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neko_ewen Fudge Forum Member

Joined: 23 Mar 2006 Posts: 12 Location: Northern California
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Posted: Sun Jun 11, 2006 5:05 pm Post subject: Halo: The Covenant War (Halo: Combat Evolved in Fudge) |
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I've posted about this before on occasion, but I've been working on a Fudge adaptation of Bungie's Halo: Combat Evolved FPS games. I finished an initial (untested) version to my site:
http://dsg.neko-machi.com/halo.html
Any comments would be greatly appreciated. =^.^= _________________ Distant Star Games | Distant Star Games Blog |
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psychophipps Fudge Forum Member

Joined: 11 Jun 2006 Posts: 14 Location: Washington State
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Posted: Sun Jun 11, 2006 9:51 pm Post subject: |
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Interesting. Not to shabby but I would make a bit more effort to stick with something closer to the established hits system as found in 10th Fudge. Other than that I can see that you're a fan and have put a lot of effort into it. Any reason why some classes get more skills than others?
Mark(psycho)Phipps( HAHAHA! ) |
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neko_ewen Fudge Forum Member

Joined: 23 Mar 2006 Posts: 12 Location: Northern California
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Posted: Sun Jun 11, 2006 10:17 pm Post subject: |
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Thanks. ^_^ I had fun doing this, and I'm looking forward to giving it a spin with my friends (most of whom are Halo fanatics).
The Health points system I used is partly just a matter of personal taste, and partly to hew closer to the feel of the games. ^_^; I'll be doing some revisions and additions over time, and I'll probably wind up putting more of the "standard" Fudge rules back into the book as options. (I want to add a version of Five Point Fudge, but H:tCW's narrow selection of skills makes that problematic).
The Professions and Specialties are something I probably need to work more on, but in general skills are meant more to give characters the skills they need to fulfill a particular role, plus the rough sense of balance I've used puts a high value on high skill levels. Plus I need to get my friends who know far more about me about military type stuff to look them over and make sure they'll give characters what they really need to know. Are there any in particular that stand out as lacking? _________________ Distant Star Games | Distant Star Games Blog |
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crimsoncat Fudge Forum Member

Joined: 13 Apr 2006 Posts: 34
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Posted: Mon Jun 12, 2006 2:13 pm Post subject: |
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| neko_ewen wrote: | Thanks. ^_^ I had fun doing this, and I'm looking forward to giving it a spin with my friends (most of whom are Halo fanatics).
The Health points system I used is partly just a matter of personal taste, and partly to hew closer to the feel of the games. ^_^; I'll be doing some revisions and additions over time, and I'll probably wind up putting more of the "standard" Fudge rules back into the book as options. (I want to add a version of Five Point Fudge, but H:tCW's narrow selection of skills makes that problematic).
The Professions and Specialties are something I probably need to work more on, but in general skills are meant more to give characters the skills they need to fulfill a particular role, plus the rough sense of balance I've used puts a high value on high skill levels. Plus I need to get my friends who know far more about me about military type stuff to look them over and make sure they'll give characters what they really need to know. Are there any in particular that stand out as lacking? |
Keep up the good work just let us know of any updates. I am thinking this would be a fun game to run. |
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psychophipps Fudge Forum Member

Joined: 11 Jun 2006 Posts: 14 Location: Washington State
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Posted: Mon Jun 12, 2006 4:39 pm Post subject: |
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I was thinking about your little game here when I think it finally struck me as to what was "off" to me...
You bothered with non-marines.
Now, I can see having them for completeness as NPCs for the GM section but if you are making a HALO RPG character I certainly wouldn't want to select some dink technician over an uber-badass Marine with cool armor and guns and stuff as my character. If anything, just cut down the character types to sub-sets of the basic Marine as it's what people will be playing anyway.
Mark(psycho)Phipps( HAHAHA! ) |
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neko_ewen Fudge Forum Member

Joined: 23 Mar 2006 Posts: 12 Location: Northern California
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Posted: Mon Jun 12, 2006 8:32 pm Post subject: |
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| crimsoncat wrote: | | Keep up the good work just let us know of any updates. I am thinking this would be a fun game to run. | I already have a veritable laundry list of things to add and/or fiddle with (including stats for Sentinels and Flood, and for major characters from the game, plus some of the "semi-canon" toys like the flamethrower and ATV). I'll be getting into this stuff after some playtesting and such.
| psychophipps wrote: | I was thinking about your little game here when I think it finally struck me as to what was "off" to me...
You bothered with non-marines. | You know, that's an incredibly good point. And the game does next to nothing to support playing those characters anwyay. _________________ Distant Star Games | Distant Star Games Blog |
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cmdrcody Fudge Forum Member
Joined: 10 Apr 2006 Posts: 7
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Posted: Thu Jun 15, 2006 12:44 pm Post subject: Halo |
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Greets!
We had the opportunity to play your game last night (we just happend to be in between games at the moment) and I have to say it was a blast.
I'm a big Fudge fan anyways, but the other guys in my group are not. But last night was the first time I actually saw them working *towards* a goal, not against it out of the sense of the "same old, same old".
I had to make a few alterations (not a fan of hit points, I like wound levels my self) and I made a character sheet with the premade Marines and then let them roll random gifts and faults.
The guys are actually looking forward to taking their marines back in(and I was just going to use it as a one off!)
Thanks a lot neko! You may have found a way to get rid of our RPG duldrums!
jp
http://www.geocities.com/cmdrcody_2000/ |
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