fmitchell
Thursday 07-16-2009, 10:07 AM
So far I've seen PDQ used for superheroes, various flavors of fantasy, and arguably horror (Dead Inside). Has anyone adapted PDQ for science fiction gaming? Some specific issues:
Gadgets: Depending on the rubber physics in operation, SF gear allows characters float/fly with antigravity, detect life/energy/n-rays, communicate across interstellar distances, stomp across the landscape in a mecha, command hordes of robot soldiers, and so forth. Huge abilities might require a Quality, but in an age when anyone can pick up a blast pistol, tricorder, or sonic screwdriver, a GM needs a catalogue of future "tools" and what each enables a character to do. Unfortunately, this is the kind of nitpicking and complication that PDQ attempts to do away with.
Aliens and Augmented Humans: Theoretically, alien abilities, bio/cyber modifications and genetic augments are simply a different type of Quality. Truth and Justice solves this problem with an overarching Quality for an alien's species or a super's multipurpose technology. As with gadgets, though, a character needs to enumerate how he differs from baseline humanity.
Guns: PDQ glosses over the lethality of guns compared to fists or medieval weapons, but, especially in the future, a bullet or beam would put a person in a world of hurt. Unfortunately "BANG you're dead, make another character" isn't a lot of fun, especially in a more space-opera-ish setting. I can see a few solutions:
As suggested in Swashbucklers of the 7 Skies, a GM could make guns more lethal by adding damage ranks when they hit. That drops NPCs (and PCs!) faster, which may or may not be good. However, it doesn't represent how lethal a gun battle is compared to a barroom brawl.
Taking an idea from Warhammer roleplaying, characters lose damage ranks more or less as usual, but once they're "out", the excess damage ranks and the type of weapon determine whether a character is simply dazed, unconscious, bleeding to death, or rent asunder. Damage ranks, here, represent luck, experience, and narrative causality, much like D&D HP; PCs would tend to survive with grazes and non-lethal wounds while NPCs (with fewer and lower Qualities) might take only a hit or two before death.
At one point, in a "weird west" game, I cobbled together a hit location system, complete with hit points for particular body parts. That proved unwieldy -- I couldn't remember my own system in a playtest -- and somewhat against PDQ's "rules-light" principles. Still, a hit location system, or adapting Aces & Eights: Showdown for PDQ, might make gun battles more "real" and yet more survivable.
Of course, I'd also need a system for starships, but there I have Traveller, GURPS, or the ever-popular GM fiat to help me.
Gadgets: Depending on the rubber physics in operation, SF gear allows characters float/fly with antigravity, detect life/energy/n-rays, communicate across interstellar distances, stomp across the landscape in a mecha, command hordes of robot soldiers, and so forth. Huge abilities might require a Quality, but in an age when anyone can pick up a blast pistol, tricorder, or sonic screwdriver, a GM needs a catalogue of future "tools" and what each enables a character to do. Unfortunately, this is the kind of nitpicking and complication that PDQ attempts to do away with.
Aliens and Augmented Humans: Theoretically, alien abilities, bio/cyber modifications and genetic augments are simply a different type of Quality. Truth and Justice solves this problem with an overarching Quality for an alien's species or a super's multipurpose technology. As with gadgets, though, a character needs to enumerate how he differs from baseline humanity.
Guns: PDQ glosses over the lethality of guns compared to fists or medieval weapons, but, especially in the future, a bullet or beam would put a person in a world of hurt. Unfortunately "BANG you're dead, make another character" isn't a lot of fun, especially in a more space-opera-ish setting. I can see a few solutions:
As suggested in Swashbucklers of the 7 Skies, a GM could make guns more lethal by adding damage ranks when they hit. That drops NPCs (and PCs!) faster, which may or may not be good. However, it doesn't represent how lethal a gun battle is compared to a barroom brawl.
Taking an idea from Warhammer roleplaying, characters lose damage ranks more or less as usual, but once they're "out", the excess damage ranks and the type of weapon determine whether a character is simply dazed, unconscious, bleeding to death, or rent asunder. Damage ranks, here, represent luck, experience, and narrative causality, much like D&D HP; PCs would tend to survive with grazes and non-lethal wounds while NPCs (with fewer and lower Qualities) might take only a hit or two before death.
At one point, in a "weird west" game, I cobbled together a hit location system, complete with hit points for particular body parts. That proved unwieldy -- I couldn't remember my own system in a playtest -- and somewhat against PDQ's "rules-light" principles. Still, a hit location system, or adapting Aces & Eights: Showdown for PDQ, might make gun battles more "real" and yet more survivable.
Of course, I'd also need a system for starships, but there I have Traveller, GURPS, or the ever-popular GM fiat to help me.