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"Seeking game designer/rules writer for scifi game" Topic


11 Posts

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Turtle07 Feb 2015 10:57 a.m. PST

I've hit my limit on my ability to create an original and interesting rules set for my game. My skill set is more related to creative design of the art, fiction, and miniatures, which I've gone back to doing full time.

As such, I'm looking for someone to collaborate or hire to help work on the rules, with some guidelines.

I do not expect anyone to work for free, so there will be some form of compensation or even ownership, which we can discuss.

For more information about the game, see: exoshift.org

I have some miniature sculpts, not shown online, as proof of work that I'm serious about this game.

My contact info is up on that site, and I'll be supporting TMP so I can get PMs as soon as they process my payment.

cloudcaptain07 Feb 2015 11:40 a.m. PST

I like the races and fluff so far Turtle. Looking forward to seeing the project grow.

Turtle07 Feb 2015 12:16 p.m. PST

I should clarify that the original plan for this is a 28-32mm skirmish.

It will start as a squad level skirmish with individual models. Then offshoot into a platoon level game centered around fireteams of 3-5 models, which will be the default level of game.

I'd consider other setups, but for the most part, you'd have to do amazing work to both entice people to try a new or less used scale and unproven setting.

For example, this idea originally was for a 20mm or 1/72 scale multi-model on base mass battle game.

Personal logo StoneMtnMinis Supporting Member of TMP07 Feb 2015 12:16 p.m. PST

You need to know what level of combat you want your rules to cover, i.e. skirmish or larger conflicts. I can recommend Rudy Nelson of Time Portal Hobbies. He has written numerous rule sets covering all levels of combat. The last I knew he was still in Alabama and he posts now and then on TMP. Some body probably has current contact info. You might put a post on the general board "Need to contact Rudy Nelson" and that should get you plenty of responses.

Dave
wargamingminiatures.com

Gabriel Landowski Fezian07 Feb 2015 12:44 p.m. PST

Oooo ooooo, drop me a line, gabriel_landowski@yahoo.com

I really love your logo art, very spiffy.

I think the size of the minis doesn't matter, so that way it is open to whatever folks want to put on the table and you don't have to worry about appeasing all comers. If you break things down to Game Units (GUs) then 1 GU can equal whatever you want based on the sacle of figures you are playing with.

Turtle08 Feb 2015 10:55 a.m. PST

I have reposted some older rules drafts in the downloads section, here:
exoshift.org/downloads

Primarily for reference. I'm no longer set on using these rules now that I'm seeking better games designers than myself.

The short of the rules is:
D10 system, roll equal or under a target number in all cases.

Rounds and turns, with alternating activations. As in, you activate one unit to do stuff, then I activate one unit to do stuff. Repeat, alternating back and forth until all units have activated, then the round ends. There's an additional delay mechanic to alleviate extreme model count mismatches.

On an activation, models get two actions. Move, attack, and OpFire, etc.

To attack, roll a number of shots equal to your weapon's RoF. Get equal or less than the attacker's modified Combat stat to hit. Then, roll less than or equal to the attacker's weapon's Power minus Target's Defense. Although, this might be a comparison later.

If you fail to wound, there's a suppression-like mechanic called disruption that has a chance to remove actions off enemy models.

Pretty standard stuff.

Theory-wise. I wanted a system where all units on the table would be activated and used at least once in a round. So none of this Cheerleader concept I see in infinity. However, some form of "push" mechanic that allows for extra actions, or something extra, this would be tied to a unit's Quality stat to further set apart elite troops. There's also a suppression-like mechanic that I was unsure on.

Mateus09 Feb 2015 11:19 a.m. PST

Interesting.

I'm writting a ruleset of my own, only mine aims at covering larger battles.

I've recently posted about the rules for unit activation on my blog. Check it out, might give you some ideas:

link

Turtle09 Feb 2015 3:26 p.m. PST

Thanks for the link. And thanks everyone for their comments and suggestions. I'll be responding shortly to everyone that messaged me.

Mateus, I like your system. However, I decided that for my system I wanted to avoid any situation where a unit's action count drops below 2 as a baseline. Not because I think it's a superior route, but rather the 40K/Warmachine crowd generally prefers games where units tend to have that baseline, and that's the target audience.

Andy ONeill09 Feb 2015 3:36 p.m. PST

Couldn't you just go with sg2?

Rudysnelson21 Feb 2015 11:59 a.m. PST

Thanks Dave. Yes I have done in the SciFi area, skirmish, tactical (1:10/20 troop scale) and large strategic DBA format style.
I also have some framework on generic situations and more detailed background Martian/ VSF era also.

Rudysnelson21 Feb 2015 12:03 p.m. PST

There would be a few guidelines that you would have to supply. The basic level of combat, ground scale, time frame, complexity of weapon groups desired, campaign ability of the troops and casualties, matrix combat charts vs bucket of dice. I tend to design plug and play which alsos you to customize the system to conform to what you are seeing in your mind.

Time Portal facebook page or send an email at scottnelson@bellsouth.net
We can just talk so you can get a bouncing board for some ideas or I can send some examples of rules completed and in progress.

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