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CKG - other genre rules?

Posted: Thu Aug 03, 2006 10:15 pm
by Dahak
The blurb on the website for the CKG mentions genre rules for pulp, science fiction and horror. Any idea on what is planned to be covered in this section? I realize space in the CKG will be too limited to cover every nuance of each genre, but I'd like to be able to use C&C in some variation outside of just fantasy, and wonder how much this will help.

Posted: Sat Aug 05, 2006 4:22 am
by moriarty777
I think that's going to be pretty cool ... does anyone know how the work on the CKG is coming along?

Moriarty the Red
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Posted: Sat Aug 05, 2006 5:08 am
by Treebore
Yes. Slloooowwlllyy.

Posted: Sat Aug 12, 2006 7:39 pm
by DangerDwarf
I'd like to see firearms rules in it.

Posted: Sun Aug 13, 2006 2:02 am
by moriarty777
DangerDwarf wrote:
I'd like to see firearms rules in it.

There were some basic firearms rules when SpellJammer was introduced for AD&D. I believe that was before the historical supplement 'Mighty Fortresses' came out but I liked them.

One of them was a Wheel Lock Pistol (a traditional flint lock I guess) and it did 1d4 points of damage... but if you rolled a 4... you could re-roll and add on... this kept on going as long as you kept on rolling 4's on the die... Potentially pretty nasty! A critical miss meant the pistol backfired for... I think it was a d6 in damage.

There were subesquent stuff that showed up but I didn't really pay enough attention to it... if you don't have access DangerDwarf to this info, I'd be more than happy to dig it up for you. I know that in the Forgotten Realms hardcover, there was a selection of early firearms and stats for them.

Moriarty the Red
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"You face Death itself in the form of... 1d4 Tarrasques!"

Partner to Brave Halfling Publishing
http://www.arcanacreations.com

Posted: Sun Aug 13, 2006 3:16 am
by DangerDwarf
Thanks Moriarty.

What I'm looking at doing is probably leaning towards the firearms in Deadlands D20 for inspiration. I'm needing firearms a bit more advanced than the earliest forms of them.

Posted: Sun Aug 13, 2006 8:17 pm
by Catweazle
If you're looking at percussion, that's a *lot* more advanced.

Personally, I was never convinced by exploding damage dice, but I always gave flinters a bonus versus armour.
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Posted: Mon Aug 14, 2006 2:46 am
by Combat_Kyle
An horrors genre rules would be awesome. I love zombie campaigns!
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Posted: Mon Aug 14, 2006 4:25 am
by angelius
I think that the d20 modern's "classes" are a great generalization. Strong, smart, fast hero etc. Probably something that TLG should look at for multi-genre gaming. Those classes can fit any genre really.
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Posted: Mon Aug 14, 2006 4:31 am
by Combat_Kyle
I play in a d20 modern game set in the 1930s, it is very good, but combat is clunky at times.
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CK the CK
"My goddess touched me at an early age."

-Grikis Valmorgen, Paladin

The beginnings of my homebrew campaign world and info for my play by chat game:
http://kbdekker.googlepages.com/home