Yep, Honor Harrington, one of my guilty literary pleasures. One of these days, I'd like to do a campaign in that setting, complete with naval and noble politicking and intrigue, plus a metric buttload of space naval battles. Outside of using Trav for it (which I think would work decently); StarCluster is the front-runner right now, and I think Nebuleon could also handle it. It would have to be something capable of switching back between Starship combat, personal interaction, and eventually fleet combat fairly smoothly. Thoughts?
I think In Harm's Way could be a good choice.
Neb could do it, but since the system isn't geared towards space combat it may be a bit more difficult.
Funny, I just checked the QLI site for their Honor Harrington subforum, but it's disappeared. They were going to publish an HH RPG, but I guess with the owner's absence for a year they lost the license?
Quote from: Pierce InverarityFunny, I just checked the QLI site for their Honor Harrington subforum, but it's disappeared. They were going to publish an HH RPG, but I guess with the owner's absence for a year they lost the license?
Yup, I think this one got squashed by the good ol' lazy bug.
Cross In Harm's Way with StarCluster. Same system, after all. Import the Honor/Practicality mechanic along with the Notice/Influence career advancement, Ship Combat - but set in space - and Troupe character mechanic, and use StarCluster's professions and tech.
-clash
Quote from: flyingmiceCross In Harm's Way with StarCluster. Same system, after all. Import the Honor/Practicality mechanic along with the Notice/Influence career advancement, Ship Combat - but set in space - and Troupe character mechanic, and use StarCluster's professions and tech.
-clash
exactly my thought. Seems like a good match to me.
I am with Clash and Mike, not sure Neb would fit the bill. We are working on getting a ship combat system together (beyond what is in the core rules) due to players requests. So, right now, ship combat is pretty much equal to personal combat. Ships have ten areas, stats, the areas are systems (Life Support, Shields, etc.) and as they take damage they stop working. I am not sure that would have what it took though and we definitely do not have anything for fleet combat.
As to wealth and honor, I have a mechanic coming up in Chevalier for this. However, I have never understood a "wealth" system. Everything I have seen usually comes down to ranking levels of wealth from destitute to Bill Gates. It just seems, I don't know, more fun to just count coins, mansions, yachts and the like.
That said, I know noting of Honor Harrington Series. Could you enumerate the key elements you need from a system? Something like "Must have Honor and Wealth Mechanic".
Thanks for the mention though guys.
Bill
Quote from: HinterWeltI am with Clash and Mike, not sure Neb would fit the bill. We are working on getting a ship combat system together (beyond what is in the core rules) due to players requests. So, right now, ship combat is pretty much equal to personal combat. Ships have ten areas, stats, the areas are systems (Life Support, Shields, etc.) and as they take damage they stop working. I am not sure that would have what it took though and we definitely do not have anything for fleet combat.
As to wealth and honor, I have a mechanic coming up in Chevalier for this. However, I have never understood a "wealth" system. Everything I have seen usually comes down to ranking levels of wealth from destitute to Bill Gates. It just seems, I don't know, more fun to just count coins, mansions, yachts and the like.
That said, I know noting of Honor Harrington Series. Could you enumerate the key elements you need from a system? Something like "Must have Honor and Wealth Mechanic".
Thanks for the mention though guys.
Bill
Mmmm... I had
Wealth mechanic in my post for about two minutes before correcting it to
Troupe mechanic, Bill. You must have seen my post in those two minutes. I literally read my post, realized I had typed the wrong thing, and corrected it immediately. I don't know as a Wealth mechanic is necessary, though it might be desirable.
Honor Harrington is a military SF book series which basically transports the tropes of Horatio Hornblower into space, including broadside combat. On Basilisk Station, the first of the series, is IIRC available free on the web from Baen books. That's why the suggestions for IHW.
-clash
Quote from: flyingmiceMmmm... I had Wealth mechanic in my post for about two minutes before correcting it to Troupe mechanic, Bill. You must have seen my post in those two minutes. I literally read my post, realized I had typed the wrong thing, and corrected it immediately. I don't know as a Wealth mechanic is necessary, though it might be desirable.
