Here’s the draft of the warp mechanics I plan to use in my upcoming home-brew D6 based Star Trek RPG.
First off, I’ll use a sector map that works much like the Traveller RPG, using hexes (although you could just as easily use squares if you prefer). Each hex (or square) is one parsec across and would have at most one star system (although most hexes are empty space).
Hello listeners! We’ve had a great time recording our podcast and hope to podcast again in the coming year. We’re on break for a while, but hope to start recording again after the New Year so stay tuned!
Interesting news from a recent interview with Francesco Nepitello, author of The One Ring (TOR) and indirectly of it’s 5e derivative, Adventures in Middle-earth (AiME). As way of background, the RPG company Free League recently acquired the license for TOR after Cubicle 7 let the license expire. People have wondered about what they will do with the Middle-earth RPG license. Here’s a video with detailed news:
- New locations will include Eriador, Tharbad, the Grey Havens, and Rivendell
- All new cultures
- Conversion guides for the existing 6 cultures (eventually a supplemental book that has all the cultures in one volume)
- Shire (starter set)
- TOR will come first, AiME second
- Largely backward compatible (streamlining Journey rules for example)
- Coming “early next year”
- EDIT: The new default year is 2960 (source)
To get in on the upcoming beta, keep an eye on the Free League forum.
In other news, Andreas Lundström has a “Riddles in the Dark” TOR podcast coming up but already have two extended interviews with game designer Francesco Nepitello.
I’m working on a homebrew variant of the Where No Man Has Gone Before Star Trek RPG rules. I’ve spent a few hundred dollars on the Star Trek Adventures RPG, but in running this game a few times (as well as Conan, another 2d20 game from Modiphius), I’ve gotten a bit frustrated by the rules. Or, to be more precise, the rules organization. Here is one quote I found on a forum that sums up my frustration pretty well (emphasis below is mine):
I noticed an interesting home-brew game called Traveller: 1700 which appeared in Freelance Traveller (Traveller: 1700 link is at the bottom of this page). The notion of using Traveller rules to roleplay in colonial times got me to thinking about what historical eras I’d be interested to play in, so I pinged my game club gamers to see what historical eras most interested them. Here were their responses. I also jotted down some game systems that might work to play in those eras.