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#1
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OT: Dark Conspiracy III
As most of you already know, Twilight: 2000 v2.2 shares the same game system with Traveller: The New Era and, theoretically, with the second edition of Dark Conspiracy. I say theoretically because I never had this second edition of DC in my hands. As far as I know, GDW, through successive supplements, made some attempts to update the original DC rule set to the same level archieved with Twilight: 2000 v2.2 and Traveller: TNE. But, from my point of view, they never entirely succeeded in this task. In our playgroups, we solved this gap with the manuals of T2K and TNE.
A couple of weeks ago we received the news that a new version of Dark Conspiracy, this time fully compatible with T2K and TNE, is available. Good news for those who, like me, like to switch between different game genres but using the same rules. For more info: http://www.darkconspiracytherpg.info...spiracy-rules/
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L'Argonauta, rol en català |
#2
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From the sample it doesn't look like v2.2 - too many different die types and a different task mechanic.
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#3
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Quote:
For the moment, I've only read the firsts chapters of the new Conspiracy Rules. Those dealing with he character creation procedures and the basic game concepts, including the task resolution mechanics. Though it is true that the sample mentioned by you introduce some new dices, I've not discovered any dramatic changes in the game mechanics introduced in Twilight:2000 v2.2 and Traveller: The New Era. When I will finish the first reading, I will be able to give you some more information. For the moment, the basic mechanics remains, but with some minor modifications. From my point of view, most of this modifications are improvements. Of course, there are some facts that have sense in the background of Dark Conspiracy (like the Social Level of the character), that have little meaning in the Twilight:2000 background. Some of the most rellevant changes: 1. Controlling Attribute can be changed accordingly with the way the player choose to performe a task,althought a default controlling attribute remains. 2. Special assignments (like in Traveller:The New Era) are introduced in the Character Generation Process 3. Catastrophic Failure has been changed. You need to fail the first check by 10 or more, but a second check is needed to determine if it is really a Catastrophic Failure. 4. Power Level is introduced (like in TNE), to determine the grade of success when performing a task in the case that this must be really rellevant. This is an adaptation of the Psionic Rules of TNE, but can be applied in other ordinary tasks. 5. The cost to raise an skill above the default level attribute is doubled. 6. New rules for cooperation in order to solve a task. 7. An influence level to manage your capacity to use a contact is introduced. An others. In resume. The known rules for Twilight:2000 or Traveller: The New Era but with some minor improvements. Of course, this is only my personal opinion and I have no way to compare the new rules with the second edition of DC. In any case, if you're still interested, I will take some notes about the modifications when I will finish the first reading. Have a nice day!
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L'Argonauta, rol en català |
#4
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Sounds cool. I have always been a fan of DC. Please let me know of any other pertinent details.
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#5
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Thanks for the summary and I'd love to hear more:
1. Controlling Attribute can be changed accordingly with the way the player choose to performe a task,althought a default controlling attribute remains. - one of the easiest and best ways of bringing diversity 2. Special assignments (like in Traveller:The New Era) are introduced in the Character Generation Process - fantastic - I wish we had such a thing for tw2k 3. Catastrophic Failure has been changed. You need to fail the first check by 10 or more, but a second check is needed to determine if it is really a Catastrophic Failure. - I already do this - a good rule I would really like to know what all of these additional dice are doing! |
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