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NickEast last won the day on February 23 2020

NickEast had the most liked content!

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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 cou
  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 ci
  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 acquir
  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
  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 i
  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 fea
  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 p
  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
  11. I feel all alone here in the Low Countries . At least the Stargate Program is international now.
  12. 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)
  13. 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 f
  14. 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
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