September 21, 2018, 08:21:14 AM

Author Topic: The BFG: Expanded Revised Rules Thread (MAJOR Update 04/12/2017)  (Read 74749 times)

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Offline Thinking Stone

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The BFG: Expanded Revised Rules Thread (MAJOR Update 04/12/2017)
« Reply #330 on: April 06, 2018, 11:16:11 PM »
It's been pretty exciting to see your steady and innovative hand at work, Xca|iber, and I think BFG has benefited from it as much as the community has from your engagement (that is, quite a bit :P). Alas, times do change and things get busy; I've noticed that it's not only BFG that's on the wane, but even this way of communicating on specialised internet fora that seems to be heading out the door. It's good to hear that you're getting some space games in, though! I know with my own busyness that's always a challenge... along with the challenges of not having people to enjoy the game with.

I would be interested to see your adventures in X-Wingland, though: I have played a tiny bit but been curious about how it goes when you play lots of it! I do also wonder if the fleet-scale version compares with BFG :9

Welcome back from deployment, Green_Squad_Leader! Besides always reminding me of Star Wars B-wings, it's good to see someone with the resources and passion to keep tinkering with BFG meaningfully!

Offline atension

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Re: The BFG: Expanded Revised Rules Thread (MAJOR Update 04/12/2017)
« Reply #331 on: July 13, 2018, 07:03:34 PM »
Hoping there is still work happening on XR. Keen to play a campaign this year.

Offline Green_Squad_Leader

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Re: The BFG: Expanded Revised Rules Thread (MAJOR Update 04/12/2017)
« Reply #332 on: August 22, 2018, 09:17:54 AM »
Welcome back from deployment, Green_Squad_Leader! Besides always reminding me of Star Wars B-wings, it's good to see someone with the resources and passion to keep tinkering with BFG meaningfully!

Actually I don't get home until December, but thank you for the mention and thoughts.

I've actually been ruminating on a "BFG Modernized" rules set which would introduce a fair number of new mechanics and clean up some other things.  As I'm sure everyone would agree BFG is a game of extreme contrasts regarding it's complexity to simplicity ratio.  Aspects of the game which should be simple (ie: targeting enemy ships) are super complex while aspects which should be complex (ie: Taking damage, variation between weapon types, movement) are overly simple.  As a result we get a game which while fun has you wrestling with the mechanics most of the time.

I'd propose a set of changes to update the game to a fully modern one that would allow for a greater degree of variation between each ship in a fleet list, a smoother playing experience, and that would scale more cleanly than BFG does with it's "my mound of dice will erase any target no matter how durable" dynamic.

Once I have the concept written out to be intelligible I'll post it.  The positive thing is that most units in the game would be very easy to update and integrate into the new system I'm proposing.

Offline Green_Squad_Leader

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Re: The BFG: Expanded Revised Rules Thread (MAJOR Update 04/12/2017)
« Reply #333 on: August 22, 2018, 09:20:39 AM »
It appears that the link to the updated campaign rules is broken, so here's a new one:

https://www.dropbox.com/s/wt57x3qk2eyw9yv/bfg%20-%20revised%20campaign%20rules%20ver%201.4.0.pdf?dl=0

Offline Thinking Stone

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The BFG: Expanded Revised Rules Thread (MAJOR Update 04/12/2017)
« Reply #334 on: August 23, 2018, 12:49:59 AM »
Oops, my mistake on the deployment! All the best, nonetheless.

Iíd be intrigued to see your proposals. For the most part, I donít mind the mechanics already there (the firepower chart is a novel way of dealing with the firepower scaling issue, for example), but for me there are plenty of those small niggling things that just donít seem fully optimised (e.g. FP chart maxing out at 20: why not use a fractional multiplier; frontal shields being tougher than rear shields; attack craft; squadroning; boarding actions; difference between escorts and capital ships; some special orders and how they interact with squadrons or what they represent).

The targeting complexity, though, I donít see as much of a problem: I think thatís a reflection of BFG being primarily a game of manoeuvre, and the need to manoeuvre well is what keeps it interesting for me (you can play a great game on a bare board!). Critical damage could be a bit less random, but looking at other rulesets (Epic and others), Iíve found few good models of critical damage at all, let alone space ship critical damage. So Iím interested to see what youíve come up with!