From: cleggp@aix.rpi.edu (Paul Jason Clegg)
Subject: Re: Let's talk REAL sci-Fi systems
Keywords: The best
Organization: Rensselaer Polytechnic Institute, Troy, NY
Date: Thu, 10 Sep 1992 15:44:39 GMT

In article <BuC6KL.Fpw@acsu.buffalo.edu> v057qkmm@ubvmsd.cc.buffalo.edu (Bluerazor) writes:
>
>	Ok, I'm going to objectively compare Battlelords to those OTHER 
>so-called Sci-fi game systems out there. So listen up gamers, and flame
>away!! I'm going to be brutally honest.

Oh boy, this is going to be a FUN thread!

>	Battlelords has twelve of the COOLEST races you'd ever want to play,
>and they are all original, not based on some hokey elven lore!!!! I don't
>know about you, but I'd rather play my first level Mutzachan any day than
>some "elven decker" or "Ork". Leave the elves to D&D, I want ALIENS!

Au contrare.  Firstly, "Coolest" is a relative term.  Secondly, Star
Frontiers Alpha Dawn had the Vrusk, Dralasite and Yazirian races, which
I still think are the "coolest" and best developed races I've seen to date.

>	Battlelords has the best combat system of any Sci-Fi system on the
>market, bar none. I have fifty dollars that says so. No other system 
>simulates discharge combat so realistically. Its quick, efficient, and 
>deadly. It's not like some systems where you roll 30d6 and fail to do any
>damage. What kind of system is that, Yahtzee?? And theres none of these 

I rather liked Twilight:  2000 (at least, 1st edition) for its combat system.
Quick, accurate, and deadly, while still retaining simplicity.  I ONCE
calculated the damage done by a 40mm HE grenade that hit an enemy in the
head.  It was not nice.  I had two of six characters put out of action by
simple shots to the arms, from pistol fire.  And no one walks around like
a veritable tank in armor from hell.

>	Battlelords now has the LARGEST, most complete equipment manual
>ever compiled, Lock 'N Load. It has over 2000 pieces of equipment, fully

I don't doubt it.  However, I have one complaint already:  I had been
led to believe that Simms' main idea behind BattleLords was to keep 
everything in one book, "so that people don't have to buy tons of
accessories".  And if he would have put as much effort in making a 
COMPLETE set of rules as he has for equipment, I wouldn't be complaining
at ALL at this point.

>	Battlelords doesn't have "spells" or "magic" or "mana". Sure, you
>can play characters with psychic powers who can generate matrices... but
>you wont be turning anyone to goo by rolling d6s. Leave mages out with
>that hokey elven lore.

Only four races have access to these "psychic" powers of yours; and their
abilities are restricted to your character race.  There is no option; there
are no "Chatilian Non-Empaths".  Players of these characters are forced to
give up 1/2 their XP to further their "psychic" abilities.  You end up 
with the "AD&D Class Problem".

>	No space combat system? Of course not - its still under development 
>because when its released it will be the BEST. Can't fit it into a 250-page
>rulebook which already explains the basics.

And no "Real" vehicle rules, no "real" computers rules, no "real" robot rules.
What kind of sci-fi game are you going to have without AT LEAST working
computer and robot rule systems?  I wouldn't DARE put out a sci-fi game
that didn't have complete rules conventions for AT LEAST computers...

>	So go ahead, try toget that fifty bucks. Show Me a better combat
>system. Oh and by the way it has to be a published game. 
>
You can send the check to:

Paul Clegg
1003 Buck
RPI
Troy, New York
12180-3590

(Better yet, just ask Simms for my home address...)


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