On Sat, 26 Jul 1997, Giancarlo Mauri wrote:
[snip]
>
> I don' t know why I didn't read this message imediately (maybe because it
> is waiting in the maibox with 268 more), but I thank you for the letter,
> and I think I will try a major reshaping of some other RPG, like D&D (I had
> altready made a steam engine era version of this one), or maybe GURPS.
> I never read GURPS or Rifts rules so I would ask for comments from anyone.
> I know this is not related to Epic, so if you think it isn' t relevant to
> the list just send them to:
> mauri_at_...
> If you do this, please add (EPIC) to the subject, so it will be easier to
> separate my messages from the other ones. (We subscribed three different
> mailing lists...)
> Thanks in advance
> Michele
I'll respond to the list. After all, it is about Space Marine, even if
not in the typical sense.
GURPS is well suited to any setting, and has the advantage of a wealth of
source material available. Look for the High Tech and Ultra Tech
supplements, which should have some easily modified weapons to represent
bolters, shuriken catapults, etc. GURPS has one disadvantage, characters
are represented by only 4 attributes. This allows people to create
unbalanced characters in one field, usually combat. *All* weapons are
based on the DEX stat. It can get ugly.
There is a RPG with a very well balanced set of characteristics.
Deadlands, a old west RPG, has one of the best systems I've ever seen.
Knife throwing is based on a different stat than weapons firing, which is
different than the one used for hand to hand combat. The one problem you
would have with this system is high tech weapons, but the game has a
character class called mad scientist which makes steam-punk gadgets which
could be tweaked into bolters, etc.
Let me know what system you modify, I'd be interested in seeing what you
put together. Luck,
--Ken Taborek oberon_at_...
"Show respect for age. Drink good Scotch for a change."- random fortune
Received on Sat Jul 26 1997 - 20:51:45 UTC
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