By Steve Cole (Stevecole) on Sunday, March 06, 2005 - 12:03 pm: Edit |
Does anybody still play PD1? If so, would there be any interest in us publishing (web or paper) the conversion data for GK and GR to be used with PD1?
By William F. Hostman (Aramis) on Friday, March 11, 2005 - 10:19 pm: Edit |
Yes, I do still run PD1, and dislike GURPS in general; while I have bought the GPD stuff, I would LOVE to have PD1 and/or (if Decipher doesn't mind) Decipher-trek stats.
By F. Douglas Wall (Knarf) on Saturday, March 12, 2005 - 03:41 am: Edit |
I have all the PD1 books, but I pretty much use them as background information if I need to.
By Steve Cole (Stevecole) on Saturday, March 12, 2005 - 11:43 am: Edit |
If somebody wrote PD1 conversions of the GURPS books I would post them (or maybe even publish them). Since I don't understand PD1 any more than I do GURPS (less, in fact) I can't do it.
By Gordon Neff (Baronwaste) on Monday, March 14, 2005 - 07:13 pm: Edit |
Well, thank you, Aramis (and Mr Cole). I, too, dislike GURPS; I understand the marketing decisions that led to its being licensed, but -I liked PD1 better-.
On the other hand, GURPS does solve PD1's notorious 'Prime Team only' character creation problem, but that could have been -fixed-...
[If I ever run a Prime Directive scenario at a con, I'm just as likely to use WEG's Star Wars rules, and the players can just scratch their heads and deal with it. The -setting- is all that matters.]
By Steve Cole (Stevecole) on Monday, March 14, 2005 - 08:04 pm: Edit |
Actually, we fixed it long ago. There was an article in captain's log about non-prime creation.
We certainly could reprint PD1, or print a book that converts the GURPS stuff to PD1.
Seems to me that WEG's Star Wars thing is out of print and is basically their D6 system. right?
PD1 had two problems getting success. One was the prime only problem. The other was that it was a new system. GURPS came with a royalty cost, and a hundred thousand "installed base" customers.
By William F. Hostman (Aramis) on Monday, March 14, 2005 - 09:23 pm: Edit |
Star Wars was the prototype of their D6 engine.
D6 as Star Wars is gone. D6, however, is still in print, both physical and PDF; it is slightly more generic, but less so than their early D6 rules. (The early version of the generic D6 was a setting construction kit; the current versions are already to Space Opera and Fantasy.)
Say, Have you considered making PD1 available as an E-Pub? At least one will take a physical copy and scan, OCR, and PDF it... (that being DriveThroughRPG.com), and PDF has several advantages for the player, especially character sheets and reference sheets.
Now, if a PD1 "Conversions" book is made, I WILL buy it.
By Gordon Neff (Baronwaste) on Monday, March 14, 2005 - 09:44 pm: Edit |
Well, thank you, again, gentlemen. Could either of you tell me in which Captain's Log that PD1 'non-prime' article could be found, so I can begin scrounging around for it?
-- Yes, I know, my Star Wars rules are the first edition and totally out of print, I'm sure, but you go with what you know - you know?
[As to that, I've still got my TSR Metamorphosis Alpha rules from 1976, and the thought of running -that- at a con has occurred to me more than once...]
By Troy J. Latta (Saaur) on Monday, March 14, 2005 - 11:54 pm: Edit |
Pfft. Why not run the Volturnus Trilogy from Star Frontiers while you're at it?
By Frank DeMaris (Kemaris) on Tuesday, March 15, 2005 - 12:24 am: Edit |
Troy: Hey, that could be a lot of fun. Or, for that matter, update those modules with the rules from ... duh, that one expansion pack that added several new races, weapons, equipment, and drastically reorganized the skills.
By Gordon Neff (Baronwaste) on Tuesday, March 15, 2005 - 02:01 am: Edit |
Hey, don't tempt me: I did a creditable Empire of the Petal Throne campaign once upon a time using 1st edition Traveller rules -- which were designed for just such varied usage, of course. I daresay with a bit of hammering and forging, I could adapt large chunks of Volturnus to a 'Star Fleet Universe' setting, if I had to.
Heck, I could similarly adapt Metamorphosis Alpha, come to think on it... The USS Kublai Khan encounters a vast colony ship, a miles-long derelict, and sends a Prime Team over -- but the transporter energy triggers the alien vessel's long-dormant deflector shield, and now they're stuck, unable to return unless they can find the means to shut it off again, somewhere in 20,000 square miles of unknown territory...
By F. Douglas Wall (Knarf) on Tuesday, March 15, 2005 - 04:31 am: Edit |
I liked PD1 when I first got it and I still have nothing against it. Prime Teams are a great idea and make a lot of sense.
