Play testing & rule sets

Discussion on the Noble Armada game line, errata, and feedback not related to miniatures.
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Bertjammin
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Play testing & rule sets

Postby Bertjammin » Mon Oct 27, 2014 5:59 am

With the "new" Noble Armada will it be based on the original Holistic Design rule set, licence "A Call to Arms" from Mongoose and continue their take on it or do something completely new?

Will you be looking for play testers or is that already covered?
"The crazy ol' Vorox"

Something witty, pithy and observant ought to go here.

Oh well.

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Holz
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Re: Play testing & rule sets

Postby Holz » Thu Dec 04, 2014 8:24 pm

Are there any news on the NA development?

I am with Bert!

Beta test me! (that didn't sound right! :think: :lol: )
To hell with information, ammunition is ammunition.

If brute for ain't working you ain't using enough.

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Angelman
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Re: Play testing & rule sets

Postby Angelman » Fri Dec 05, 2014 5:12 am

NA is on the radar, but I'm not sure there's been any actual development yet.
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Bertjammin
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Re: Play testing & rule sets

Postby Bertjammin » Fri Dec 05, 2014 10:40 am

I've been playing the first edition lately and I could see that as a good base to start with (if there is the facility to do so under the licence with Holistic).
"The crazy ol' Vorox"

Something witty, pithy and observant ought to go here.

Oh well.

Follow my current campaign and my general musings about GMing Fading Suns at: http://trialsofarcadia.blogspot.co.uk/

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dr_ether
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Re: Play testing & rule sets

Postby dr_ether » Fri Dec 05, 2014 1:11 pm

Hi guys. Currently Bogie and I have been doing the main back and forth on the rule set. Right now Bogie is putting together the first draft using our ideas. It won't be ACTA, nor 1st ed. 1st ed would be excruciatingly clunky and slow to play. ACTA, while serviceable, is not our rules, and also, along with Firestorm Armada, to my eyes, are just simplified Battle Fleet Gothic knockoffs.

Many of the design decisions being taken are to a) retain the key aspects of the FS setting (shields and how they respond to speed, weapon types, boarding actions etc), b) make it scalable from a couple of ships to whole fleets, and c) to make it not just another "sailing ships in space".

So a lot of thought has been put into how the tech translates into the rules. It just needs to be in a position to playtest.

Also I have Project XXX that is directly related to this, which I plan to playtest this Xmas.
http://www.darker-days-org premier World of Darkness Podcast

Fading Suns Writer - Working on: Merchant League, The Dark Project, Rise of the Phoenix, Noble Armada, Project XXX

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dr_ether
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Re: Play testing & rule sets

Postby dr_ether » Fri Dec 05, 2014 1:22 pm

Image
http://www.darker-days-org premier World of Darkness Podcast

Fading Suns Writer - Working on: Merchant League, The Dark Project, Rise of the Phoenix, Noble Armada, Project XXX

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dr_ether
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Re: Play testing & rule sets

Postby dr_ether » Fri Dec 05, 2014 1:23 pm

Image
http://www.darker-days-org premier World of Darkness Podcast

Fading Suns Writer - Working on: Merchant League, The Dark Project, Rise of the Phoenix, Noble Armada, Project XXX

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Angelman
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Re: Play testing & rule sets

Postby Angelman » Fri Dec 05, 2014 1:23 pm

I'm looking forward to the XXX thing :D
(No, it ain't porn ;) )
Also looking forward to trying the NA game. I've never actually played that!
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Bertjammin
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Re: Play testing & rule sets

Postby Bertjammin » Fri Dec 05, 2014 2:39 pm

Oooo....the images imply no hex based movement/range....
(Hoping for something along the lines of the Full Thrust vector move system)
"The crazy ol' Vorox"

Something witty, pithy and observant ought to go here.

Oh well.

Follow my current campaign and my general musings about GMing Fading Suns at: http://trialsofarcadia.blogspot.co.uk/

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dr_ether
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Re: Play testing & rule sets

Postby dr_ether » Fri Dec 05, 2014 3:44 pm

Hex based "real space movement" I have never seen implemented in a manner that is playable beyond a couple of ships a side. Given how popular games are like Firestorm Armada, X-Wing etc, a game system with more focus on less book keeping of movement, is important. Having played a lot of different wargames I hate too much book keeping, especially for movement.

So instead of "sailing ship" like gameplay, think more "u-boats", with elements to do with fleet commanding and issuing orders.
http://www.darker-days-org premier World of Darkness Podcast

Fading Suns Writer - Working on: Merchant League, The Dark Project, Rise of the Phoenix, Noble Armada, Project XXX


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