Giter Club home page Giter Club logo

epshoe's Introduction

EclipseSHOE is a combination of the CC-lisenced role-playing game Eclipse Phase and the rule-system GUMSHOE.

Version

The current version of EclipseSHOE is 0.5. It is fully playable, but requires knowledge of Eclipse Phase.

Contributing

You can contribute by playtesting, commenting and giving feedback.

The project is written in the pandoc variant of markdown, and is converted from markdown to pdf using pandoc.

You can check out the Github issues for ways to contribute. See the devel-branch for more info.

Download

You can download the latest version of EclipseSHOE as a zip-file from links shown.

epshoe's People

Stargazers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

Watchers

 avatar  avatar  avatar

epshoe's Issues

Most psi-powers missing

Most of the psi-powers are not available in the EclipseSHOE-version of the game. Implementing all of them might not be desirable due to added complexity, but at least some of them should be converted.

Augmentations too expensive for starting characters

It is too costly to move points from Preparedness to a special pool. It makes using Preparedness too difficult in the beginning of the game.

Possible solutions:

  1. Instead of moving points from Preparedness, the special pool is given freely. It is based on Preparedness or Resources and is equal to which ever is higher.

Using Networking Abilities and Resources is too costly

With the current costs, it is very easy to run out of points in Networking Abilities and Resources.

Possible solutions:

  1. Reduce the difficulty of all Networking Abilities and Resources by 2, making minor favors almost guaranteed to succeed.
  2. Reduce the difficulty of all Networking Abilities and Resources by 1. Not elegant, since all the difficulties are normally in increments of 2.

Most equipment still missing

The equipment chapter needs a rewrite, with some equipment added and some collapsed into more general categories. If the guidelines on equipment are clear enough, there isn't a need to list every item in the Eclipse Phase book.

General rules for the Exsurgent virus

The different scenarios already have rules for strains of the Exsurgent virus. They need to be reviewed and combined to general rules for the Exsurgent virus.

The scenarios should then be reviewed in light of the new rules, to see that the specific rules for Exsurgent virus used in them reflect the more general rules.

Using Preparedness is too costly?

It seem that with the current difficulties, it is very difficult to get a good amount of equipment -- getting Low cost items requires a test of 6, which is around 2-3 point spend on average, but because it is not a Toll test, it requires a larger spend. Getting Moderate cost items requires 4-5 points on average, but again, it is not a Toll test so getting a Moderate item reliably would mean spending around 6-7 points. It gets even worse with High and Expensive cost items.

The current cost addition of +2 is probably too much, so that could simply be dropped. Making the test a normal test instead of a Toll test is already dragging the spends higher than with Resources or Networking.

Rewrite Health & Morph sections

Currently the rules are not clear whether morph determines the amount of health or works as a starting point. The former is the intended reading, with the rationale that low amounts of health suit the style and mood of the game. The character creation, health and morph sections need to be reviewed so that it is clear how character health is determined.

Rules for mesh and hacking

Currently, there are no rules for mesh and hacking. While a complex mini-game (like in Eclipse Phase) is probably not desirable, some rules for mesh and hacking are still needed.

Character sheet is still not finished

Character sheet needs more work. It lacks room for equipment and health & stability should be easier to track.

Todo

  • health & stability (fixed in c674fed)
  • equipment box as a large text-area (fixed in c674fed)
  • stealth modifier

Review of Abilities needed

Abilities might need a revision in terms of their usefulness and suitability.

  • Should Xenology be divided into Xenology (for aliens) and Exsurgent Lore (for exsurgents)?
  • Should Gunnery be removed as unnecessary? Space/vehicle combat is really not the focus of the game
  • Should different piloting skills combined under one Pilot?

