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Opening the Playtest Forums?

far-trader

SOC-14 10K
Hail Hunter,

Now that T20 is on its way is it possible to open the Playtest Forums to public perusal?

I'm sure it would provide much interesting reading and knowing the reasons behind some of the final rules might be a great help to GM's.

I can understand if you feel it would be giving away too much, especially if the discussions are comprehensive enough to pull together a full "T20 Core Rules Book" (though it wouldn't stop me from buying one).

Just (very) curious.
 
Actually what we are considering is releasing a *lite* PDF version of the rules as a freebie. Limited number of classes, skills, and feats, no vehicle, starship, or world design system, but would include the stats for some predesigned ships, vehicles and worlds.

Would this be of interest?

Hunter
 
<BLOCKQUOTE>quote:</font><HR>Originally posted by Space Hamster:
Yes, it would. Kind of like Spycraft?
<HR></BLOCKQUOTE>

Yes, which frankly is where I got the idea
wink.gif


Hunter

[This message has been edited by hunter (edited 07 March 2002).]
 
Oh yes, very good idea! The sooner the better ;) It worked quite well for GURPS too.

Would it be permissable to print it out to distribute in limited numbers as a hook for new players, not to mention fresh customers?
 
Great idea! Especially, you keep a customer database. If someone buys one of the supplements but not the rules. Chuck in one of the fast rules and it might entrice them to buy the original.

I am going to be holding out for my FGLS, as the US$-Cnd$ is bloody murder, these days.
 
<BLOCKQUOTE>quote:</font><HR>Originally posted by far-trader:
Oh yes, very good idea! The sooner the better ;) It worked quite well for GURPS too.
<HR></BLOCKQUOTE>

Once the playtest is done, we can distill it down.

<BLOCKQUOTE>quote:</font><HR>
Would it be permissable to print it out to distribute in limited numbers as a hook for new players, not to mention fresh customers?
<HR></BLOCKQUOTE>

Most likely. The trick is to ensure it is *lite* enough to avoid cutting into actual sales of the book, but keeping enough good stuff in to whet a person's appetite for more.

Hunter
 
Hunter,

Might I suggest you look at the Primer CitizenGames did for their Sidewinder game. I thought the Crosswalk one was better for offering a taste without giving away the store. Some of wht they did:

1) Classes had limited levels and only some of the special abilities listed in the "preview". Only a few core classes where given in detail.

2) Limited new feats and skills listed. It was clear by other things given there where going to be many more new "classes, feats, and skills".

3) Very limited equipment lists.

4) No horse rules at all (and for a Wild West Game horses are very important).

dafrca

Edit: If you would like it sent to you let me know.



[This message has been edited by dafrca (edited 08 March 2002).]
 
If "lite" is the goal, you can certainly make such a volume the equivalent of one of the original black books on a single service. Structure the T20-Lite book on *one* of either Book 4,5,6, or 7.

To emulate Book 4, your TOC will include, beyond the basic differences of T20 from D&D3, the rules for College, Army, Marines, mercs, a weapons list, armor list, and a handful of military vehicles, along with the combat rules changes from the SRD.

The trick is to only do ONE of these, not all four...
 
What GypsyComet says above is very similar to what I had been thinking of suggesting along this line. Only (how can I be beating ScoutCadet469 to the punch here) I was thinking it made sense to make it a Scout archetype (limited/lite Core Class - Traveller?) book, since the Scout Ship art, external and interiors (very nice) and deckplans (though I personally don't care for them) are already out there. And the recent art of the air-raft and even the characters, weapons and armor all fit too.

Or perhaps each Core Class could have its representative "personality" and typical gear, skills, and feats and still be in the realm of your "lite" definition.

[This message has been edited by far-trader (edited 08 March 2002).]
 
<BLOCKQUOTE>quote:</font><HR>Originally posted by far-trader:
What GypsyComet says above is very similar to what I had been thinking of suggesting along this line. Only (how can I be beating ScoutCadet469 to the punch here) I was thinking it made sense to make it a Scout archetype (limited/lite Core Class - Traveller?) book, since the Scout Ship art, external and interiors (very nice) and deckplans (though I personally don't care for them) are already out there. And the recent art of the air-raft and even the characters, weapons and armor all fit too.

Or perhaps each Core Class could have its representative "personality" and typical gear, skills, and feats and still be in the realm of your "lite" definition.

[This message has been edited by far-trader (edited 08 March 2002).]
<HR></BLOCKQUOTE>

I'd suggest
..that it also limit to level 5. I like the idea of scout.
...DO NOT include the ship rules, just the ship. And that deckplan.
...And one core class, too; traveller sounds about right, also to level 5.
...Don't include college, but mention it.
...include both careers.
...include all the feats from the class on the class tables, but only explain the class specific ones; reference the others as "See T20 Handbook, p. XX" This way, the character isn't shorted of access, assuming the GM has the main book.

another cruel thought... collectable classes
do each class with a separate pamphlet for a $2 download. Players could take the light, and buy their favorite classes; most people would then buy the core rules (cheaper overall), but hey, some people will do the collectable thing.

If you're really mean, each one includes some spiffy stuff not in the core rules...

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-aramis
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