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So... sing to me of 2300AD!

Originally posted by Ganidiirsi O'Flynn:
It's a good one adventure. If you like recon missions (as in military recon), I'd suggest "Three Blind Mice" from Challenge Magazine 37. Take a cobbled together trio of ships, the only vessels of their class, with multinational crews, and send them behind Kafer lines in an effort to locate the main Kafer fleets. Good tense stuff! Though, I admit it's my fav scenario from 2300AD, so I'm biased.

Another adventure I'd suggest is another Challenge bit... "Operation Backdoor", an effort to find a back way into Kafer space from the American Arm of space. Again, good stuff.
A yes, Backdoor. Again, the final battle needs so re-doing to make forces more realistic and I am not a big fan of the force composition of the team. But overall a great multi-part adventure

Invasion as a sourcebook is also a good read

The equipment and vehicle guides are quite useful. I like the fact that E-Guide has very little weapons.

And more Challenge:

"This is only a test" is another nice action adventure along the "survival" road

"Diamons from Premiere" gets the group racing for a bank vault and back. The other races: A bunch of well armed aliens

"Master race" is about desperate choices to be made

"Piracy - The sweet trade in space" deals with pirats and pirat hunters

"Survival course" has a simple survival training going wrong

"Thorez" is the original T2300 intro of the Thorez class courier, including some deckplans

"Just how good is Sidearm 5" gives an overview over the skill system and it's sucess chances

"Highland" shows some of the not yet explored worlds on the American Arm. Including BIG reptiles
 
Originally posted by TWILIGHT:
Just tested it and it works for me. Is anyone else having a problem with it?
May be a firewall issue then i will look into it.
 
You know, back in the day there were times that I thought that Challenge was 'slipping' or wasn't up to snuff. Yet, as I'm looking thru my issues tracking down the adventures we've been talking about, I realize just how good the 'zine was. Some other mags had better and/or more art, some had more crunchy bits, but Challenge turned out to be the skeleton that everything else hung on. You could always find something interesting in it's pages, even if it was not immediately useful.

Sure, I missed JTAS like everyone else, but it was strictly a Traveller mag, while Challenge actively solicited input from any sci-fi RPG. I turned into much more than White Dwarf (aka Orc Monthly) or many other mags did.

Very belated Kudos(!) to the staffers and contributors.
 
I used to do a 80km trip (Braunschweig-Hannover-Braunschweig(1)) to get my CHALLENGE from the COMIC-Planet store there (now long gone) since the alternative was reading the cheap copy (Wunderwelten) from FanPro. Always liked that they basically served all.

(1) That is LONG distance for a 1980s german
 
Long distance can be a relief for the purse... I was based in Hamburg in the 80s, too damn close to Tom Loock's Fantasy/SciFi store. I sunk so much cash into all those games and magazines, always at cover price x 2 or so...

I never bought Challenge for some reason, though--thank Pentapod all those 2300 articles are online now.

By the way, if y'all want to give 2300 AD some love, go vote for it on rpg.net's gaming index. (Hint: Your vote counts more if you add a comment and the more you often you vote.)

http://index.rpg.net/

...and while you're there, add a supplement or two--the 2300 AD presence is still very spotty.
 
Just to pipe in here, I'm a longtime 2300 lover, perhaps the only one who still plays 2300 using 2300 rules on this board...but I'm not going to sound like it. Why? Everyone else has sung to you about the good parts of 2300. As a longtime player of 2300, I feel obligated to point out the flaws of the system. There's lots of 'em, unfortunately. Fortunately, they're not unpatchable, but you should aware of them before you start playing.

2300 is the ultimate "style over substance" game, the feel of the game is probably the best of all of GDW's products (save perhaps T2k if you were playing it back before the breakup of the Soviet Union). However, the mechanics are actually cack in many ways.

If you're a longtime military RPG player you're going to be thrown off by a few things:

* 30 second combat rounds. 30 seconds is just too long of a time slice for a "modern" mobile firefight. (I would suggest reducing the rounds to 10 or 15 seconds and tinker with movement rates accordingly - the RoF of guns will go up, but not so much that anyone will complain so don't change those.)

* It's really, really, really to hit with a gun. Like ludicrously easy to hit. (It makes sense under the 30 second combat turn, but it's still excessively easy to hit IMO. I introduced an admittedly clunky +2 modifier for all tasks performed in the rush of combat, including shooting.)