Honor Harrington is a military SF book series which basically transports the tropes of Horatio Hornblower into space, including broadside combat. On Basilisk Station, the first of the series, is IIRC available free on the web from Baen books. That's why the suggestions for IHW.
-clash
Wasn't meant as a dig man, just hoping for insight. WoD had mechanics for wealth. You would buy it as a background during character creation. I don't know, beyond that, I have a rough time if someone makes a "in game" mechanic for purchasing wealth;i.e. via xp.
That said, it does sound as though a method of translating IHW would be the way to go.
Bill
Quote from: HinterWeltI am with Clash and Mike, not sure Neb would fit the bill. We are working on getting a ship combat system together (beyond what is in the core rules) due to players requests. So, right now, ship combat is pretty much equal to personal combat. Ships have ten areas, stats, the areas are systems (Life Support, Shields, etc.) and as they take damage they stop working.
Bill
See, that's why I thought it might work. An easy transition. Fleet combat would be an issue, though.
HH is kind of a nod to Horatio Hornblower, down to the monarchy fighting the disorganized but powerful revolutionary foe. The main character, Honor, is definitely akin to a beloved GMPC, but Honor, Wealth, and Military Status would all be key.
Quote from: Zachary The FirstSee, that's why I thought it might work. An easy transition. Fleet combat would be an issue, though.
HH is kind of a nod to Horatio Hornblower, down to the monarchy fighting the disorganized but powerful revolutionary foe. The main character, Honor, is definitely akin to a beloved GMPC, but Honor, Wealth, and Military Status would all be key.
See, we might be able to hammer out a mechanism for those aspects and then use it in any system. hrm...is it more epic like DND or gritty like Iridium? For instance, do characters get a wound in a specific place then limp through or is it more "They got wounded" and we do not care, ready for the next scene.
Bill
Quote from: HinterWeltWasn't meant as a dig man, just hoping for insight. WoD had mechanics for wealth. You would buy it as a background during character creation. I don't know, beyond that, I have a rough time if someone makes a "in game" mechanic for purchasing wealth;i.e. via xp.
That said, it does sound as though a method of translating IHW would be the way to go.
Bill
Hi Bill!
I didn't take it as a dig at all! I was just amazed you somehow managed to catch that fleeting reference to wealth! :D
-clash
Quote from: HinterWeltSee, we might be able to hammer out a mechanism for those aspects and then use it in any system. hrm...is it more epic like DND or gritty like Iridium? For instance, do characters get a wound in a specific place then limp through or is it more "They got wounded" and we do not care, ready for the next scene.
Bill
The Honor/Practicality mechanic would work as is with Neb. It's a 2-sided attribute - Honor and Practicality together always add up to twenty. The higher you raise Honor, the lower your Practicality, and vice versa. You add your Honor to skill checks dealings with superiors, leadership, diplomacy, and the like. You add Practicality to checks for dealings with the underworld, intimidation, discipline, and such. Since Iridium has percentile skills, it would bolt right on.
-clash
Quote from: flyingmiceThe Honor/Practicality mechanic would work as is with Neb. It's a 2-sided attribute - Honor and Practicality together always add up to twenty. The higher you raise Honor, the lower your Practicality, and vice versa. You add your Honor to skill checks dealings with superiors, leadership, diplomacy, and the like. You add Practicality to checks for dealings with the underworld, intimidation, discipline, and such. Since Iridium has percentile skills, it would bolt right on.
-clash
Sounds eminently viable!!! So, when are we going to collaborate on a Squirrel Attack on StarCluster 2 game?
Bill
Oooooh! Squirrels... In SPAAAAAAAAAAAAAAAACE! :D
I love it! We could call it NutCluster! :D
-clash
I have to say the Honor Harrington is one of those games that I think might be difficult to design. It's sort of like Battletech, when it comes down to it, it's all about blowing big things up with other big things. HH, is not nearly as limited as Battletech is for the purpose of RPG design but it is somewhat limiting.
