I will start with a quote from Joseph Paul, taken from
this thread:
Quote:
Originally Posted by Joseph Paul
Why do you think so? I mean I can understand if some fans do not want to do that kind of work and are willing to fudge just what the capabilities of vehicles, and equipment are but there are others that would love to get down to business and work out reasonable (or outrageous) technological progress for different civilisations both past and future.
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Fortunately, there are a lot of design systems out there which should be easy to adapt to BRP, so we don't need to clutter the new book with one.
I would recommend using EABA's Stuff! by
BTRC, which provides a set of very interesting and not-too-difficult-to-use systems for designing weapons and vehicles of any kind, creatures, gadgets and even entire civilizations. I think it is absolutely superior in every respect to GURPS Vehicles and most other such systems in the market. As the final results are easy to translate into real-world terms, they should be as easy to translate into BRP
Other system which should be easily compatible, according to their author, are the weapon, starship and vehicle design supplements for
Flying Mice's sci-fi games (Starcluster, FTL Now and Cold Space). Their engine also seems to use percentile number as its main mechanic, but I know little more about them.
So... any other suggestions?