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NickEast

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NickEast last won the day on February 23

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  1. Well, I guess this turned into just another argument about semantics. There's nothing in that essay that outright proves me wrong. The only thing it proves is that sometimes someone may not be getting what I'm saying. Anyway, I concede. You win. Without a response from the designers, there's little point in giving feedback anyway. I guess shame on me for trying to provide feedback to make this game great. I don't know what I'm doing that makes people want to argue with me. But I'm tired and really don't want to keep arguing, least of all about the semantics of a piece of feedback on a couple of lines of text. I'm probably more pissed than I otherwise would be since I had a terrible day, but I want to get this over with. So I'm not going to keep arguing. It's done. I guess you're right and I'm wrong. We'll part ways here. It's probably for the best. I think it's also better for me to just spend my time, energy, and skills on my own homebrewed Stargate RPG, rather than making a futile attempt to influence someone else's vision.
  2. Read the sections about "Team Assignments" (pages 40 to 45) and "Mission Profiles" (pages 57 to 61) of the original AEG RPG. Those clearly describe that teams have specific assignments, aka, diplomacy, exploration, covert ops, engineering, medical, scientific, and search and rescue, and that they rarely operate outside of those assignments. Mission Profiles are then the type of missions such teams usually undertake, with both chapters clearly stating that a Marine Combat Unit is rarely if ever assigned to perform a scientific research mission, and that such a team will rarely if ever have a civilian anthropologist. For example, the suggested personnel for a Diplomatic Ops team does not include a heavy weapons expert, or an engineer. Each team can have a "mission specialist" though who is described as having a single particular specialty, usually related to, as the term indicates, the missions the team is sent on. The one constant is that team commanders must have a military background, but must also possess skills and experience, and thus a degree, related to the team's assignment. Through all of this, SG-1 is the exception, because despite the fact that O'Neill is not a scientist or an engineer or a diplomat, the team is still sent on a variety of missions due to each of the four members having different specialties and experiences. Recall that there has been numerous discussions throughout the show that Daniel Jackson shouldn't really have been on a team like that, being a civilian and all, but was because of his front-line, first-hand experience dealing with the Goa'uld and any other alien culture a first-response, front-line team SG-1 had been dealing with. I'll reiterate that I never said each team can't have overlapping or a varied set of skills, or that there can't or shouldn't be multidisciplinary, or rather multi-assignment teams, for the players. But far out the majority of the actual teams as depicted on the shows have specific assignments except for SG-1. The "spirit" of the section of text I critiqued may not be wrong, and is not what I critique, but the precise wording and its interpretation is.
  3. You do know "science" is a very broad term, right? Astrophysics, archaeology, astronomy, biology, geology, they're all different, and mostly unrelated, sciences. SG-11 for example was an engineering team, until killed by Apophis ("Rules of Engagement"), and was later designated as an archaeological unit ("The First Ones"), and then back to engineering ("Enemy Mine"), each time having a different team composition. SG-9, after its disbandment in "The First Commandment", became a diplomatic team, which was sent to Latona ("The Sentinel") to establish diplomatic relationships in the hope of acquiring their Sentinel technology. The initial 9 teams were more likely to be focused on exploration, but as the program expanded, additional teams seemed to be assembled for more specialized missions, sometimes not even keeping the same team composition depending on mission requirements. That list what you have is a broad list, simply because there isn't enough information from the shows to precisely determine each team's goals. But from what we have seen, some teams have been sent on specific specialized missions. But the book's wording is simply not correct, or at the very least just too broad for all 25 teams.
  4. That's not the kind of interdisciplinary nature I was referring to. SG-1 was a mixed team of soldiers, an astrophysicist, an archaeologist/linguist, and an alien, which is also one part of what made it the flagship team. All other SG teams were specialized in one particular field of expertise, you had teams of archaeologists, teams of geologists, teams of linguists, teams of astronomers, teams of diplomats, and at least one team of Marines. The book states that "Each team has a military lead, a cultural anthropologist or archaeologist, a scientist, and a soldier. This allows each team to be a truly exploratory group, collaborating (usually!) with each other, and alien civilizations." which implies that every team was like SG-1, which they weren't. Pretty much every team had soldiers, it being a military program and all, but not every team had scientists, archaeologists, linguists, or cultural experts. And unlike Carter and McKay, which were a major exception, not every scientist can have every PhD. You wouldn't send SG-3 on a purely archaeological mission, unless the archaeological team needed additional security. And you wouldn't send scientific teams to unexplored planets without some backup. SG-1 though tackled many missions, whether diplomatic, scientific, military or exploratory, because each team member had the expertise (whether "realistic" or not, in terms of Carter being an engineer, astrophysicist, astronomer, pilot, and soldier).
