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pakman Commander
Joined: 20 Jul 2021 Posts: 441
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Posted: Sat Aug 14, 2021 4:43 pm Post subject: Creating a new ref manual - contents and organization? |
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The Situation
To make a long story short about to start a new d6 based Star Wars campaign.
My co-gm and I have been playing SWRPG of various flavors, and we are going with a somewhat heavily extended version of 2.5 (with added in content from various other sources and updated to reflect content in the last 20+ years.).
As we have house rules all over the place, including upgrading many things to newer version of D6 content (d6 space, opend6, etc.) we have decided to just put together a new book.
(I have writing and document experience in putting together manuals in the day job etc. - so not too big a pain).
THIS post is not about the rules changes themselves (I will make other posts about that) but this is about what content should go in, and how it should be organized.
Also, while I love and appreciate the work the REUP team did - and think the content consolidation was awesome - it did not change any of the things in the base game which we consider problematic.
Which is fair - as that was not their goal.
The Audience
My players all know what role-playing games are, etc. They are all fairly familiar with Star Wars and can all read Wookiepedia for certain story parts (i.e. I only need stats on races, not their fluff in most of the time, etc.).
I won't be including tons of lore or sections of the galaxy or anything like that (we have a campaign website, and a reference list).
Manual Organization
The Ask to any Experienced SWRPG d6 Players out there.
I have a few questions for some other gamer's out there - on some specific sections - both on inclusion and on order.
While I overall love the old 2.5 D6, I found it terribly organized - I felt like I was always skipping back and forth for things.
So we are trying to organize this better....
Here are some specific questions - (with numbers to make responses easier).
1) Does the book need the solo adventure to walk experienced gamers through how to play?
2) Would you keep all the "Hi, I am an NPC and I am going to explain this section to you" type content?
3) Would you do "how the game works" i.e. the basics, before OR after character creation?
4) Would you have a PLAYER section and GM section?
5) What would you CUT OUT of the 2.5 version of the game? (Revised and expanded).
6) What was not really clear in 2.5 that needs better explanation?
7) Would you put the list of races in the back? or the front near character creation?
8) Would you put the equipment and gear up front? or the back?
9) Where in the rules would you put force powers?
Thank you for your input. Again, this post is about organization of content. _________________ SW Fan, Gamer, Comic, Corporate nerd.
Working on massive House Rules document - pretty much a new book. Will post soon.... |
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Whill Dark Lord of the Jedi (Owner/Admin)
Joined: 14 Apr 2008 Posts: 10434 Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy
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Posted: Sat Aug 14, 2021 8:56 pm Post subject: Re: Creating a new ref manual - contents and organization? |
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That's a lot!
pakman wrote: | What was not really clear in 2.5 that needs better explanation? |
See the below post for a concise list of things I thought were deficient with the rules. Then you can scroll up to the top of the page to see links to web pages with my solutions, and read the posts in between for more detailed commentary about the changes I made.
https://rancorpit.com/forums/viewtopic.php?p=201921#201921
One thing not commented on there was the R&E shield rules being vague about being able to shift shield dice allocation as an action (instead of only as a reaction), which was clarified by D6 Space and updated in my house rules. _________________ *
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pakman Commander
Joined: 20 Jul 2021 Posts: 441
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Posted: Sat Aug 14, 2021 9:16 pm Post subject: Re: Creating a new ref manual - contents and organization? |
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Whill wrote: | That's a lot!
pakman wrote: | What was not really clear in 2.5 that needs better explanation? |
See the below post for a concise list of things I thought were deficient with the rules. Then you can scroll up to the top of the page to see links to web pages with my solutions, and read the posts in between for more detailed commentary about the changes I made.
https://rancorpit.com/forums/viewtopic.php?p=201921#201921
One thing not commented on there was the R&E shield rules being vague about being able to shift shield dice allocation as an action (instead of only as a reaction), which was clarified by D6 Space and updated in my house rules. |
Thanks for the thoughts.
Actually, many of the house rules we are considering have indeed been covered here at the pit (or occasionally other places - I mean...d6 been around for a while).
However - given your extensive background and knowledge - I would love your input on the rules organization...
_________________ SW Fan, Gamer, Comic, Corporate nerd.
Working on massive House Rules document - pretty much a new book. Will post soon.... |
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pakman Commander
Joined: 20 Jul 2021 Posts: 441
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Posted: Thu Sep 08, 2022 8:52 pm Post subject: |
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Follow up;
My house rules are coming along well - 90% of the force rules are done, and I am working on other organization (yes will, I need to post up my force powers as advanced skills...).
