ffutures: illos from the novel by George Griffith (Angel of the Revolution)
[personal profile] ffutures
This is mostly a question for those familiar with the Forgotten Futures rules.

While I'm trying to decide what to put into the next Forgotten Futures release, I'm working on the long-overdue rules revision.

For the most part this is simply cleaning up the text and HTML one way and another, changing or deleting stuff that seems to be poorly-explained or over-elaborate, and adding a few small illustrations, without actually making any fundamental changes to the way the game works. Additionally, I'm going to add some more appendices bringing in things from some of the game releases that seem to enhance the rules; the main things are:

A synopsis of the melodramatic style of play from FF VI, including the stuff about asides to the audience, soliloquies, etc., and the limitations, advantages, and traits described there.

Real-world prices for stuff that adventurers might buy.

A list of real-world monarchs, prime ministers, etc.

A VERY brief list of important real-world historical events.

Magic rules (based mainly on FF VIII, but also touching on the Ab-natural entities of FF IV.)

Brief stats for a few more machines etc.: a couple of air-ships from FF I, space ships from FF II, the Electric Pentacle from FF IV, æronefs from FF VII and FF IX, automata from FF IX.

Does this sound over-ambitious - a table of links to the different worldbooks could cover much of this ground - or should I be looking to add more, and if so what?

Date: 2005-01-11 12:23 pm (UTC)
From: [identity profile] heliograph.livejournal.com
You should lose the resolution table. You don't really need it.

Date: 2005-01-11 02:33 pm (UTC)
From: [identity profile] ffutures.livejournal.com
What would you suggest as an alternative?

Date: 2005-01-11 06:33 pm (UTC)
From: [identity profile] heliograph.livejournal.com
Success is 7 or less. The mod to the roll is Difficulty - (Char or Skill).

That's essentially the table anyway. Throw in 12 always fails and 2 always succeeds unless the Mod is +8 or greater.

This doesn't require any changes to the exisiting rules (I don't think, anyway).

The table is really the only thing I don't like about FF.

Date: 2005-01-12 12:02 am (UTC)
From: [identity profile] ffutures.livejournal.com
So Skill 5 versus Difficulty 7 would be 2D6+7-5=2D6+2

Okay, that actually makes sense. Does require very slightly more maths per dice roll, but I don't think it makes things impossibly difficult.

What about opposed skills and/or characteristics?

Date: 2005-01-12 12:22 pm (UTC)
From: [identity profile] heliograph.livejournal.com
Handle them the same way, except both players make rolls with the opposing player's Skill as the Difficulty.

Date: 2005-01-12 12:59 pm (UTC)
From: [identity profile] ffutures.livejournal.com
Yes, I think that'd work.

Damn, and I just formatted the damned table last night - took me about an hour to get the HTML right (previously it was just preformatted text). Oh well, I can always use it as one of the appendices...

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