The Big SD

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Please answer the following questions on the Talk Page

What do you consider makes a good SD?


What do you consider some of the best SDs you've played? (please provide likes if able)


Why were they so good?


What is the best style of GMing for an SD?


What keeps you playing an SD?


Why do you drop an SD?

Big SD design element ideas

1: A solid interesting setting which allows a large number of different types of powers

2: a solid system with a dice roll base conflict resolution system.

3: a mechanic that encourages PVP or at least player interaction (external resources people need?)

4: some way of limiting player numbers or player alliances for better management

5: An unsafe universe but a safe continuing SD.

combat resolution

Combat takes place between battle groups a battle group is all the units that roll together in combat, and is usually about a battalion (about 1000 infantry and their attachments) roll two dice 10 for each battle group. The first roll is attack the second is defence

attack is added to firepower, mobility or electronics. Each (X) points in the two unused stats adds +1 to the roll. defence is added to mobility, stealth, electronics or armour each (X) points of the unused stats add +1 to the roll.

Each 1 that attack beats defence causes 10% loss of combat effectiveness among the enemy battle group, along with potential causalities applied at the end of the battle

Maybe: Rolling under the best of (armour, mobility, stealth, electronics- attacking stat) allows a unit to save and take (LESS/NO) causalities.

technology

There are 5 tech and 5 magic categories. Each runs from 0 to 1000 From 0 to 100 each point costs 1 RP at game start. From 101-200 it costs 2 RP, from 201-300 3 RP and so on.
Each SP gives 50 RP at game start.

Tech Categories

Material

Level 1

Wood and stone buildings, ceramics, metal armour, muscle powered weapons of one form or another and simple moving parts such as cogs, water wheels and the like. Castles and forts may be constructed.

Level 2

Improved casting techniques make possible the casting of good cannons, rifling, concrete, the construction of large wooden ships, the construction of heavy fortifications capable of resisting attack from cannons.

Level 3

Iron Clad Warships, mass production techniques, machine tools, liberation of all natural materials (rubber, aluminium), railway tunnels, suspension bridges, air balloons, skyscrapers, basic aerodynamics, armoured vehicles, automatic weapons.

Requires at least forces 2

Level 4

Precision engineering, synthetic substances, composites, armoured vehicles, very tall skyscrapers, space stations, ICBMs, advanced aerodynamics.

Requires at least forces 3

Level 5

Nanomachines, micromachines, smart materials, combat space vehicles, transorbital craft, robotic bodies, exoskeletons, vacuum balloons.

Requires at least forces 4

Level 6

Synthetic elements, nanofabrication, prefxiums (Insidium, duranium), huge space facilities (super capital ships and stations), mantle bunkers, room temperature super conductors, orbital elevators.

Requires at least forces 5

Level 7

Exotic/smart matter, living/liquid/shape shifting metal, Leviathans, cheap thermal super conductors, orbital towers. Requires at least forces 6

Level 8

Direct matter assembly, advanced prefixium (admantum), undying metal, behemoths, transmutation.

Requires Forces 8

Science of Forces: powers stuff
Biology: Makes life
Science of Mind: affects minds
Spacial Science: navigates/affects space

Magic Categories

Alteration: changing things
Movement: Moving things
Conjuring: creating things
Destruction: destroying things
Mentalism: affecting minds