Full Thrust from Ground Zero Games is a decent enough game system (with some issues around fighters mainly).

I'd looked, years ago, at using a different understanding of mass in that system to build RPG-scaled ships (because the fistfull of D6s is a good averaging machine to be able to balance most encounters). It's fast in play but had the broken-style vector (accelerate by X, you move X further forward rather than X/2). There was some room for adding some skill modifiers here and there but a shift of die types might have worked well (another Ground Zero game mechanic - use dice from D4 to D12 representing the worst to best in any sort of category and thus die-shifts could be applies for circumstances).


On Mon, Jul 27, 2020 at 7:00 PM Ethan McKinney <xxxxxx@gmail.com> wrote:
Ken Burnside is working on RPG-scale combat for Traveller. I know that it was originally based around Squadron Strike, but I've seen something with a grid representing the PCs' ship, where they can move around and do things.

At least Ken produces games where the rules actually work ...

E

On Mon, Jul 27, 2020 at 12:35 AM Timothy Collinson - timothy.collinson at port.ac.uk (via tml list) <xxxxxx@simplelists.com> wrote:


On Mon, 27 Jul 2020, 00:11 Ethan McKinney, <xxxxxx@gmail.com> wrote:
Repeating myself, but MgT space combat is hopelessly unplayable/broken. Literally. The rules can't be applied because they directly contradict themselves.

That might explain why I'm struggling.  I'll bear that in mind when I next read them and try them out.

I don't need much.  Something that plays relatively quickly, gives something for as many players as possible to do, feels a bit exciting but isn't too lethal.  

tc

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