I avoid conversions, if I can. They tend to lose something in the translation process, I think. And I'd rather present a published work to players than a published work (or two) and a set of cobbled together notes for the conversion.
If you want to do online distribution, you might also want to look into SJGames' e23. There were delays, but it is up and running.
Also, making that Captain's Log article available in some format or other would be super, since I do not purchase CL or any other SFB products on a regular basis.
By Gordon Neff (Baronwaste) on Tuesday, March 15, 2005 - 11:25 pm: Edit |
> Could either of you tell me in which Captain's Log that PD1 'non-prime'
> article could be found, so I can begin scrounging around for it?
I'm working the search engines, hoping that the answer to that question is posted somewhere on the Internet, but I'm not having much luck. If there's any kind of 'Index to Articles' in Captain's Log, I haven't found it.
I could try Lexis-Nexis, I suppose, or Infotrac, or SIRS Researcher; the EBSCO research databases aren't likely to have it, but you never know...
By Richard Wells (Rwwells) on Tuesday, March 15, 2005 - 11:48 pm: Edit |
Or one can brute force search through every issue of Captain's Log after number 16 and locate a page in CL#21 (page 39) which covers non-Prime Team characters. The article does not cover non-military character types.
By F. Douglas Wall (Knarf) on Wednesday, March 16, 2005 - 01:02 am: Edit |
Yeah, that was one of the real rubs of PD1. Every new character type had to have their own character creation scheme. And then, every time a supplement added new skills, there was a revised character sheet in the back that included them. Having all the skills listed on the sheet is handy, but that kinda gives new meaning to keeping your character sheet up to date.
By Gordon Neff (Baronwaste) on Wednesday, March 16, 2005 - 02:32 am: Edit |
Hmph. Makes me want to go back to 1st edition Traveller, c. 1977. You could do anything with that system; Marc Miller designed it that way.
Thank you, Mr Wells -- I'll rummage around on eBay, see if anyone has Captain's Log #21 for a reasonable price.
-- Parenthetically, I was interested to observe that Traveller: New Era and PD1 had remarkably similar game engines. Not too similar, that's not my point, but their methods of action-impulses and such bore comparison. One counted up and the other counted down, that sort of thing.
Still, I suppose if I could learn my way around FGU's Aftermath! rules system, I could work with GURPS and give it a real chance. Thousands play it with no problem, after all...
By Troy J. Latta (Saaur) on Wednesday, March 16, 2005 - 07:44 am: Edit |
I've been playing GURPS3 since I was 12. It can't be THAT tough.
By Mark Costello (Kosov) on Wednesday, March 16, 2005 - 09:23 am: Edit |
Steve,
I’d be willing to produce back-and-forth PD1/GPD conversion material. Someone has to take up the PD1 banner, tattered and pale as it is.
And Gordon, take a look at TSR’s now sadly defunct Alternity system if you want to see a real “second generation” PD1 system. As you said, not _too_ similar, not actionably so anyway, but still an interesting collection of overlaps are present.
Mark
By Steve Cole (Stevecole) on Thursday, March 17, 2005 - 12:26 pm: Edit |
CL21 is still in print and on the shopping cart.
By Steve Cole (Stevecole) on Thursday, March 17, 2005 - 12:27 pm: Edit |
From CL21
PRIME DIRECTIVE:
STARSHIP CREW CHARACTERS
by Gary Plana
In the PD Rulebook and subsequent publications, the bias of the game was towards Prime Teams; players were not intended (or expected!) to run other types of characters. Since PD1 was published, there have been numerous requests to expand the character generation rules to include other types of characters, specifically starship crewmembers. This article addresses that! This replaces Rule Section 1.4, “Selecting your Service Division” in toto and also the “Skills By Service Division” portion of Rule Section 1.5. Players should select their character’s race, initial characteristics, and (if necessary) “tweak” characteristics before proceeding.
As this article is all about starship crew, all characters are assumed to be Star Fleet, not Marines.
The player first selects the character’s Service Division. The choices for this are: Command, Operations, Science, Engineering, Staff, Security, and Flight. The skill and characteristic mods listed below for each Service Division are then added/applied to the character sheet. The character must then select a specialization within the Service Division, and receives the benefits listed for each, as given below.
COMMAND
These are the bridge officers of the unrestricted line, general fleet officers who may one day rise to command starships and who serve in various duty and leadership posts.
All: +1 LDR , +1 Starfleet Regulations & Operations.
Helm/Navigation: +2 to the following skills: Pilot (Starship Helm), Pilot (Shuttle), Pilot (Fighter), Astrogation, Sensor Systems, Ship’s Weapon Systems, Ship’s Systems; +2 to any ONE of the Pilot skills.
