SpaceQuest - What is Coming. . .

I personally hope that they do not try and replicate Traveller character generation as I personally prefer how it is done in RQ- stats and professions with skills.
 
Tal said:
I personally hope that they do not try and replicate Traveller character generation as I personally prefer how it is done in RQ- stats and professions with skills.

I don't see why they would replicate it; MRQ doesn't have it after all.
 
Would much prefer a hard sci-fi setting (I'm an art contributor to QLI's '2320AD' rpg).
I think something new would be best. Lets not have another 'federation' type game... Traveller has sewn that genre up. Maybe Mongoose should try and acquire the rights to Blade Runner? Or Ringworld?
 
steffworthington said:
Would much prefer a hard sci-fi setting (I'm an art contributor to QLI's '2320AD' rpg).
I think something new would be best. Lets not have another 'federation' type game... Traveller has sewn that genre up. Maybe Mongoose should try and acquire the rights to Blade Runner? Or Ringworld?

Ringworld is tied-down. Whilst Larry Niven has no problem with games set in his worlds, his agent has already rejected a couple of recent advances, owing to film and TV rights for Ringworld and Known Space.
 
I still think a hard sci-fi rpg bearing a 90% resemblance to the world we're in. Let's not have the 'Cyberwear-make you into a robot/cyberterrorist/nicey,nicey starship captain/cliche' anymore.Just my opinion.

The best sci-fi RPG's of recent years have all been unique.
'Space:1889' - The rights for this are up for grabs i think.
'2320AD' - I'm biased on this one.
'Blue Planet' - really unique and mature.

Mongoose are turning the resurgent BRP(ish) into what GURPS should've been.
 
steffworthington said:
I still think a hard sci-fi rpg bearing a 90% resemblance to the world we're in. Let's not have the 'Cyberwear-make you into a robot/cyberterrorist/nicey,nicey starship captain/cliche' anymore.Just my opinion.

The best sci-fi RPG's of recent years have all been unique.
'Space:1889' - The rights for this are up for grabs i think.
'2320AD' - I'm biased on this one.
'Blue Planet' - really unique and mature.

Mongoose are turning the resurgent BRP(ish) into what GURPS should've been.
S:1889: nope. In reprint.
2320 is derived from Traveller:2300 and 2300AD (same setting, different editions; 2320 is the T20 adaptation)
 
Me, I want a Sam Slade: RoboHunter RPG. Either that or ACE Trucking (I think that was the title. Been a l o n g time since I read any 2000AD).

Either that or re-do Babylon 5 using the SpaceQuest rules.

Or Doctor Who/Torchwood. I'm starting to like these rules!
 
I'd have to vote for Strontium Dog; loves me some Johnny Alpha, and besides, it's pretty much tailor-made for roleplaying:

* Wide open Space Opera setting with a Western frontier feel.
* PCs set apart from those around them by virtue/curse of mutations (offering uniqueness and the possibility of kewel powerz).
* Ready-made plot hooks in the form of criminals to be hunted (not to mention the moral choices, etc. you can throw in).
* An automatic reason for the PCs to actually be working together.
* Political aspects easily brought into play (mutant hate, alien wars, etc.)
* Cool Gear (Strontium Dog gadgets are damn fine).
* Time- and Dimension-Travel possibility (apprehend notorious criminals from throughout history, travel to other dimensions, etc.)
* Features grit and humour that can be easily tuned up or down to taste.

It's kinda like Star Wars mixed with a Clint Eastwood Spgahetti Western, with a nice dollop of Firefly on the side, and a light seasoning of X-Men.

cheers!
Colin
 
Dear All,

I'm hoping for a mudular, generic system which isn't tied into any one particular setting.

The best result would be a "pick-n-mix" - sort of like a MRQ 'GURPS Space', but way better!!!

All the best
 
The way they've done mechamagics, shipbuilding, vices and so on seems perfect for things like Cybernetics, Spaceship Design, Psionics and what-have-you.

