In talking about adapting UGS for military games – which includes both Starship Commandos and A Team of Losers – I mentioned the need for resource management. Another part of resource management that is very important but which I did not mention is ammunition.

In my games so far, there has never been any question of equipment or ammunition – it is always assumed the character has what the character needs or what the player wants the character to have. That doesn’t work for military games. Planning and preparation are important aspects, and part of that is having the proper equipment, so it’s important that players need to make choices, and those choices can lead to negative consequences.
Ammunition is key in this. You do not want to be a soldier who has run out of ammo. Now, in most teams, a teammate will give you a magazine, but that’s a drain on a teammate’s resources, and that might put that teammate at risk. This is one reason trained military don’t spray and pray. Automatic fire suppresses the enemy by making them seek cover, but you pick your shots and make them count.
As Hicks says, short, controlled bursts.

Adapting UGS to a military game is more than just a matter of resource management. The threat of injury is a constant for a soldier in a hostile environment. A military game requires a way for players to be hurt and possibly killed. Now, I am not a fan of killing off characters. Characters are a player’s main tool for agency in the game, and removing that character – even if it means the player can drop in a new character – gives the message that the player’s agency is subordinate to the GM’s, and that is not how I want my games to work.
Further, players are invested in games through their characters. If the players cycle through characters, their investment in the game is weakened. Unless you are playing a light-hearted, beer and pretzels game, you want your players invested, because that makes them take in-game threats seriously, creating tension and excitement.
Given all this, the threat of character death still needs to be there. I cheat in SC and AToL, as right now, PCs can one-shot kill NPCs, but NPCs cannot do the same to PCs. That’s a cheat, and if I can figure out a clean and simple way to expand the rule to PCs, I will. Right now, I think the threat of real damage and possible death will be enough.
These are some of the additions I’ve made to UGS to create a military version, both futuristic and modern.
You can find the earlier article here.
You can find UGS here.




The continuing thread that runs through all my game designs starting with Sword Noir: A Role-Playing Game of Hardboiled Sword & Sorcery has been simplicity. None of my games from Sword Noir on have had more than 20 pages of rules. Examples expanded Sword Noir and Centurion: Legionaries of Rome slightly out of the 20 page milestone, but the mechanics have been pretty compact.
I wanted to get back to a system in which the GM does very little mechanical adjudication. In Sword Noir and Kiss My Axe: Thirteen Warriors and an Angel of Death, both built with the Sword’s Edge System, the GM does no dice-rolling. Everything is a target number which the GM decides beforehand. In a sandbox game, these numbers need to be assigned during the game, so there is some mechanical adjudication, but not as much as with Centurion or Nefertiti Overdrive, in which the GM is rolling dice along with the players. I want to be able to focus on the game and the story rather than the mechanics or how many dice I am using.
After a discussion with some people I trust and respect (which will be released on the Accidental Survivors feed as a Collateral episode), I have decided to move forward with Nefertiti Overdrive. I’m going to take a shot at funding it again, but there are some changes that need to be made before I do so.