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I would like to run a pbp game of Babylon 5 BUT would like some advice on how some of you have gotten your players together. I would like to run a Earthforce crew after season 5.

Any suggestions would be great!
 
We've been running a net game of D&D since our DM moved to another state. A simple program called Gametable (creative I know) and Team Speak has been our method of gaming over the net. Gametable isn't perfect, but for free it's a good little program that handles die rolling, images, mini movements, and other things that are tough to do long distance. I'm not sure if that fits with play by post, though, so I don't know if I'm helping.

What did you have in mind for organization, timing, number of players, etc? Do you have a group in mind, or are you looking for players?
 
I have my own proboard setup and have been running games there for over two years and then two years before that on other boards...

My poorly worded question ;) was more to do with how have you gotten the characters together...

I have an idea and am really raw on the B5 rules, I am very familiar with d20 though and don't figure that it won't be hard to learn any differences.

I want to do something with exploration but can't see 1st level characters being turned loose to do that, so that brings us to what level should I be looking at.

I have six character ideas that I have used in the past for a different game and would not mind trying them out for this if there is interest in some pre-gens.

Thanks for the response I think I am just looking for some ideas to help motivate my thinking process... :) as it were.
 
Oh! I see, sorry.

Well first off, while I like Earthforce as a campaign idea, placing the PCs into a command structure is usually difficult, PCs being what they are. However, if everyone goes in eyes open and there aren't many personality conflicts (or if everyone is ok with the command structure and taking orders sometimes) it should work out.

Had you planned on having a PC captain? Presumably not at first, but it's something to plan for, seems like a good chance for an act break or character development. Though I suspect it'd take a lot of work to make sure the right PC was in command.

1st level characters get turned loose on anything. Gotta start somewhere, after all. The trick is not their level, but the challenges you give them. For instance: my group was surveying a planet for IPX solo at second level. The challenge wasn't combat oriented, but diplomatic when they negotiated with the natives for rights to survey the ruins and exploit the mountains for the crystals. They had some planning to do to survive the trip up the mountains, and there were some complications later with the arrival of an alien resupply vessel, but none of this was focused on anything complicated or requiring high DC skill checks. So it comes down not to challenge ratings but more tailoring the exploration encounters to fit your PCs' skills and HP totals.

In addition, if you've got 1st level PCs in a military-based campaign, you can have the added reward of promotions to go along with leveling. Not one for one, but it's another carrot for the PCs, and you can never have enough carrots.

You can get the group together with the usual methods, just translated to space. Another example from my campaign, if you can stand it: they started on an economy flight from Proxima to Mars. Once they were safely in hyperspace and escape was impossible, someone got shot and the PCs stepped up to try and figure out who and why (mainly because they were mostly shady folks themselves and didn't want to be blamed). During the investigation, the IPX public relations rep on board noticed that they were a good group and offered them a job, and thus a career was born. (there were plenty of other job offers available, from a tech runner to a Markab True Seeker, but IPX paid the best up front.)

Traditionally, start them off with a bang, and make sure they have plenty of reason to work together long enough to forge some bonds. Once you take the pressure off, you don't want them going their separate ways. If it's a strictly Earthforce campaign, though, it's easy to get them together and keep them together. Captain says work together, they work together.

Hope that answers your question a little better!

(And if you are ever in the market for a B5 player, drop me a line. I enjoy pbp gaming and no one near me is running B5.)
 
Indeed that was tremendous help! I just picked up the IPX and Rim books and was really inspired by those books...I will let you know if and when things take off for sure!

I might recruit here if no one minds but would prefer to run on my own board for various reasons....
 
I recommend Bounty Hunter as another book to look into. It might not help as much with an Earthforce campaign, but it has a lot of good material that was touched on in the show, but never elaborated on in full. Plenty of plot hooks and info on bounty hunting (and related activities) to be found.

If you want some good bad guys for post-5th season, you can't go wrong with the Drakh book. It's got all you need to run them in a wide variety of ways, and it's excellently written.

And I understand running on your own board. If it comes together for you, let us know. I know I'd be interested, and I suspect there are others around here who'd jump at a pbp B5 game.
 
Gabriel_Luna said:
I recommend Bounty Hunter as another book to look into. It might not help as much with an Earthforce campaign, but it has a lot of good material that was touched on in the show, but never elaborated on in full. Plenty of plot hooks and info on bounty hunting (and related activities) to be found.

If you want some good bad guys for post-5th season, you can't go wrong with the Drakh book. It's got all you need to run them in a wide variety of ways, and it's excellently written.

And I understand running on your own board. If it comes together for you, let us know. I know I'd be interested, and I suspect there are others around here who'd jump at a pbp B5 game.

Drakh and Bounty Hunter sounds good...

IF I might, I have some first ed books, Earth Alliance Fact Book, Earth Force Campaign Book, Crusade and Techno Mages Fact Book. Is it difficult to translate those into 2nd ed? I know S+P did a bit on converting the Techno Mages but I was wondering about the others. Thanks and I will cease the endless questions! :)
 
The only challenge in converting 1e to 2e comes in ship stats, if you ask me. They introduced a whole new ship stat, construction and combat system for ships, so any old ship stats are meaningless now.

Well, that and Technomages might not translate very well into the new edition. (for starters, hit points are a lot lower, if I understand correctly...) Worth noting is the fact that the Drakh book has a Drakh Technomage PrC, and a quick rundown of technomage magic, a spell list, and other useful things. Combine that with the 1e Technomage book and I suspect you can work out conversions for the 1e material.

For the most part though, the info is usable. The galaxy hasn't changed drastically, and I doubt Earthforce has undergone a major revision from one edition to another.

On this note: if you're into ship and the ship combat system, Ships of the Galaxy and Ship Builder's Guide are both good resources. SotG contains extensive samples of pretty much every race or organization (including raiders and Psi Corp) ever mentioned on the show, and the Builder's guide is great for building your own ships, or allowing your PCs to do so.
 
Now I have been reading more and I question if I should go with a Earthforce campaign or a Ranger game....

The decisions I am overloaded with...

:)
 
Thanks yea I have read it and it is indeed interesting I still need to decide what I want to do I guess...but any help is much appreciated!
 
start with the Ea and see how that goes then move the story into the assassination of Santiargo and then see how that goes, see if they want to stay in EarthForce or move on to be rangers.
 
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