Whitecold wrote:Just somehow there seems to be a repeating story here. In any case, playable scenarios sound very good for introducing people to the game.
Starting out with the QSR rules seems good, however I wonder if it might not be useful to eventually move on, and build scenarios that incorporate more and more advanced concepts, of course then requiring the full ruleset that you end up with a playable tutorial series where you gently can introduce XO racks, tractors, precision weapons, capital weapons, armed smallcraft, armed AP, a landing scenario to help us learn the new invasion rules, a test of Zc vs Z.
Of course the two things don't have to be mutually exclusive, but I guess one series is enough to handle for now.
I'm not sure what the later scenarios should focus on. Your ideas certainly have their merit but I've got to admit that the already existing scenarios were enough to explain the basics of tactical scale to me. Sure, I've read the first four main Starfire books first, but even the simple scenarios did a good job of explaining how the basic rules work. XO racks or capital weapons are not that much of a change, rules-wise.
I'm glad to see new scenarios to learn on and I'll be happy to test them. But while the record-keeping can be a bit tedious, the tactical scale seems reasonably easy and straightforward. I'm sure I'll run into some new surprises, like the first time I've tried to simulate an attack against a base and ran into its increased range, but thats a problem caused by parameters of some technologies, not a system change. The only thing I'd say needs to be added is some sort of small craft scenario and BASV.
The thing that is hardest for me to learn is the strategic aspects of the game. I'll admit that one of the reasons why I became interested in Starfire was an RPG I was gamemastering at the time (I've been thinking I might benefit from taking a look at how other people simulate the strategic side of a military SF campaign) - and I soon realized the Starfire ruleset was too cumbersome for my purposes. The sheer volume of the rules and the often spaghetti-like structure of the rules mean it takes hours and hours for a newbie to setup an empire, and hours more to play out the first few turns where absolutely nothing interesting is likely to happen.
So if somebody was to find the time and energy to create something more for newbies, the thing I would like to see would be more help with the strategic scale. Truth is, if I wasn't drawn in by the fiction and by the storytelling potential of the game, I would be almost certainly put off by the strategic rules.