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From: faustus@ucbcad.UUCP
Newsgroups: net.games.frp
Subject: Re: Re: Gripe
Message-ID: <128@ucbcad.UUCP>
Date: Mon, 4-Mar-85 03:06:30 EST
Article-I.D.: ucbcad.128
Posted: Mon Mar  4 03:06:30 1985
Date-Received: Wed, 6-Mar-85 03:40:18 EST
References: <4899@ukc.UUCP> <24400011@hp-pcd.UUCP>
Organization: UC Berkeley CAD Group, Berkeley, CA
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Actually, a few months ago I did some work on a FRP system too, but
this was based on Star Rovers, which is unfortunately out of print.
(It was made by Archive, and one of its designers was David
Hargrave...) The reason I think that SR is a good starting point is
that they have a really good system of skills -- everything that you
can do is a skill, and the resolution system, while pretty complex, has
a lot of flexibility. The system I worked out added some things like
hit locations to the combat system, and reworked the D&D magic system
using skills. Basically, the spells available can be thought of as
"spell primitives", in the sense that you build complex spells out of
simple ones. Thus a fireball would be a "create fire" spell combined
with a "focus and deliver" type spell. This sort of thing makes it much
easier for players to be creative about spell casting, and the skill
resolution system adds a lot also. I never got around to play-testing
it, or even really fleshing it out a lot, but if anybody who plays Star
Rovers right now wants a copy I can mail it...

	Wayne