levels.

GURPS predecessor, The Fantasy Trip (Melee, Wizard, Adv. Melee, Adv. Wizard, and ITL) did have a task system with concrete increments in 1979... 1d, 2d, 3d, 4d, 5d, 6d, etc., vs Stat. Possessing the right skill dropped a difficulty by 1 die. Most skills were boolean. the few leveled ones dropped another die for eahc level.

Tunnels and Trolls had a clearly delineated system, but it lacked skills... (Make that L5 SR, please...)

Most percentile systems listed a range of mmmdifiers for very hard through very easy, but again same issue as rolemaster, but with a truly flat distribution.
 
Rolemaster had a concrete task system in their first consolidated edition. since it was a flat modifier on an essentially flat plot, some don't think it qualifies.

GURPS comes out in 1985 or so... But it lacked clearly delineated task levels.

GURPS predecessor, The Fantasy Trip (Melee, Wizard, Adv. Melee, Adv. Wizard, and ITL) did have a task system with concrete increments in 1979... 1d, 2d, 3d, 4d, 5d, 6d, etc., vs Stat. Possessing the right skill dropped a difficulty by 1 die. Most skills were boolean. the few leveled ones dropped another die for eahc level.

Tunnels and Trolls had a clearly delineated system, but it lacked skills... (Make that L5 SR, please...)

Most percentile systems listed a range of mmmdifiers for very hard through very easy, but again same issue as rolemaster, but with a truly flat distribution.
 
Rolemaster had a concrete task system in their first consolidated edition. since it was a flat modifier on an essentially flat plot, some don't think it qualifies.

GURPS comes out in 1985 or so... But it lacked clearly delineated task levels.

GURPS predecessor, The Fantasy Trip (Melee, Wizard, Adv. Melee, Adv. Wizard, and ITL) did have a task system with concrete increments in 1979... 1d, 2d, 3d, 4d, 5d, 6d, etc., vs Stat. Possessing the right skill dropped a difficulty by 1 die. Most skills were boolean. the few leveled ones dropped another die for eahc level.

Tunnels and Trolls had a clearly delineated system, but it lacked skills... (Make that L5 SR, please...)

Most percentile systems listed a range of mmmdifiers for very hard through very easy, but again same issue as rolemaster, but with a truly flat distribution.
 
So DGP didn't invent it, but were responsible for a major advance in uts's in RPGing?

I am just re-reading Knightfall - the addition of 'random nuggets' that add flavour but don't go anywhere plotwise between main scenarios is another feature that I rather like.
 
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