Game Rules

And here we are, seven articles later. As I said, the original articles were written in 2004, but remain fairly startlingly relevant today – the RTT genre has undergone a massive renascence and is more popular than ever, but RTS games have sadly stalled and come up against flawed efforts such as Planetary Annihilation and Grey Goo.

As I also said,” This series is not intended in any way to denigrate other genres, or to insult game developers. It’s about broadening horizons and exploring possibilities”. I hope that the possibilities and concepts discussed in these articles will have given RTS developers ideas – and in fact I know they have, thanks to the TAUniverse.net forums, still a little active after all these years!

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Alternative D20 Firearm Rules

Preamble

These rules are not intended to be comprehensive – they are a replacement for any of several D20-based system’s firing modes and “recoil” systems. They are a deliberate balance between realism and complexity, and are intended to be “feat lite”, since many d20 firearm systems would render low-level soldiers largely ineffective (as well as being overly complex)!

It also includes an optional “wounds” system, and energy weapons with heat management

Note; It is fully intended that burst fire has very low accuracy, due to the number of shots you can take with it and the high damage on hits.

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