From: v057qkmm@ubvmsb.cc.buffalo.edu (BABBLING SAGE)
Newsgroups: rec.games.frp.misc
Subject: Re: Let's talk REAL sci-Fi systems
Keywords: The best
Date: 11 Sep 92 00:11:00 GMT
Article-I.D.: acsu.BuE0Jp.321
Organization: University at Buffalo
News-Software: VAX/VMS VNEWS 1.41

In article <!h6ydjk@rpi.edu>, cleggp@aix.rpi.edu (Paul Jason Clegg) writes...
>In article <BuDoG2.J9C@acsu.buffalo.edu> v124jw4y@ubvmsb.cc.buffalo.edu (Benjamin R Pierce) writes:
>>2. An original universe with enough background provided in the core rulebook
>>   to allow you to adapt it to almost any type of campaign you desire.  With
>>   only minor modifications, Battlelords could work as straight space opera,
>>   cyberpunk, grim and gritty "Aliens"-type combat (this is the genre which
>>   large numbers of players seem to prefer; I'm not one of them, but that's
>>   beside the point.)  Someone earlier ridiculed the game for providing 
>>   information on alcoholic beverages and favorite pets; I see this as a plus,
>>   and would much rather see such background detail than another mega-kill 
>>   weapons system.  Again, this may put me in the minority; so be it.
> 
>What minor modifications would you suggest for a space opera?  The entire idea
>behind the combat system was that just about anything can kill anything else.
>And without armor, you don't stand a chance against ANY weapon.  So, the
>players with IQs higher than celery naturally buy armor.  Instant arms race.
>Not good for a relatively non-violent game environment.  This can be changed,
>of course, but a concerted effort would have to made; the combat values are
>too entrenched in the overall scheme of the game.

	Weapons and armor are NOT allowed in most civilized areas! It is
clearly stated in the book that this is so. And thus, roleplaying occurs.
When you go out into the vast uncharted wilds, you had best take your weapons
however. But it would be simple enough to run urban adventures where any \
weapons would have to be concealed, where there is law and order, and where
PCs have meaningful interactions with NPCs.

> 
>>4. A design staff which is more than willing to listen to people who say,
>>   "This is wrong".  One of the major strengths of both the game and the
>>   company (IMHO) is a willingness to correct things which don't work.
> 
> 
>A design staff who has contacted neither myself or my friend, who both met
>Simms in person and put our names and addresses into his little book.  The
>same design staff who were telling me last spring that they had an expansion
>book "just ready for the press", but I've not seen yet.

	Well, Lock N Load was printed. However, the first print run has been
sold, as far as I know, and there was a delay before the second printing
as the first printing revealed some errors. These have been corrected and the
next printing will be in a few weeks. I don't know as of now when you will 
find LockNLoad in stores.

> 
>>In the above critique, I have tried to be as impartial as possible; as one of 
>>the editors and playtesters of the game, however, my opinion is admittedly 
>>biased.  Therefore, I leave it to others to judge the merit of the system.
>>ODS maintains a 30-day money-back guarantee on its products; all I can suggest
>>is that you try the system for yourself and make your own judgements.  I hope
>>you find it as enjoyable as I have; if not, you lose nothing other than perhaps
>>the cost of postage.
>>
>>
>>                                              --Ben
> 
>Unfortunately, it takes you 31 days to realize that you've been ripped off.

Why is that?

> 
>....Paul

Bluerazor