However, my next question;
How would you sequence/change the ORDER of the rules in the book?
in other words, the organization.
Many have made comments about the book bring poorly organized, so I am curious as to what they would change.
For Reference, here is the rough layout of REUP;
1 - INTRO
* SOLO ADVENTURE
* PLAYER HANDOUT (How the game works)
2 - Characters
* Template and Char Creation
* Background options, etc.
3 - ATTRIBUTES AND SKILLS
* Including skill difficulties
* Including Improving equipment
4 - GM Tips
5 - THE RULES
* Actions, Die Codes, Force Points etc.
6 - Combat/Injuries/Healing
7 - MOVEMENT - Char and Vehicles
8 - SPACE TRAVEL AND COMBAT
9 - Battles
10 - THE FORCE - and force powers
11- Running Adventures
12 - Designing Adventures
13 - SAMPLE ADVENTURE
14 - THE GALAXY (about the setting).
15 - NPCs
16 - ALIENS
17 - CREATURES
18 - EQUIPMENT and GEAR
19 - DROIDS (reference)
20 - VEHICLES (reference)
21 - SPACESHIPS (reference).
22 - PLANETS (reference).
Reference Tables
Character Templates
"
For example, I am considering placing the force powers section BEFORE all the stuff on space travel and vehicle combat, as using force powers feels more character related than what a character does.
Those kinds of changes.
Also, what would you drop? (I am taking out 99% of the galaxy and lore stuff - for example - as those can vary by campaign).
Thanks in advance. _________________ SW Fan, Gamer, Comic, Corporate nerd.
Working on massive House Rules document - pretty much a new book. Will post soon.... |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14212 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Fri Sep 09, 2022 1:32 am Post subject: Re: Creating a new ref manual - contents and organization? |
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pakman wrote: |
Manual Organization
The Ask to any Experienced SWRPG d6 Players out there.
I have a few questions for some other gamer's out there - on some specific sections - both on inclusion and on order.
While I overall love the old 2.5 D6, I found it terribly organized - I felt like I was always skipping back and forth for things.
So we are trying to organize this better....
Here are some specific questions - (with numbers to make responses easier).
1) Does the book need the solo adventure to walk experienced gamers through how to play?
2) Would you keep all the "Hi, I am an NPC and I am going to explain this section to you" type content?
3) Would you do "how the game works" i.e. the basics, before OR after character creation?
4) Would you have a PLAYER section and GM section?
5) What would you CUT OUT of the 2.5 version of the game? (Revised and expanded).
6) What was not really clear in 2.5 that needs better explanation?
7) Would you put the list of races in the back? or the front near character creation?
8) Would you put the equipment and gear up front? or the back?
9) Where in the rules would you put force powers?
Thank you for your input. Again, this post is about organization of content. |
1) Does it need a solo adventure? Imo no.
2) I always LIKED those 'npc explains some stuff" aspects of the intros into each section, that 2e R&E had (can't remember if 1e or 2e base had them though).
3) Before for some of it, as you imo need to know certain things, before doing character generation.
4) Yes i would have a separate area for players, and another for dms.
5) Cut out? Unsure right now.
6) Like whill said, BETTER rules or explainations on damage for certain things.
IE, why is one hit, that is great in damage, sufficient to destroy even a capital ship. OR why is a small fighter, totally ionized, when it has no where near as many ship systems as a large freighter, by the same damage result?
7) 8 and 9), Front for all BUT the force.. _________________ Confucious sayeth, don't wash cat while drunk! |
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Grimace Captain
Joined: 11 Oct 2004 Posts: 729 Location: Montana; Big Sky Country
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Posted: Tue Nov 01, 2022 9:51 am Post subject: Re: Creating a new ref manual - contents and organization? |
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pakman wrote: | The Situation ...snip....
Here are some specific questions - (with numbers to make responses easier).
1) Does the book need the solo adventure to walk experienced gamers through how to play?
2) Would you keep all the "Hi, I am an NPC and I am going to explain this section to you" type content?
3) Would you do "how the game works" i.e. the basics, before OR after character creation?
4) Would you have a PLAYER section and GM section?
