Greetings, Wolfman. I wanted to reply to your post a little sooner but the day turned out to be a little fuller than I'd expected. I always appreciate feedback, particularly from people who don't know me personally. Helps me to know where I need to make adjustments and make a better game.
So, let's talk about your post.
I've been reading the rules from the Enyo and Prelude, cool read mate though a little tough going first time through to be honest.
But I think I'm getting the general idea of whats going on but I think I'll need to read it several times.
Which particular parts were difficult to get through? Is there anything I can help clarify?
Combat reads pretty straight forward though naturally several skills / attributes impact how things play out in combat.
All said I'm liking it as it is percentile based which I like almost as much as the old D6 system from WEG.
Glad to hear it. It's an adjustment of the last RPG I wrote; it had a percentile-based system as well, but instead of acting as the check DC, a character's scores served as a roll modifier. And through playtesting, I discovered was settling the DC arbitrarily far too often. I think the WCRPG system is a fairly elegant solution. Of course, that's my opinion, which doesn't count; if other folks like it and understand it, I like it.
Character Generation though is very lengthy to my mind and maybe a bit too complicated, I'm hoping to have several others look at this game prior to running it sometime soon hopefully.
That's kind of disturbing to hear - I've tried to make character creation fairly easy. Now, in Enyo
(both of which use the same "front half" text) I did make the decision to include the information on Skills and Traits prior to the actual character creation rules (which in Enyo
runs from page 37 to 46 and in Prelude
runs from page 43 to 57 proper); that could be part of the reason why it looks as long as it does. In the full rules, those sections comprise two whole Chapters by themselves, and they appear after
the character creation rules. I was just trying something different there. Looks like that might not've worked as well as I thought it would.
If it's more than that, though, I can help you through your first character. Just say the word. It'd help for me to know wherein the difficulty lies so I can make adjustments.
I'll be building a lot of characters when the time comes for the Who's Who chapter, which'll probably happen sometime in the next couple of weeks.
But this is growing nicely and keep up the good work, its great to see someone finally get a WCRPG to a solid playable stage, which is a lot better than my attempt that died when I got busy at work and family etc.
RPGs definitely take a huge commitment of time, especially if you're doing all the work yourself, especially if you want to make it any good and especially
if you're building a system from scratch. Last one I did took five years
to finish, and I'm very proud of it.
In terms of a games mechanic how do you think Medals could work?
My basic idea was to use Bronze Star as a 're-roll' counter once per session (or even add or minus 5 for your percentile system) Silver Star once per session re-roll (this one I was confident of how I wanted it to work), Gold Star could earn you two re-rolls per session.
Now a Bronze Star should be awarded for acts of bravery I guess, several times intercepting an enemy before he kills a wingman and or save several medical transports by chasing off a flight of Dralthi!
But I guess these rewards would be really at the GMs discretion, if a character rp'd really well then maybe a bronze star for great character work would be fair. Same with all the other medals, awarded by the GM for what they feel is great work but giving just simple XP points wouldn't reward the player enough.
Just some thoughts, also making Ace and Ace of Aces ribbons for characters to put on the character sheet to help make a connection, maybe 5 missions, 10 missions, 15 missions etc ribbons to help character and play connect, so when your pilot is killed its sad as he'd just made Ace of Aces and had earned his 15 missions ribbons and a bronze star!
As opposed to oh man I spent so much XP to make the ultimate dogfighting ace only to nailed by a Ralari's guns!
To me this first reaction is what I would like as a GM where my players care for the progression of the character above just simple I want better stats!
You've asked me about this before; I decided to make medals and how they would work in a campaign to be a GM-level decision (i.e. GMs could play them however they chose). Simple reason really - the game allows for adventures/campaigns in a non-military setting, and it wouldn't make sense for those folks to be eligible for medals.
That said, I would simply have medals for surviving fights against bad odds. Maybe the same ratios for which they're awarded in TacOps
- 3:1 for the Bronze Star, 5:1 for the Gold Star, 8:1 for the Silver Star, save the freakin' Confederation/Empire for a Pewter Planet. Eject and live for a Golden Sun. Mission ribbons and flight qualifier ribbons could be given out as characters fly so many missions (probably every five missions) and fly new craft. Ace and Ace of Aces for kills, of course.
Personally, I wouldn't have these have any other effect in and of themselves; I probably would accompany them with additional points in Skills/specializations. Of course, I'm kinduva hard-nosed GM (and I'm admittedly pretty stingy when it comes to handing out player rewards), so they'd be pretty few and far between. What you've described is certainly doable (though I'd be remiss if I didn't point out that the "Sense" series of talents (Navigational Sense, Scientific Sense, etc.) award a player with a number of free passes per session - not quite the same thing but pretty similar).
Keep up the hard work, my only suggestion would be to simplify character generation, just reads clunky to me though I haven't tried to use it yet myself.
Will do; lemme know what I can do to help clarify things.