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What ships, gadgets, and googly-goos would you like to see?


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#1 Cloud Penguin

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Posted 20 February 2013 - 05:54 AM

I really just want to post about this one ship, because I think it's sick:

http://starwars.wiki..._patrol_fighter - the Cutlass 9.  If they included this in the rules at some point, I'd be very happy. :) 

What ships, gadgets, weapons, or otherwise would you like to see "written in" for easy incorporation into YOUR games?



#2 LethalDose

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Posted 20 February 2013 - 07:45 AM

Well-written adventure modules.

-WJL


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#3 Cloud Penguin

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Posted 20 February 2013 - 08:16 AM

Not a bump - just a pic.



#4 Cloud Penguin

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Posted 20 February 2013 - 08:21 AM

LethalDose said:

Well-written adventure modules.

-WJL

True dat.



#5 Jegergryte

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Posted 20 February 2013 - 09:39 AM

Cloud Penguin said:

I really just want to post about this one ship, because I think it's sick:

http://starwars.wiki..._patrol_fighter - the Cutlass 9.  If they included this in the rules at some point, I'd be very happy. :) 

What ships, gadgets, weapons, or otherwise would you like to see "written in" for easy incorporation into YOUR games?

Well, its not an official version, but in my signature you'll find a link to some home brewed conversions and produce that I've been generating since the beta-release. Amongst them the Cutlass 9 patrol fighter - in the Free-traders and bootleggers catalogue - toward the end. I'm working on a revision where the first half or so is gone (all the blasters and crap) - although I've kept the ships, even converted some additional ones I think. Been busy lately.

As for what I'd like to see officially is a starship compendium of sorts - with guidelines for in-game design and more extensive modification options than "mere" attachments.

I'd like to see some more (optional) granular rules for datapads, slicing and security systems. Although basically anything can be made/generated without too much fuss with the beta rules as is. What could be interpreted as "vague" could also be interpreted as "potential" and "freedom" to make up stuff as you go. I prefer it that way.

As for well written or any adventure modules - I rarely run those, the only reason I'd pick stuff like that up is for gear, stats and the like. Sometimes the fluff and stories can help me develop my own stuff, but I rarely run a lot of premades. At least not unaltered.


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#6 Cloud Penguin

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Posted 20 February 2013 - 11:38 AM

That sounds awesome!  I'll definately be checking that out.

I too would like to see a starship compendium.

As far as written modules, I think I agree with you Jegergryte.  I'm fairly new to RP'ing, but sense I haven't read much in the expanded Star Wars universe, I'd probably like some mods to get ideas for my own stuff.

Thanks for posting! 



#7 Cloud Penguin

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Posted 20 February 2013 - 12:05 PM

Jegergryte said:

Cloud Penguin said:

 

I really just want to post about this one ship, because I think it's sick:

http://starwars.wiki..._patrol_fighter - the Cutlass 9.  If they included this in the rules at some point, I'd be very happy. :) 

What ships, gadgets, weapons, or otherwise would you like to see "written in" for easy incorporation into YOUR games?

 

 

Well, its not an official version, but in my signature you'll find a link to some home brewed conversions and produce that I've been generating since the beta-release. Amongst them the Cutlass 9 patrol fighter - in the Free-traders and bootleggers catalogue - toward the end. I'm working on a revision where the first half or so is gone (all the blasters and crap) - although I've kept the ships, even converted some additional ones I think. Been busy lately.

As for what I'd like to see officially is a starship compendium of sorts - with guidelines for in-game design and more extensive modification options than "mere" attachments.

I'd like to see some more (optional) granular rules for datapads, slicing and security systems. Although basically anything can be made/generated without too much fuss with the beta rules as is. What could be interpreted as "vague" could also be interpreted as "potential" and "freedom" to make up stuff as you go. I prefer it that way.

As for well written or any adventure modules - I rarely run those, the only reason I'd pick stuff like that up is for gear, stats and the like. Sometimes the fluff and stories can help me develop my own stuff, but I rarely run a lot of premades. At least not unaltered.

Hey man, that's an excellent resource - and looks very professional too.  Thanks for your contribution to the community!






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