5) What would you CUT OUT of the 2.5 version of the game? (Revised and expanded).
6) What was not really clear in 2.5 that needs better explanation?
7) Would you put the list of races in the back? or the front near character creation?
8) Would you put the equipment and gear up front? or the back?
9) Where in the rules would you put force powers?
Thank you for your input. Again, this post is about organization of content. |
1, No, you don't NEED a solo adventure. That is there largely to give a person an idea of HOW a game would go. The prospective GM would be able to play it and see how things are supposed to flow. If you're not attempting to replicate that aspect, no need for the solo adventure.
2. That is "chrome", and is entirely up to you. What did you like about the officially published D6 material? Was it strictly the stats and mechanics? Was it the notable nod towards Star Wars and the way the game felt like it could replicate Star Wars? Was it something else? If you said it was how it felt like you could replicate Star Wars (maybe due to the flavor text or mock ads in the book, whatever), then you may want to make use of the "chrome" and put in whatever you are comfortable with.
3. I would say that it is fairly important for a person to know how the game works before they start making a character for the game. Otherwise they're making a character in a vacuum. They won't know what a "high skill" would be unless they have an idea of what the game is like. So I would say the basics of how the game works should be BEFORE character generation.
4. What is the focus of the book? Is this being made for another GM? Or is it being made specifically for the players? If you're not making this for the GM, don't include a GM section. If you're making this specifically for the GM, you can trim out some stuff that would really only be for the characters.
5. This answer is one I would have to spend a whole lot more time going over, so I'm punting on this one.
6. As above.
7. If you're going to make ALL races playable from the very beginning, put the playable races up where a person can pick them to make a character with. If you feel that some races should be reserved for people more familiar with the game, or that a player should likely never play the race for whatever reason, don't put it up where a person could choose it to play. Put the options for the players to use to make their character WITH the character creation. Would YOU be happy of making a character with a race and realizing, after you made the character, you could have chosen a different race that would have worked better? Since it was listed later, you didn't see it until after you had made your character. Likewise, how would you like to see a really cool race and get a great idea for a character with that race, only to find out "No, you can't play that one yet because you're not experienced enough" or whatever reason. Don't put in options they can't use for character generation, and don't leave out options they CAN use during character generation.
8. It depends entirely on how important you are going to be making equipment in your game. If it's of mild importance, but really more important that you "have one" than specifically which kind you have, put a "typical load" listing for the character types. Start with a blaster, a comlink, and a datapad. However, if you are putting a much greater emphasis on equipment, and Blaster Aaratech X-2 is significantly different from Blaster Blastech Mk 4, then you may want a listing of the most commonly available items up with character generation (at the end of character generation) for the players to shop from. Don't put in the esoteric stuff, or the illegal stuff. Save that for the MASTER list in the back of the book. But you could have a list of weapons and armor and typical gear that could be purchased with the character generation, and then a much more elaborate MASTER list in the back of the book.
9. This is a tough one. The Force could be part of the character generation, so it could be up with character generation. But there could a metric ton of Force powers in your game, and that would unnecessarily clog up the character generation section. So perhaps have the character generation section, and then in the very next section, have the Force section. That way for those that ARE using the Force can go into that section immediately as they are finishing their character. But those that are NOT using the Force can just gloss over that section if they need to.
Hope this helps some. |
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pakman Commander
Joined: 20 Jul 2021 Posts: 441
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Posted: Wed Nov 02, 2022 7:53 pm Post subject: |
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Thank you for your comments folks - I sincerely appreciate them and those who take the time (I know most people are pretty busy).
My house rules book is coming along well - (almost done with my force powers as advanced skills section).
Now, I want to ask a few more on rules sequencing - how would you order things in a rulebook? (even most folks who love d6 think it could be organized better).
Here are some sections in alphabetical order - what sequence would you put them in the rules?
Attributes & Skills (would you separate?)
Big Battles (or merge?)
Equipment (armor, weapons, gear, lists of ships, vehicles, etc.).
Character Advancement (or put in skill section?)
Character customization (templates, etc.).
Character Templates (sample of a bunch - or would just have a table?).
Character quick start (with minor equipment).
Cybernetics (or put in another section).
Droids (or put in another section).
Force and Force Powers
Glossary of terms (beginning or end?)
Movement (or merge into 'the rules' section).
Opponents (npcs, beasts, etc.) or would you merge?
Rules (combat, healing, rounds, etc.)