Possible new abilities

  • Investigative
    • Electronic Surveillance (technical)
    • Accounting or Economics (academic)
    • Textual Analysis (academic) (probably not relevant to the genre)
    • Traffic Analysis (technical)
  • General
    • Conceal
    • Disguise
    • Gambling (probably not necessary)
    • Surveillance

Some General Abilities still lack a Cherry

All General Abilities don't yet have Cherries. The following don't yet have one:

  • Ground Craft
  • Gunnery
  • Hardware
  • Health (probably not necessary)
  • Infiltration
  • Melee Combat
  • Networking
  • Palming
  • Preparedness
  • Shooting
  • Shuttle Craft
  • Space Craft
  • Stability (probably not necessary)
  • Resources
    • Free Expensive Muse?

Psi sleights probably shouldn't have Cherries.

Hiding the use of Networking Abilities

Eclipse Phase has rules for hiding the use of Networking Abilities. Currently, there are no rules for this in EclipseSHOE.

Possible solutions:

  1. Assume that Firewall characters are practiced in this by default and all use of Networking Abilities is hidden by default. Somebody trying to find out about their use would need to test against the Networking Ability in question.
  2. Hidden by default. A character trying to find out about somebody else's use of Networking Abilities would test their own corresponding Networking Ability against the characters rating in that Networking Ability.

Setting info missing

The "Time of Eclipse"-chapter is a stump. Easiest solution to this would be to copy-paste stuff from the Eclipse Phase book into that section. Since the setting is the same, all that should apply. A more ambitious solution would be to try to rewrite that section in a more compact manner.

The cost difference between Core Clues and other Clues when using Networking Abilities is too large

One of the playtest groups noticed a possible problem:

One thing I noticed is the huge difference in spends if you have Core Clues vs without, when you use Rep for information. A poorly rolled Toll check (see Eclipse SHOE) could tell you that you need to spend 5 Rep just to talk to the right criminal fixer, yet if it's a Core Clue, I should give the info out for free. The huge disparity in costs has never been so clear. That's two different philosophies of gaming right there.

Possible solutions:

  1. Works as intended. Write a clarification suggesting that Networking tests should not be the main way of gathering core clues. Core clues should usually be found with Investigative Abilities.
  2. Change Networking Abilities to Investigative Abilities. They are often used for gathering information, so emphasizing that aspect might make sense.
  3. Drop the cost of using Networking Abilities.
  4. Make Acquire Information work like Investigative Abilities. Other General Abilities can also be used for getting information, so it wouldn't be unique. The costs could simply be the current difficulties divided by two, plus 1 for the first one. (Core clues free, others cost points.)

Simplify using Infosec

  • The current rules for tracking assume that using Infosec requires an opposed Test. The test could be against the opponents rating, not Test result -- that way player characters wouldn't have to know when they are being tracked and there would be less need for tests.

Psychic abilities need updating

Some Psychic Abilities still missing, and the ones that are written could be updated:

  • Mindlink: update to read "each target after the first costs 1 point". Actually, the phrasing was correct. It should cost 1 point per target to use.

Recommend Projects

  • React photo React

    A declarative, efficient, and flexible JavaScript library for building user interfaces.

  • Vue.js photo Vue.js

    ๐Ÿ–– Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.

  • Typescript photo Typescript

    TypeScript is a superset of JavaScript that compiles to clean JavaScript output.

  • TensorFlow photo TensorFlow

    An Open Source Machine Learning Framework for Everyone

  • Django photo Django

    The Web framework for perfectionists with deadlines.

  • D3 photo D3

    Bring data to life with SVG, Canvas and HTML. ๐Ÿ“Š๐Ÿ“ˆ๐ŸŽ‰

Recommend Topics

  • javascript

    JavaScript (JS) is a lightweight interpreted programming language with first-class functions.

  • web

    Some thing interesting about web. New door for the world.

  • server

    A server is a program made to process requests and deliver data to clients.

  • Machine learning

    Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.

  • Game

    Some thing interesting about game, make everyone happy.

Recommend Org

  • Facebook photo Facebook

    We are working to build community through open source technology. NB: members must have two-factor auth.

  • Microsoft photo Microsoft

    Open source projects and samples from Microsoft.

  • Google photo Google

    Google โค๏ธ Open Source for everyone.

  • D3 photo D3

    Data-Driven Documents codes.