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X-Com

Started by Kyle Aaron, June 08, 2007, 02:30:03 AM

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Stumpydave

Have you looked at Reign - the company rules could probably cover the organisational side of things easily enough.
 

O'Borg

I stand by my CP2020 reccomendation - very little gets you dead as fast!
Or if you want a high turnover of semi-NPC mooks, use Savage Worlds to ease up on the constant character creation.
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JongWK

Ah, X-Com. So many good memories... A disturbing number of them involve using plasma launchers in close-quarter combat. ;)

I always thought that Shadowrun was a good system for it: robust tactical choices, cyberware and hi-tech gadgets, magic that can simulate psionics, and enough Awakened threats to simulate the aliens.

Disclaimer: I'm a Shadowrun junkie. :p
"I give the gift of endless imagination."
~~Gary Gygax (1938 - 2008)


flyingmice

Sounds like the In Harm's Way system would be a nice fit, borrowing the tech from StarCluster. Improving resources could be done with Notice.

-clash

Added: I'd use the dice pool task resolution from Blood Games II rather than the percentiles from IHW.
clash bowley * Flying Mice Games - an Imprint of Better Mousetrap Games
Flying Mice home page: http://jalan.flyingmice.com/flyingmice.html
Currently Designing: StarCluster 4 - Wavefront Empire
Last Releases: SC4 - Dark Orbital, SC4 - Out of the Ruins,  SC4 - Sabre & World
Blog: I FLY BY NIGHT

Kyle Aaron

I don't care about the system, you crazy gearheads!

I want setting stuff! What sort of groups should I have? NPCs? Encounters? Missions? Suppose my group is full of tactical nincompoops, what should I focus on instead? What do the PCs do?
The Viking Hat GM
Conflict, the adventure game of modern warfare
Wastrel Wednesdays, livestream with Dungeondelver

Gunslinger

Quote from: Kyle AaronI don't care about the system, you crazy gearheads!

I want setting stuff! What sort of groups should I have? NPCs? Encounters? Missions? Suppose my group is full of tactical nincompoops, what should I focus on instead? What do the PCs do?
Do you want the characters being the actual soldiers or do you want to recreate setting up bases and establishing a global defense network through research and extermination?
 

Sigmund

Quote from: Kyle AaronI don't care about the system, you crazy gearheads!

I want setting stuff! What sort of groups should I have? NPCs? Encounters? Missions? Suppose my group is full of tactical nincompoops, what should I focus on instead? What do the PCs do?

My first thought is to go espionage style. PCs can gather intelligence on who knows what about the invaders, who might be helping them, where they might strike next. They can engage in sabotage, counterintelligence, and assassination missions. They can break into bases and steal tech and or secret plans. They can even run disinformation missions.
- Chris Sigmund

Old Loser

"I\'d rather be a killer than a victim."

Quote from: John Morrow;418271I role-play for the ride, not the destination.

flyingmice

I'd have troupe PCs in three groups:

Espionage, Raiders, and Brains.

Let the players pursue what they want to pursue.

But then I'm lazy like that!

-clash
clash bowley * Flying Mice Games - an Imprint of Better Mousetrap Games
Flying Mice home page: http://jalan.flyingmice.com/flyingmice.html
Currently Designing: StarCluster 4 - Wavefront Empire
Last Releases: SC4 - Dark Orbital, SC4 - Out of the Ruins,  SC4 - Sabre & World
Blog: I FLY BY NIGHT

flyingmice

Never mind - wouldn't fit your group style.

-clash
clash bowley * Flying Mice Games - an Imprint of Better Mousetrap Games
Flying Mice home page: http://jalan.flyingmice.com/flyingmice.html
Currently Designing: StarCluster 4 - Wavefront Empire
Last Releases: SC4 - Dark Orbital, SC4 - Out of the Ruins,  SC4 - Sabre & World
Blog: I FLY BY NIGHT

beeber

i'd keep the scientists & engineers as npc's.  the players can take the roles of lead in each department, so they can make the decisions of manufacture & research.

the main focus would be the players in the landing or raiding missions.  let them make competent characters, then round it out with the typical redshirts ("how many bravery 10 guys are in this unit, anyway?!?!") and a HWP.

filling out the troupe (you're spot on with that bit, clash) you could have the interceptor pilots.  let them choose their load-out between intercepts.  

i think you'd have to have group consensus for the overall purchases & budget stuff.  now how to reward the engineer player for making all those laser cannons. . . ? :D

Kyle Aaron

Perhaps there could be some overlap in the scientists/soldiers, like a team in Stargate.

I mean, if nothing else the players are going to want to have their characters do those interrogations of captured aliens.
The Viking Hat GM
Conflict, the adventure game of modern warfare
Wastrel Wednesdays, livestream with Dungeondelver

beeber

Quote from: Kyle AaronPerhaps there could be some overlap in the scientists/soldiers, like a team in Stargate.

I mean, if nothing else the players are going to want to have their characters do those interrogations of captured aliens.

you could then also have soldier/engineers, performing quick evaluations of "alien artifacts" in the field.  imagine the grenade or blaster launcher mishaps!

Kyle Aaron

Quote from: beeberyou could then also have soldier/engineers, performing quick evaluations of "alien artifacts" in the field.  imagine the grenade or blaster launcher mishaps!

"You'd think they'd have thought to ask what the big red button does."

The Viking Hat GM
Conflict, the adventure game of modern warfare
Wastrel Wednesdays, livestream with Dungeondelver

beeber

npc's:  the country representatives to the x-com budget committee.  hmm, the brazilian representative is starting to act oddly. . .

how about the town that's near an x-com base?  the players could be civilians that work in the base, or near it.  then the aliens start flyovers of said base. . . and then land, or crash nearby.  the players could investigate the crash / land site before the x-com response :eyecrazy:

O'Borg

Quote from: AnemoneSome of the X-Com adaptations out there:
X-Com: Tactical - a homebrew tabletop wargame
Sadly this site is long dead, but using the Wayback Machine and enough Reload/Refreshes to wear the print off my F5 key, I've got a copy of the PDF manual.
If anyone wants a copy (623kb's worth) let me know.
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