Actually Klaxon is a huge HH fan, and has been after me to create a military SF game or supplement for SC. I have been thinking about it. I just have a ton of projects on my plate.
-clash
Quote from: McrowI have to say the Honor Harrington is one of those games that I think might be difficult to design. It's sort of like Battletech, when it comes down to it, it's all about blowing big things up with other big things. HH, is not nearly as limited as Battletech is for the purpose of RPG design but it is somewhat limiting.
See, from the sound of it, I would almost say, build a system from the ground up. hrmmmm, rough outline of priorities. Please correct for my ignorance of the stories.
Ship Combat Combat System
Ship Movement
Ship Damage Effects
Ship Templates
Ship Construction
Boarding Parties
Setting Hazards
Fleet Combat Commanding the Fleet
Fleet Movement
Volley/Fleet Combat
Fleet Coherency - items like when does a fleet break and run
Blockades, zone defenses and "fleet effects"
RPG Elements Skill Resolution Mechanic
Combat Resolution Mechanic
Honor System
Troupe Mechanic
Political Setting
Just off the top of my head. I am sure I missed something.
Bill
Quote from: flyingmiceOooooh! Squirrels... In SPAAAAAAAAAAAAAAAACE! :D
I love it! We could call it NutCluster! :D
-clash
NutCluster!!!
Quote from: HinterWeltNutCluster!!!
Well, I am an adult, a family man, and quite a respectable sort, most generally.
That said, I just soiled myself from laughing.
There is already a starship combat system for the "Honorverse," called the Saganami Island Tactical Simulator (SITS) (http://www.genreconnections.com/shop/product.php?productid=16134&cat=0&page=1). It's a minis game, obviously, but it might be worthwhile to consider trying to interface it with a RPG. Thing is, though, the nature of starship combat in the Honorverse would make individual characters more small cogs in a very big machine, unless they were high-ranking. Characters die pretty quickly and in large numbers in the series once the missiles start flying. Don't get me wrong; I want a RPG for the books as much as anyone, being a huge fan of the series.
Outside of starship combat, action can be very cinematic. Honor herself, by the time the 10th book or so rolled around, was damned tough, being pretty much a master of martial arts, a crack shot (with built-in pistol, to boot), quite good with a sword (yes, you read right), and seemingly loaded up with all kinds of skills. And, oh yeah, she's an ace pilot and master strategist. In my own opinion, the setting could use either a skill-based system or a level-based system, or an amalgam of both.
Did I mention that most characters from advanced societies in the setting have received "prolong" treatments, which means they could live for 300-400 years+ ?
The setting also progresses the technology used so that by the time of the latest book - At All Costs, number 10, I believe (and there are various ancillary books, as well) - starship combat is beginning to resemble that of early WWII: there are space carriers that are armed with LAC's, Light Attack Craft, which are space fighters in everything but name, and which the author seems to be heading towards making major units in the series.
The setting would make for a cool game, especially if one takes a look at the various short story collections and related books like Shadow of Saganami. All manner of character types can be encountered, from straight-arrow Royal Manticoran Navy types to cowboys (from the planet Montana, no less) to assassins to superspies to dilettante nobles exploring alien ruins to freighter captains with a Dark Secret Past. In that way, it resembles the Traveller universe. Sticking closely to the books where Honor herself is the main character would limit the scope of the game.
Personally, I'd use something like d20 Modern/Future for the purely character-driven stuff, or Traveller d20. But that's because I like level-based systems. I could see a case made for GURPS, though, in my opinion, the action of the books is more cinematic than I feel GURPS is (though I know there are those who will say GURPS can be very cinematic when done right; just my own opinion I'm expressing here). Alternity might work well, but it's been a while since I looked at it.
Well, all of that is covered in SC. Matching the armament and the particular FTL conceit is the only big deal.
-clash