Sample Adventure (if you had one).
Space Combat
Space travel (or would you skip it)
Species
Vehicle combat (or combine with space combat)
What order would you put them in? _________________ SW Fan, Gamer, Comic, Corporate nerd.
Working on massive House Rules document - pretty much a new book. Will post soon.... |
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Ziz Lieutenant Commander
Joined: 26 Feb 2022 Posts: 112
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Posted: Thu Nov 03, 2022 12:30 am Post subject: |
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pakman wrote: | How would you sequence/change the ORDER of the rules in the book?
in other words, the organization.
Many have made comments about the book bring poorly organized, so I am curious as to what they would change.
For Reference, here is the rough layout of REUP;
1 - INTRO
* SOLO ADVENTURE
* PLAYER HANDOUT (How the game works)
2 - Characters
* Template and Char Creation
* Background options, etc.
3 - ATTRIBUTES AND SKILLS
* Including skill difficulties
* Including Improving equipment
4 - GM Tips
5 - THE RULES
* Actions, Die Codes, Force Points etc.
6 - Combat/Injuries/Healing
7 - MOVEMENT - Char and Vehicles
8 - SPACE TRAVEL AND COMBAT
9 - Battles
10 - THE FORCE - and force powers
11- Running Adventures
12 - Designing Adventures
13 - SAMPLE ADVENTURE
14 - THE GALAXY (about the setting).
15 - NPCs
16 - ALIENS
17 - CREATURES
18 - EQUIPMENT and GEAR
19 - DROIDS (reference)
20 - VEHICLES (reference)
21 - SPACESHIPS (reference).
22 - PLANETS (reference).
Reference Tables
Character Templates
"
For example, I am considering placing the force powers section BEFORE all the stuff on space travel and vehicle combat, as using force powers feels more character related than what a character does. |
Force powers should be right after Attributes & Skills, as they're effectively more of the same, just limited to Force sensitive characters. |
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pakman Commander
Joined: 20 Jul 2021 Posts: 441
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Posted: Sun May 26, 2024 7:47 pm Post subject: |
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Hello my fellow gamers....
Update on my rules.
They reached a point stable and complete enough a long while ago - although not very pretty....(many rules were in lists by topic in massive spreadsheets).
My group has been playing them almost two years!
Of course, with some tweaking along the way, and some things a bit .....flexible. (slowly refined and formatted over time - about 120 pages are done enough to print into a book for my group....).
My goal is for it to be a fully stand alone book, so that is why so much stuff.
Anyway - I have been working for a long time on refining and cleaning up the rules - and formatting for print etc. - and wanted to ask the community for additional thoughts on organization.
The Chapter Order as it exists today;
Introduction
New player Quick Start
Core Rules
Characters (for more detailed than the quick start).
Attributes and Skills.
The Force
The Rules (more extensive than core rules).
Movement and Chases (more extensive than core rules).
Combat and Injury (more extensive than Core rules).
Equipment and Weapons
Vehicle and Starship Combat
Game Mastering Star Wars
< Er....aliens beasts and stuff here?
< Where is my galaxy section?
Most of the rules are done (with a few tweaking still going on - like a few advanced skills, and refining starship movement and weapons) but a lot still needs to be edited, reduced - and organized...
Note on Progress
I am have a few more things I want to clean up then will work on figuring out the best way to manage getting help with proofreading, playtesting and other feedback.
Of course -not exactly sure HOW I am going to do that - but that specific topic...will be another post.
MORE ON ORGANIZATION
Overall the org of my rules is based on multiple D6 products, and some insights from other systems over the years... a lot of work has gone into it, but a few things I am on the fence about...
- a few specific questions;
1 - Glossary of Key Terms.
I have a "key terms" section - kind of like a glossary. it is 3 pages.
I have it at the end of the Introduction section - should it be in an appendix?
Maybe only like the top 10 terms/concepts in the intro before the new character quick start, and the rest in the back?
2 - Full Character Creation Chapter?
If it is possible to create characters with the Quick Start and a template - does the Characters section with a more full version need to be chapter 3, or should be it "Advanced Character Creation" later in the book?
3 - Should movement rules be in "THE RULES"?
The Rules section is similar to the one in REUP - how to use skills, opposed checks, dice pools, scenes, social confrontation, round by round etc.
If it is not too long - is movement worth of its own chapter- or just part of the rules?