Tactical/Weapons: +4 Ship’s Weapon Systems, +1 to the following: Pilot (Starship Helm), Sensor Systems, Ship’s Systems, Electronics; +12 to any combination of TEC-based skills; no skill level may be brought above a value of 4 in this manner.
Field Command: +1 INT; +8 to any combination of skills, excluding TEC, LGC, and GKN -based skills; no skill level may be brought above a value of 4 in this manner.
Liaison: +1 GKN, +2 to the following skills: Oration, Persuasion, Evaluation, Fast Talk, Cultural Knowledge (General).
OPERATIONS
This category covers most “enlisted” personnel and some specialist officers serving in technical positions.
All: +1 to LGC -or- INT, +2 Console Operations; +12 to any combination of TEC-based skills; no skill level may be brought above a value of 4 in this manner.
Operations specialist: +1 TEC, +2 to the following skills: Console Operations, Electronics, Sensor Systems, Comm Systems, System Speed.
Communication specialist: +4 Communications and Electronics, +2 Cryptography and Communications Systems
Transporter Operator: +4 Transporter and Electronics, +2 Mechanics and Sensor Systems.
SCIENCE
All: +1 GKN, +2 Sensor Systems
Sensors: +2 to the following skills: Sensor Systems, Console Operations, Investigation, Computer Systems, Electronics; +8 to any combination of TEC-based skills; no skill level may be brought above a value of 4 in this manner.
[Specializations]: +6 to -either- Physical Science -or- Natural Science; +20 to any combination of TEC or GKN-based skills; no skill level may be brought above a value of 4 in this manner.
ENGINEERING
All: +1 TEC, +2 Computer Systems.
Main Propulsion: +2 to the following skills: Electronics, Mechanics, Warp Drive Systems, Impulse Drive Systems, Power Generating Systems, Damage Control, Jury Rig; +12 to any combination of TEC-based skills; no skill level may be brought above a value of 4 in this manner.
Damage Control: +3 to the following skills: Electronics, Mechanics, Damage Control, Shield Systems, Jury Rig, +12 to any combination of TEC-based skills; no skill level may be brought above a value of 4 in this manner.
Systems Technician: +4 Electronics and Mechanics, +20 to any combination of TEC-based skills; no skill level may be brought above a value of 4 in this manner.
Life Support: +3 to the following skills: Life Support, Jury Rig, Electronics, Mechanics; +12 to any combination of TEC-based skills; no skill level may be brought above a value of 4 in this way.
STAFF
All: no bonuses.
Medical Doctor: +4 Medicine, +3 First Aid, +2 Medical Systems and Surgery +8 to any combination of Medical-related skills (including page 32 of the Federation Sourcebook); no skill level may be brought above a value of 4 in this manner.
Medical Assistant (RN, LPN, EMT, paramedic, etc.): +4 First Aid and Field Equipment, +2 to the following skills: Medicine, Medical Systems, Endurance, Fine Work, Evaluation, Damage Control; +4 to any combination of Medical-related skills (NOT repeat NOT including those listed on page 32 of the Federation Sourcebook); no skill level may be brought above 4.
Administration: +4 to Administration, +4 to Starfleet Regulations & Operations, +2 Computer Operations, Computer Programming, Investigation, Console Operations; +8 to any combination of GKN-based skills except Surgery; no skill level may be brought above a value of 4 in this manner.
Psi: +4 Philosophy (of Vulcan Disciplines), +2 Mind Scan, +12 to any combination of PSI-based skills; no skill level may be brought above a value of 4 in this manner. See also the Psi rules expansion in the Federation Sourcebook.
SECURITY
All receive: +2 Fire (Phaser), Security Procedures, and Security Systems. Non-Vulcans receive +2 INT, Vulcans receive +1 LGC and +1 DIS.
Guards: +2 Fire (Phaser), +8 to any combination of Fire (weapon) skills; no skill level may be brought above a value of 4 in this manner; +8 to any combination of ACC-based skills other than Fire (weapons); no skill may be brought above 4 in this manner.
Investigators: +4 Investigation, Security Procedures, and Security Systems; +12 to any combination of Security-related skills; no skill level may be brought above a value of 4 in this manner.
Counter-Intelligence: +4 to Investigation, +1 to the following skills: Interrogation, Persuasion, Evaluation, Field Equipment; +12 to ANY skills; no skill level may be brought above 4 in this manner.
FLIGHT
All: no bonuses.
Pilots: +1 ACC and SPD, +4 to -either- Pilot (Shuttle) -or- Pilot (Fighter), +4 to the following skills: Astrogation, Sensor Systems, Ship’s Weapon Systems; +4 to any combination of ACC-based skills -and- an additional +4 to any combination of TEC-based skills; no skill level may be brought above a value of 4 in this manner.