  5. I know it starts after "Allegiance", it depends on how long after.
  6. I've found some additional errors in the lore descriptions. It may not be important at this point, but I feel it should still be noted, the RPG supposedly being canon and all. When the stargate was discovered in 1928, no one knew what it was called. Some time later, at least as early as 1945 (or, well, 1938 if Stargate Origins should be believed), it was due to incorrect translations known only as a "Door to Heaven". It was only in 1994/5 that Daniel Jackson discovered it was correctly called a "stargate". When the stargate was brought to the United States in 1939, it wasn't stored in the Cheyenne Mountain Complex. The facility wasn't even built until 1961-1966. The producers used the same film set in "Torment of Tantalus", because they obviously couldn't move the whole gate prop somewhere else or completely redesign the set, but it was unlikely to have represented Cheyenne Mountain. Only SG-1 was a team of mixed disciplines, all other teams were more or less specialized (Marines, archaeologists, geologists, diplomats, etc.). Depending on when "Stargate Phoenix" takes place, the Asgard hadn't given us a lot of technology yet, certainly not any weapons. Some time after the episode "Disclosure", the Asgard installed new shields and transporters on the Prometheus, and replaced the hyperdrive only somewhere in late season 7 (at least after "Grace", since that episode clearly mentions the ship still had an Al'kesh hyperdrive, following the destroyed naquadria hyperdrive as seen in "Memento"). And the Asgard never actually shared any weapons technology until the final episode, when they installed the plasma beam weapons on the Odyssey. The railguns used aboard Prometheus and all its successors were of human design.
  7. I found out that West End Games were originally working on a Stargate SG-1 RPG using their D6 system in 1998, just before their bankruptcy. Needless to say, it was never finished. But the lead designer published what he had in 1999, and it's still accessible (here). It seems to be quite playable, especially when filling in missing bits using the other D6 material. What is missing are mostly the background lore, examples, and appendices (equipment lists, etc). It's quite an interesting read, and a nice piece of history.
    Please understand I mean no disrespect, but as a Stargate fan I have no choice but to be critical. To start with though, I really like the concept of using episodes and seasons to represent campaigns, which I already intended to do for my Stargate and Star Trek games. However, even considering this is an early version, I have to honestly say the game as a whole is nowhere near what I would expect for a Stargate RPG. I understand the lack of a lore overview and certain mistakes, as at this stage this is focused on rules and playtesting, so I'm giving it the benefit of the doubt. But my fears are confirmed with the very first paragraphs: this game seems to be firmly centered on Stargate Phoenix as opposed to the Stargate franchise. The entire book seems to be written entirely within a very limited scope, regardless if you could adapt the rules for a different kind of setting within the Stargate universe, and completely leaving out (references to) Atlantis and Destiny as possible settings (even if more detailed information and expansion rules would be reserved for a supplemental book). Based on the original AEG version, and other RPGs based on IPs (most recently Star Trek Adventures), this just seems too limited in its current form. So unfortunately, if these things don't change for the final book, I'm afraid I see no reason to spend my limited time and funds on it, at which point I will move on to other things. I will keep an eye on things to make a better judgment as things progress, but these are my feelings about where we stand now. I do sincerely hope the best for the designers and that those that do like this version of the RPG have a great time. I definitely don't want to detract from their fun. It just doesn't seem the version for me.
  8. This is not a "hack" of D&D. It's a game designed entirely around the 5e SRD just like several others, so it can't just be ported over to other systems. It would also drastically increase the necessary work and playtesting, as no two systems are the same. And I have never heard of any (licensed) game being developed on multiple systems unless it was a separate iteration made by different designers. I'm not a huge fan of 5e either, and especially now I prefer it used Modiphius' 2d20 system (as used by Star Trek Adventures), but that's not possible as it's an in-house system without a public SRD.
