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Pen & Paper Roleplaying Central => Pen and Paper Roleplaying Games (RPGs) Discussion => Topic started by: GeekyBugle on June 13, 2023, 08:07:05 PM

Title: Vehicle Design OGL simple rules
Post by: GeekyBugle on June 13, 2023, 08:07:05 PM
What the tin says, I'm searching for a simple set of rules for vehicle design, it doesn't HAVE to be OSR but it must be simple to create new vehicles, and it needs to be open content.

I'm especially interested in creating bike/trike to a small crew of lets say about 10 land, air, space and sea vehicles.
Title: Re: Vehicle Design OGL simple rules
Post by: Wisithir on June 13, 2023, 08:21:12 PM
I am not sure that vehicle design rules mesh well with OSR simplicity. Building the vehicle as an animated construct creature using the host game rules may be more appropriate.
Title: Re: Vehicle Design OGL simple rules
Post by: Tod13 on June 13, 2023, 08:31:27 PM
Not sure if it meets your criteria, but there is Cepheus Engine Vehicle Design System from Samardan Press. The entire thing is OGC with OGL. It's also PWYW.

https://www.drivethrurpg.com/product/207926/Cepheus-Engine-Vehicle-Design-System (https://www.drivethrurpg.com/product/207926/Cepheus-Engine-Vehicle-Design-System)
Title: Re: Vehicle Design OGL simple rules
Post by: David Johansen on June 13, 2023, 08:39:28 PM
So, vehicle design is kinda my obsession.  How do you feel about cube roots and spread sheets?

Greg Porter's Vehicles is pretty good.  Spacemaster Privateers system is decent if a dit unclear and disorganized.

The vehicle design rules for Galaxies In Shadow were a reaction to Fire Fusion and Steel and GURPS Vehicles.  The first of which I found too simple and the second used imperial measures and tended to be overly restrictive since you want to be able to create vehicles from fictional settings rather than being shown in detail why they aren't possible.

Anyhow, GIS works on a TL x Mass x efficiency factor system but assumes a lot of stuff like electronics and seat belts is "structural" and doesn't really count against the total mass and volume as long as it's all under 1% of the total.  There was always too much stuff in GURPS Vehicles that took just the tiniest fraction of space.  GIS also assumes the cost of a vehicle is less than the cost of the sum of its parts.  So cost is a flat, vehicle multiplier to mass rather than yet another spread sheet column.

I'm always noodling around with doing something leaner.  I've got half a dozen different systems on my hard drive.  Many of them work with the idea of assigning 20 hit location slots and building a box around them.  It's similar to GURPS Spaceships but without armour taking up internal volume.  I never really liked that.  Increase the final volume.

Title: Re: Vehicle Design OGL simple rules
Post by: GeekyBugle on June 13, 2023, 10:17:48 PM
Quote from: David Johansen on June 13, 2023, 08:39:28 PM
So, vehicle design is kinda my obsession.  How do you feel about cube roots and spread sheets?

Greg Porter's Vehicles is pretty good.  Spacemaster Privateers system is decent if a dit unclear and disorganized.

The vehicle design rules for Galaxies In Shadow were a reaction to Fire Fusion and Steel and GURPS Vehicles.  The first of which I found too simple and the second used imperial measures and tended to be overly restrictive since you want to be able to create vehicles from fictional settings rather than being shown in detail why they aren't possible.

Anyhow, GIS works on a TL x Mass x efficiency factor system but assumes a lot of stuff like electronics and seat belts is "structural" and doesn't really count against the total mass and volume as long as it's all under 1% of the total.  There was always too much stuff in GURPS Vehicles that took just the tiniest fraction of space.  GIS also assumes the cost of a vehicle is less than the cost of the sum of its parts.  So cost is a flat, vehicle multiplier to mass rather than yet another spread sheet column.

I'm always noodling around with doing something leaner.  I've got half a dozen different systems on my hard drive.  Many of them work with the idea of assigning 20 hit location slots and building a box around them.  It's similar to GURPS Spaceships but without armour taking up internal volume.  I never really liked that.  Increase the final volume.

Cube roots and spreadsheets to design a vehicle? Hell no! It's for the players to be able to design their own, I want it the simplest possible.
Title: Re: Vehicle Design OGL simple rules
Post by: GeekyBugle on June 13, 2023, 10:19:25 PM
Quote from: Tod13 on June 13, 2023, 08:31:27 PM
Not sure if it meets your criteria, but there is Cepheus Engine Vehicle Design System from Samardan Press. The entire thing is OGC with OGL. It's also PWYW.

https://www.drivethrurpg.com/product/207926/Cepheus-Engine-Vehicle-Design-System (https://www.drivethrurpg.com/product/207926/Cepheus-Engine-Vehicle-Design-System)

THANKS! Now I just need to figure out what tech level Eternia has.
Title: Re: Vehicle Design OGL simple rules
Post by: David Johansen on June 15, 2023, 12:54:46 AM
Which reminds me that T5 actually has a pretty cool vehicle maker where you apply various descriptors to a base type, like light assault aircraft and there are multipliers that modifiy its performance accordingly.  Space ship design looks scary but book 2 is actually hiding there in the midst of all the endless pages of endless charts and alternatives.
Title: Re: Vehicle Design OGL simple rules
Post by: GeekyBugle on June 15, 2023, 11:46:23 AM
Quote from: David Johansen on June 15, 2023, 12:54:46 AM
Which reminds me that T5 actually has a pretty cool vehicle maker where you apply various descriptors to a base type, like light assault aircraft and there are multipliers that modifiy its performance accordingly.  Space ship design looks scary but book 2 is actually hiding there in the midst of all the endless pages of endless charts and alternatives.

T5? Traveller 5?
Title: Re: Vehicle Design OGL simple rules
Post by: David Johansen on June 15, 2023, 01:55:50 PM
Yup Traveller 5.  You should probably look for the 5.1 version which is much better edited if closer to 900 pages.