Deck Crew: +4 Jury Rig; +2 to the following skills; Electronics, Mechanics, Damage Control, Warp Drive Systems, Impulse Drive Systems, Sensor Systems, Ship’s Weapon Systems; +4 to any combination of TEC-based skills; no skill level may be brought above a value of 4 in this manner.
By Steve Cole (Stevecole) on Thursday, March 17, 2005 - 12:28 pm: Edit |
Any other PD1 stuff you need from Captain's log, let me know.
By Steve Cole (Stevecole) on Thursday, March 17, 2005 - 12:40 pm: Edit |
From CL20
BIBLIOGRAPHIC/SPECIAL
FUNCTION TRICORDER
By Gary Plana
This rule defines an additional function for the B/SF Tricorder. Except for the X-Tricorder, no other type of Tricorder can perform this function.
Shortly after the introduction of the Tricorder in Y130 (see page 38 of UFP-THE FEDERATION for details) it was realized that the Interactive Relational Database chips used by the Backpack Mini-Computer would be useful in a smaller package, especially if the BPMC was damaged or otherwise unavailable during a mission. It took three years to do so, but in Y133 the Federation introduced an upgrade to use IRD chips in B/SF Tricorders; all existing B/SF Tricorders were quickly recalled and upgraded. Other races copied the Federation's tricorder technology quickly thereafter.
IRD chips may be used interchangeably between B/SF Tricorders and BPMCs; needless to say, a given chip can only be installed in one piece of equipment at a time. While BPMC's have multiple IRD chipslots, A B/SF Tricorder can only have one IRD chip installed at a time. The installation of an IRD chip in a B/SF Tricorder does not affect other Tricorder functions.
Due to the relatively small processing capability of a B/SF Tricorder (as compared to a BPMC), IRD chips installed in a B/SF Tricorder perform at one Skill Level less than they would when installed in a BPMC; IRD chips installed in an X-Tricorder function at the same Skill Level as they would if installed in a BPMC. A Skill Level 1 chip in a B/SF Tricorder operates at Skill Level 0 ... which means that they can make the skill roll, but there is no "plus" to it derived from the skill.
Functions directly related to the skill of the chip can also be used in a Supporting Skill Task Roll to the Tricorder Operation Task Roll; for example, a B/SF Tricorder with an installed Geology chip is being used to determine the exact age of a geologic strata being scanned. To determine the number of dice in the Supporting Skill Task Roll, calculate the number of dice normally using the Technical Ability of the character making the roll and the skill level provided by the Tricorder. Note that as a BPMC does not have the scanning function of a Tricorder, it cannot perform a Supporting Skill Task Roll in this fashion.
The BR# for the B/SF Tricorder (and the X-Tricorder) remains unchanged at 9; the BR# for IRD chips is 2 for the first two chips (which must be Wheedled for separately!), increasing to 4 for the third chip, 7 for the fourth chip, 10 for the fifth, and +3 per additional chip after the fifth.
By Mark Costello (Kosov) on Thursday, March 17, 2005 - 01:24 pm: Edit |
You know, or not, as the case may be...
By Steve Cole (Stevecole) on Thursday, March 17, 2005 - 01:48 pm: Edit |
Mark: Good to hear from you. I just got into the office (two days at Gama Show) with a ton of stuff to do, but we should talk about PD1 in the near term. Whether there would be enough of a market to do PD1 books (or just a conversion pack) is yet to be seen.
Given that we have the Kyoceras we can print books one at a time, so if there are only six PD1 players we can serve their needs (as long as somebody is willing to create the material at a cost commensurate wth the market).
Here are the "levels".....
Sold in store. Here we have to print a color cover, which means that the cash flow breakeven is about 150 copies but the "why did we bother printing it" level is about twice that.
Sold by mail order. Don't need the color cover, which means the breakeven is about one book assuming we didn't pay an advance to the author.
Print out of the conversion data: Breakeven, assuming sold not given away, is about one copy.
PDF of the conversion data available for download: no problem but if there IS a market for products we might well want to print something to sell.
Reprinting the old PD1 products probably isn't an option. Printing new editions with the background harmonized with the GPD products is certainly possible. Taking GPD products, removing the G stuff and inserting PD1 stuff taken pretty much intact from old PD1 products is entirely possible.
By Mark Costello (Kosov) on Thursday, March 17, 2005 - 04:04 pm: Edit |
Steve,
Hey, it’s great to be back in touch! I’d be quite happy to work on any PD1-related material you deem appropriate and go-withable, conversions, rewrites, all new material, fiction, whatever. Obviously I’m not going to drop in here after a considerable absence and start listing projects I’d like to attach myself to, so please just drop me a line whenever things reach a point where you’ve got some plans on the table you’d like to discuss.
I hope you did gang-busters at GAMA, and wowed ‘em with your new stuff. At least made Clinton and Stacy proud...
Mark
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