So, I can see a very modular system being used for SpaceQuest where you can build spaceships using various component parts. You could even have different technology owned by different species and so build species-specific craft.

Same goes for other areas dear to Space RPGs, such as Cybernetics, Psionics, Mutations and Technology.

Modularity definitely seems the way to go forward.
 
Er, what I mean is...

Whether or not there's a default setting doesn't matter as much as the flexibility of the rules.

For example, RuneQuest has a default setting, but that doesn't necessarily mean that SpaceQuest suffers.
 
soltakss said:
So, I can see a very modular system being used for SpaceQuest where you can build spaceships using various component parts. You could even have different technology owned by different species and so build species-specific craft.

Different technologies could be cool. You mean that certain modules are 'owned' by certain species, right?
 
Dear All,

However, it would be best to have a "no-background setting" for the main rule book(s) - just has MRQ leaves this to other books than the 3 main 'RunQuest' rule books.

Regards
 
weasel_fierce said:
personally, I have 0 interest in a new setting. Im much more interested in a solid tool kit

That's a good point. Plus LHM's comment about no-background for the main rulebook. I agree that background should at least be minimized, and separated from the rules.
 
The trouble with a completely systemless ruleset is that you need examples of how the rules work.

Sure, you could have generic and examples of that, but it is a lot easier to model examples on settings that people are familiar with.

Even Traveller had a setting and wasn't generic.

For instance, if you wanted to make a distinction between humans and aliens, a common enough thing in space games, you'd have to make up some alien species (I'm trying to avoid the term "races" because it isn't race, but it's difficult) so you make up a completely generic species and have examples of that with no cultural background or something completely made up. As opposed to made up SciFi species, of course.

It would be better to give examples using familiar settings, where possible.

The problem is that people generally want money for settings, so you'd have licenses and so on, which ties Mongoose in to particular deals.

So, perhaps a systemless setting isn't such a bad idea, even though it galls me to say so.

What would be good, though, is for fan writers to write up sepcies and settings and publish them on websites, making no money from them, as examples of settings. If you pick settings where the author has died or the work isn't being used, then there shouldn't be many problems.
 
pasuuli said:
soltakss said:
So, I can see a very modular system being used for SpaceQuest where you can build spaceships using various component parts. You could even have different technology owned by different species and so build species-specific craft.

Different technologies could be cool. You mean that certain modules are 'owned' by certain species, right?

Exactly.

As an example, in Star Trek, the Federation had Phasers and Romulans had Disrupters (or was that Klingons? It was probably Klingons), so you'd have different technology types doing similar damage but from different angles.

Space travel is another example. Star Trek has faster than light warp speed and wormhole jumps, Star Wars has jumps into hyperspace, then travel between them and jumps back into normal space, Babylon 5 has Jump Gates and Jump Points, with hyerspace travel, each would be a technology type owned by a series of species or cultures.

One of my ideas for a space setting involved aliens having jump point technology, being able to generate jump points from big ships and travelling that way, but humans had inferior technology, so they couldn't generate large enough stable jump points from ships, so they built stationary jump gates instead, with the technology focussing inwards to a stable point rather than outwards to an unstable point. Of course, this was a huge technological leap and enabled each colony to have its own jump gate with cheap interstellar travel by non-jump-enabled ships, opening space travel and trade to the masses rather than the priviliged few.

The trick is being able to write up the technology in believable, simple modular ways. RuneQuest has the perfect opportunity to do this. I hope they do.
 
soltakss said:
The trouble with a completely systemless ruleset is that you need examples of how the rules work.

[...]

The problem is that people generally want money for settings, so you'd have licenses and so on, which ties Mongoose in to particular deals.

[...]

A system flexible enough to faithfully represent multiple settings, far enough removed from its own "example" or "standard" setting that the others can take it and run with it?

...while also being playable.

I hope so.
 
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