The '70s (Designers & Dragons, Volume 1) by Shannon Appelcline

By Shannon Appelcline

Every little thing YOU’VE desired to find out about THE ORIGINS OF ROLEPLAYING GAMES...

Designers & Dragons: The ’70s is a accomplished photograph of the beginnings of the RPG undefined. This moment version expands the unique unmarried booklet right into a sequence of 4, and we’ve extra over 50,000 new phrases to this quantity by myself. know about the colourful background of TSR and the wave of D&D encouraged video games (and gaming businesses) to stick to, and dip your ft into wargaming trivialities. despite your gaming historical past, Shannon Appelcline’s meticulously researched historical past won’t disappoint.

In this quantity, you’ll find:

  • A foreword by means of Greg Stafford, author of Glorantha and writer of King Arthur Pendragon
  • Profiles for 13 Seventies gaming businesses together with TSR, GDW, and Chaosium
  • The inside of scoop at the back of video games like D&D, visitor, and The myth Trip
  • Ten stuff you would possibly not find out about roleplaying within the ’70s
  • An wide bibliography and index
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    Additional resources for The '70s (Designers & Dragons, Volume 1)

    Example text

    It’s mass that’s most often the critical limit on a hull’s loadout, because most fittings require only small amounts of power, yet require free mass on par with weaponry. A ship is often put in a crunch between choosing one more gun or some important fitting. This is a good thing; if a player can fit everything he wants onto one hull, then the hull is too good. For weaponry, be careful about allowed Armor Piercing ratings. For frigate-class ships and smaller, the only weapons that should have any real chance of scratching a cruiser should be big, bulky, and not terribly good in other respects.

    It’s best to stay within the ranges for a given class of ships- frigates having 2-10 points of armor, cruisers having 15, and capital ships having 20. For a navy, the process of buying a new warship involves a blizzard of paperwork, requisitions, expenditures, shipyard bookings, and crew projections. The wheels of most military bureaucracies grind slow, and it can be years between the start of construction and the ship’s maiden voyage. Most planetary navies are jealous of their military prerogatives.

    A bank of nav computers blow from the strain. For the rest of the fight, suffer -1 on all Vehicle/Space checks. A quick eye on the boards prevents any mishap. 3-4 Whether pilot or astrogator, the men and women of the astrogation department keep the ship in motion and on course. If every member of the department is killed or disabled, the ship goes on autopilot, giving it a -2 AC penalty and leaving it incapable of maneuvers until someone with at least Vehicle/Space-0 skill comes to take over. Most command skill checks for this department rely on Intelligence or Dexterity and Vehicle/Space skill.

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