Eclipse Phase 2e édition 539
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J'en avais donc aussi déduit que le travail de traduction est à l'arrêt depuis bientôt un an.
Après ... le Morph Recognition Guide a déjà été adapté pour la V2 par un fan ... donc tous les morphes existent déjà en règles V2.
Concernant X-Risks une conversion serait aussi possible... à voir ... je crois que Posthuman studios compte fournir des éléments pour transposer les anciens livres en V2 sous les titre "Solarchives".
- Fabien4927
Oui, j'ai vu, merci d'ailleurs pour tes infos. En VO le passage à la V2 est maîtrisé et n'oublie rien ni personne. Un vrai cas d'école.
Oui, j'ai vu, merci d'ailleurs pour tes infos. En VO le passage à la V2 est maîtrisé et n'oublie rien ni personne. Un vrai cas d'école.
Fabien4927
Posthuman studios est un vrai modèle de gestion je trouve en effet
Mes 2 cents.
BBE va traduire the Expanse rpg, ils sont donc en droit de se demander si 2 jeux de hard S-F se passant dans notre systéme solaire ça ne fait pas un de trop dans leur catalogue.
A mon avis ils attendent donc de voir comment va être acceuilli the Expanse avant de se lancer sur EP².
- Pirox
Mes 2 cents.
BBE va traduire the Expanse rpg, ils sont donc en droit de se demander si 2 jeux de hard S-F se passant dans notre systéme solaire ça ne fait pas un de trop dans leur catalogue.
A mon avis ils attendent donc de voir comment va être acceuilli the Expanse avant de se lancer sur EP².
PoZ
Alors peut être en terme de timing pour éviter une sortie simultanée... mais par contre le fait que BBE sorte la V2 de EP est une certitude, les engagements ont été pris auprès de l'éditeur US.
De mon point de vue ça n'a aucun rapport. C'est comme se dire si on peut coexister avec H&D et CO ... Je pense que EP ou The Expanse ne s'adressera pas au mêmes joueurs.
Posthuman studios vient de partager avec ses Patreons un "GM Advice" pour gérer les "Gear points" (GP) et "Morph points" (MP) en mode campagne.
Une petite aide très bien venue car l'utilisation exclusive de Meta ressources pour les capacités à s'équiper est très performante dans le monde "jeu à mission" mais créer quelques doutes pour les campagnes plus classiques.
en fait je parlais de la VO (parce que l'on risque d'attendre longtemps avant la vf, surtout s'ils font un financement participatif comme généralement).
Le temps que BBE prépare le financement participatif jusqu'à la publication effective risque de prendre dans les 2 ans. J'espère que la vo sera dispo bien avant.
Posthuman studios a posté un article de conseils pour gérer les MP et GP en campagne .... c'est par la :
https://us2.campaign-archive.com/?u=e54414f9fef7be7fd074b48e6&id=51541703a9
- Zakarik
Not sure how to best deal with Morph Points (MP) and Gear Points (GP) in an ongoing campaign? Here’s a closer look at assigning and spending them!
Refresher/Overview
The system of Morph Points and Gear Points in Eclipse Phase Second Edition (EP2) works like this: for each scenario, the GM assigns a number of MP and GP to each character. The default is 6 MP and 20 GP, but GMs are encouraged to alter this according to the mission specifics. MP are used to acquire the morph for that mission, and any extra can be spent as GP. GP are used to acquire gear.
Characters with the Resources trait add the level of that trait to each of their MP and GP totals. They can also spend rep favors to acquire more points.
During the scenario itself, PCs can also use their Resources trait, rep favors, and nanofabrication to acquire additional gear. If a PC dies during a mission and needs to resleeve, they get their full MP allotment reduced by 1 — this is cumulative for multiple resleeves.
What happens at the end of the mission depends on the campaign. If the PCs stay in the same locale, they can keep their morphs and gear. If they farcast away, they either trade it in, sell it, return it to the autonomist commons, or stash it. During downtime between scenarios, PCs also have the option of using their time to acquire GP/gear.
Styles of Play
First, let’s discuss game-play styles. EP2 is designed specifically for an episodic style of play. That is, the PCs are recruited for a mission, they get their morphs and gear, they run through the scenario, and then they get some downtime before the next mission. This is an ideal style of play for one shots, convention games, and gaming groups that engage in shorts bursts and then take some time off or switch to another game. It also works for longer campaigns as long as the GM chops it up that way.
We use this setup because many missions involve farcasting to a specific location, resleeving, and doing the op—meaning that they leave their previous morphs and gear behind and need to re-equip at their new location. It fits for Firewall sentinel teams, in the sense that they are described as being on-call, going about their usual lives and affairs (the downtime part) but every so often Firewall calls them up to handle a problem. And it works for gatecrasher teams, who have time off in between gate operations.
Not every group plays this way, of course, and so that’s where some of the complications with MP and GP arise. Some games are more linear/on-going, with downtime measured in days or weeks at most between scenarios, rather than months. Some linger in specific locales rather than hopping around the setting. This raises questions about keeping the same morphs and gear while replacing losses and handling the resources available for a new operation/scenario.
Even episodic play may have some wrinkles with MP/GP. Not every episode is created equal; some are simply longer, more resource-consuming. Some are more lethal, requiring multiple resleeves (with dwindling MP). Others require frequent farcasting with the PCs not always having the option to “trade in” the resources they left behind. This is balanced out somewhat by the fact that PCs can use their Resources traits, rep favors, and nanofab to acquire what they need during a mission, but on particularly long or dangerous ops, the GM may need to take further steps.
Breaking Down an Inherent Assumption
Both MP and GP represent an abstraction—they are an approximation of the general resources the team of PCs has available—to simplify book-keeping and resource management. It also provides the GM with an opportunity to tailor each scenario by making these assets limited or abundant.
This assumption is based on the idea that the PCs have some sort of patron. Usually this is Firewall, but it could also be the gate mission’s sponsor, a criminal cartel or gang, or any other faction or backer, from anarchist groups to oligarch. The nature of this patron and the mission theater impact the MP/GP available: autonomists may have pull on the rim, but don’t have many credits or sway in the inner system. Hypercorps and oligarchs have deep coffers, but may not want to tip their hand to rivals, and their outer-system reach is restricted. Brinkers may have limited resources for payouts, whereas cartels are flush with cash and debts owed.
Rather than a specific patron, the MP/GP available could also just represent the personal resources the PCs have, though this is more delineated by the bonuses to MP/GP you can add from the Resources trait and rep favors.