4 - Playable Races and Droid Rules
Do they go in the full Character Creation? or in their own chapter.
Right now leaning on a chart in Character Creation - and possibly placing a playable races section .....somewhere?
5 - Initiative and round by Round.
It is in my "the rules section" as that section talks about the transitions from Scenes to Rounds. Part of me feels it should be in Combat....but not ALL rounds and skill checks lead to shooting... am I overthinking this one?
6 - Vehicle and Spaceship Movement?
Should Vehicle and Spaceship movement be in the Movement chapter in their own section - or the first part of the Vehicle/Spaceship combat chapter?
7 - Where do I put ...the galaxy stuff.
Stuff like sublight travel, Hypertravel feels like it might work in the movement chapter - especially if I call it "Movement and Travel".
But I still need a home for - how the holonet works, Trade and Space encounters, types of spaceports, planet stuff etc.
If it does not fit anywhere else - could also put it with how the game is different in the various eras (old republic, etc.) and call that chapter "The Star Wars Galaxy...". your thoughts?
SO - my fellow GM's and players - your thoughts on my questions above? _________________ SW Fan, Gamer, Comic, Corporate nerd.
Working on massive House Rules document - pretty much a new book. Will post soon....
Last edited by pakman on Sun May 26, 2024 10:22 pm; edited 3 times in total |
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raithyn Lieutenant
Joined: 24 Jun 2023 Posts: 88
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Posted: Sun May 26, 2024 9:18 pm Post subject: |
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I knew you had a full rework but this is a lot! It looks like you have it really well documented too.
I own quite a few rule books for different systems. Most (but certainly not all) of those I've even run at least once. This is all my opinion based on that and should be given the little weight it deserves.
1. Long lists of terms that don't fully make sense yet can make a rulebook seem more intimidating than it really is. I'd recommend a glossary. Any fundamental terms can also be listed up front and/or defined in each relevant section. That way they're worked into the sections that someone will reference at the table and in an easy-to-find list.
2. Please put all character creation (advanced rules, races, droids, etc.) in once place, no matter where it ends up. One of the worst parts of using the 30th Anniversary print (almost identical to the original 1e rulebook but I started late) was having to flip back and forth over and over to understand what are ultimately simple concepts that I can summarize in two or three sentences that isn't actually summarized in any one place by the authors. If you find yourself repeatedly referencing other sections outside the Intro, Quick Start, and Core Rules, there's probably a better way to organize the information.
3. My preference is a dry, technical rules reference (see the rules of the board game Root) to flip through at the table. All the fluff showing someone how to adjudicate specific examples is nice for educational purposes but horrible reference material. Given the books I've seen so far, I may be out of step with most D6 players on that front.
4. Character Creation. I like tables and charts. They're great ways to condense information. In all fairness, I also like simplicity so I tend to cut out a lot of the species and droid character creation rules for the one shots I run. When I'm at a point where I can run a longer campaign, those will be more relevant.
5. At least provide the top-line transition rules in THE RULES. If there are more situational rules, those might fit better under COMBAT but there's different scales of transitions as well. My players need to be put in rounds just so everyone gets a chance to act against the clock on an important task other than shooting at things fairly regularly. That keeps the loudest, fastest thinking person from claiming the spotlight every scene.
6. I think this depends on how your movement rules work. Most systems I've seen it makes sense to directly compare them to character movement. If everything changes (like characters having meter measurements and starships using range bands in 1e) then it may make more sense to discuss them separately.
7. Most of the galaxy stuff fits under what I picture when you write GAME MASTERING STAR WARS. Maybe I'm off base there. Hypertravel probably goes with spaceship movement but everything else seems like it's specific to the setting versus core rules that can apply to any sci-fi game. Running different eras, how to make the game feel like Star Wars, encounter tables, etc. all seem to fit into the specific section much better.
Having NPC/droid/beast stat blocks as appendices makes sense and seems to be the most common approach across different systems. There's lots of ways to sort such things, almost all of which have pros and cons. D6 stat blocks are almost superfluous in my limited experience. This is one of the easiest systems I own for a GM to just make up NPC stats on the fly even for key antagonists.
The only sections that seems a bit odd are putting MOVEMENT AND CHASES before COMBAT AND INJURY. I assume the two can be highly interrelated but that's possibly covered well enough in the CORE RULES or THE RULES sections that your ordering makes perfect sense. |
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