  9. The game follows canon (season 6), so will likely not feature anything that wasn't confirmed to be part of the Stargate Program (Rangers and dogs) on the shows, at least not as part of the core game. You can always homebrew those features, wait for someone else to homebrew and share it, or perhaps in time it will be added officially. Not a bad idea though, I kinda like it.
  10. I too would like to see source books about the different parts of the franchise. However, as it stands now the RPG seems to focus on a specific new setting called "Stargate Phoenix" and serve as a "spin off" of the series. Originally, though I'm sure they're already changing some elements after feedback, the "Tau'ri" weren't even going to be included as a playable "race"/species it seems. So I guess how much of the franchise will be included depends on the success of the Kickstarter campaign, because more books/material means more work, which means more costs. Based on my experience with Kickstarter campaigns, I'm quite confident these things could become stretch goals.
  11. The original team is dead, there is nothing that says the new team has to have the exact same specialty. In my setting, SG-7 has just been newly assembled as a secondary to SG-1 (that is, a multi-focus team), hence why they are sent on the missions that my story centers around. That was also the point of me picking that team designation, as it was never seen nor heard from again throughout the rest of the series, so it contradicts nothing (though my plot may be very slightly contradictory)
  12. The thing is, is this meant to be a "Stargate: Phoenix" RPG, a spinoff of the series, or an actual "Stargate" RPG? That should clarify things. Because usually when a TTRPG is developed based on an IP, it is meant to allow players to play within that IP's universe, with little restrictions other than what can fit in the books. The core rulebook usually explains the rules and provides character and adventure creation rules for the core elements of the series. Star Trek Adventures allows you to create Starfleet characters and ships to create stories like the shows, with supplements adding rules for other species. Star Wars allows you to play as Jedi, Sith, smugglers, soldiers, bounty hunters, etc. Everything you're used to in the shows/movies. The original Stargate RPG did the same, providing a breakdown of the story as it existed back then, describing the SGC, Goa'uld Empire, etc. Then it provided rules for all major species, Tau'ri, Jaffa, Tok'ra, Asgard, etc. It didn't restrict the kind of stories you could tell. It also provided character sheets based on all major characters, with supplements adding more NPCs based on each season that existed at that point. Based on what I read about "Phoenix", it's not something I'd be interested in. I want to create SG/AR teams, as cliche as that sounds but I imagine a lot of fans would want that too. I already have my own story that I wanted to write fan-fiction for, which is centered around SG-7 (since that team was neither seen nor heard from again after the original team was killed by Nirrti in "Singularity"), and it's also set during season 6. As SG teams, and Stargate Command, are such important aspects of the Stargate universe, I would think that and other canon material would have a higher priority than non-canon material designed just for the RPG. For example, Star Trek Adventures has a Living Campaign with a series of episodic stories taking place party in the TOS era and mainly in 2171 (S3/4 of DS9), based around four pre-designed starships and is set in a region of space designed specifically for the game. Yet the rules are not restricted just to those stories, everyone can still create any other kind of Star Trek story, even including canon material like the Enterprise or DS9 and their crew, set in any of the main eras.
  13. According to the interview, all playable species will be alien and not Tau'ri. Why have you chosen this exactly? Because I find that kind of limiting, especially considering the Stargate franchise is about us Earthlings getting out there. Having variation by being able to play as different alien species is of course very good, but why remove the most important human race from the franchise? Granted, if you can play as a non-Earth human and if there are rules for Earth equipment like weapons and gadgets, then there shouldn't be a problem to create Tau'ri characters, but it still seems very odd for a Stargate game. That's almost like saying you can't play a human in Star Wars or as Starfleet in Star Trek.
  14. The thing is, Stargate is going to use the 5e system. If that's the case, then the only way to support those kinds of roles like Carter is to use multiclassing. If any of the class, skill, and ability mechanics change, then it's not 5e anymore, but a different system. Does that mean they have to stick to the 5e mechanics 100%, I don't know. Maybe not. But it was probably a conscious choice to use 5e. And I for one think they should. Otherwise why use it in the first place and not just create a new system, or just create a setting supplement for universal systems like FATE or Savage Worlds? I backed The Spy Game on Kickstarter, which also uses 5e, and they explicitly stated that they chose 5e and they will stick to it. They're not going to change the mechanics, because otherwise choosing 5e would be pointless and would require more work. But of course that's just my opinion
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