* Weapon ranges are screwy - everything just has too long of a range. This long range, combined with the double DPV rule is pretty fun for letting small arms penetrate through thick armor, but given the ranges that most roleplaying game firefights occur at ( > 20m usually, with long range being 100m), you as might as well just double the DPV of everything. (Personally I chop gun ranges down a lot and make double DPV good only for very short ranges (~ 5m or so). At all other ranges, rolling a natural "10" or hitting a Formidible task lets you double your DPV - this represents the bullet getting a good angle or just penetrating through a joint in the armor or something.)

* Movement and throw distances are totally screwy, especially the throw distance - simply put, everyone in 2300 is a genetically engineered ubermensch. (Encumberance is pretty loony too. They're all holdovers from T2k that I don't think GDW ever really resolved. I'd go with STR x 2 for throw range with reasonable accuracy of a 1kg object)

* Tell your GM (if s/he's never run 2300 before) to be really wary of careers introduced in supplemental material. If you thought the careers in the basic book are poorly balanced, the ones in the supplemental material can be out and out loony in power inflation (don't believe me? Find the Aurore sourcebook and look at the skill package for the Bounty Hunter. Now compare him to Ground Military or Troubleshooter).

* As some of the posters here have mentioned, combat tends to be really deterministic, but because of that, it's very fast. You'll always know if your weapons can hurt someone even before firing your first slug most of the time. GDW never really overcame a recurring problem in their games - bullets either bounce off of you and you laugh at them or it gets through your armor and makes you explode into a fine red mist. There's no in-between. While this can be argued as realistic, it's not very fun. (Rolling for double DPV will get rid of this some as players won't be able to blithely declare "those are FAM-90s and they have no grenades, I just walk into the middle of the room and melee the enemy to death.")

* Missiles are vicious. Most vehicles don't have a chance against these harbingers of the end days, especially any vehicles that players are likely to have. (For missiles, I've introduced countermeasure devices and bring in pilot/driver skill to modify the homing roll. Yeah, it's cinematic, but having some Stimpfe with an Ohu blow up your vehicle with a EP25 missile and wiping out the entire party because they can't miss just isn't fun for me. Another good one is just to avoid letting NPCs or players have missiles.)

* Autofire rules are disgustingly effective at the very short ranges that roleplaying game firefights usually occur at ( > 20m). Eventually someone is going to figure out that ammo is so cheap that you don't actually need gun skills. Just empty your clip into your targets and let the mechanics of autofire take care of everything.

* 2300 and Star Cruiser's Space Combat System has a single, fatal flaw: Some starships can outrun missiles. This single flaw doomed Star Cruiser. If you have missiles and they have missiles and you can outrun enemy missiles and they can't outrun yours, you win. That's the only rule you need to know. The Kafers are doomed in 2300 because of this. Kafer missiles and ships move slowly and they can't shoot many of them at a time (oddly the Kafers are a bigger threat in 2300 basic space combat system because the X-Ray missile has an impressive speed of 14 which is reduced to a piddly 6 or 7 in Star Cruiser). Top of the line human ships can outrun Kafer missiles and fly circles around Kafer ships. There's no good reason why a Kennedy class cruiser should ever get destroyed or a Suffren for that matter. Besides being used to shoot down enemy missiles, the laser mounts on ships are pretty much just there because they're impressive looking.

Originally posted by Michael Brinkhues:
+ The Colonial Atlas is a MUST for the game IMHO
+ I'd add that the Aurore Sourcebook is just as critical for 2300 as the Atlas as it really gives you the nitty-gritty of what it means to live on an alien planet. The alien biosphere is great stuff (though everytime we go into the mushroom forests, some comedian at the table has to start making Warcraft II Orc jokes) and will really give the players the feel of living on an alien planet.

+ Nyotekundu isn't as useful as I thought it'd be, though if you like to play a more "Event Horizon" kind of game, get Nyotekundu (just be sure not to kill Lady Sandra Cathcart - she'll be important later on where she can keep the players from getting killed in the Avenger during the Invasion).
 
epi, thanks very much! Negative advice is always helpful, too. If I gauge the tastes in our group correctly, we're not too simulationist (we were, but no longer), so weapon ranges won't bother us too much. And we're (probably) not too gamist, so career balance issues we can deal with.

But broken or flawed rules are another matter, and I'll make sure to look at your post again when we'll be playing Star Cruiser... if only because it seems we (the PCs) are going to be piloting a Kennedy class. That info on missiles can come in handy. ;)
 
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