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01:37, 26th April 2024 (GMT+0)

Tactical rpgs and online gaing.

Posted by jamat
jamat
member, 433 posts
P:5 T:7 W:0 F:0 B:3
Mon 9 May 2016
at 15:15
  • msg #1

Tactical rpgs and online gaing

Ok not sure if this is the right thread to put this in so apologies if it isn't

I've just got a copy of Fragged Empires and really like the game. I don't play round the table anymore and am restricted to online gaming, mainly her on Rpol.

I was going to put up a GM wanted post for someone to run a game that I could play in but wonder if the fact its very miniature / grid heavy in combat (though there is a set of very basic non miniature related combat rules in the book) whether it would translate very well to online gaming.

I know thee have been a few games of 4th Ed D&d on here and I understand the Saga star wars tends to rely on miniatures to conduct combat but not having ben involved in any of them I'm not sure how well they adapted to the online environment.

If anyone out there that has FE could give me their opinion on whether its possible to ue it for online I would really appreciate it
nauthiz
member, 460 posts
Mon 9 May 2016
at 18:38
  • msg #2

Tactical rpgs and online gaing

I can't speak to FE specifically, but mini heavy games can work on rpol, they just require certain resources or dedication.

I've seen it done primarily two ways.

Way 1 was using some sort of off site resource (such as a google drawing) that the players could view and/or manipulate to know what the map looks like turn to turn and possibly keep it updated with their moves themselves.  All the rolling and role play was done on rpol of course.

Way 2 is the GM maintains the maps offline and uploads updated versions as frequently as necessary so people can reference them when making their posts.

It's totally possible, but requires a GM willing to put in the extra work to make everything functional.
facemaker329
member, 6786 posts
Gaming for over 30
years, and counting!
Tue 10 May 2016
at 07:30
  • msg #3

Tactical rpgs and online gaing

I was, briefly, involved in a game on here that was all about aerial combat (I suspect the GM was actually play-testing a game he was developing, but I couldn't swear to that).  We didn't use grid maps...he took actual aerial maps and superimposed icons on it representing the aircraft involved, ground targets, etc etc...

It worked...KINDA.  The maps didn't necessarily have scale markings, which made it difficult to know when you were in weapon range.  We never really got into a situation where the rules were tested for air-to-air evasive maneuvering.  You had to make educated guesses about how far you needed to turn to come about on an intercept course with a target...lots of little stuff was missing that even a basic combat HUD would be programmed to give a pilot.

But it wasn't supposed to be a simulation.  It was a tactical combat game.  It didn't need all those odds and ends to work.  Or, at least, I felt it ran fine without them.  For whatever reason, the GM wrapped the game up after a few weeks (and, by 'wrapped up', I mean 'declared he was discontinuing the game'.)  Part of the problem was that he was trying to sell it as a role-playing game...we spent two days on role-playing, and three weeks on a five-minute combat encounter involving a two-man fighter patrol intercepting a pair of attack helicopters and a trio of SAM sites.  And we never even finished that particular encounter.

So, it can be done.  Make sure you're billing it as what you intend it to be.  If it's going to be a tactical combat game, don't call it a role-playing game (you can say there will be role-playing elements incorporated, if you're going that route...but when I hear something being called an RPG, it implies to me that I'm going to be playing and developing a character, not just using a set of stats to steer an icon on a digital battlefield.)  And expect it to move slow, especially if you have multiple players involved.

But it can be done.
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