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Old 03-13-2010, 06:16 PM   #26
angellis atter
 
Join Date: Mar 2010
Default Re: Spaceships 6: We Will Rock You

The point here is completely missed by most of the posts.
The issue is for fabricators you need %40 of the items cost which is represented by money as the quantitative value. You can say mining equipment produces X tons of rock per hour all you like and it only helps replicators which convert mass and nan facs to a lesser extent as they reorganize elements you feed them. Without a quantitative value to the tonnage your collecting that X tons of rock could be pure rare metallic minerals or glorified sand. Running with the sand how many tones would you need to make a certain number of glass items? Easy answer, we don't know with out a value on the sand to make up the %40 of the finished product.

Also there's talk here about mining not being adventure worthy? It could be made as enjoyable as any other facet of a game by applying the same techniques that make anything else interesting for players.

Rule 1 Danger and difficulty = reward.
Make finding mother loads a "quest" involving a variety of skills rolls and dangers. All the easy non dangerous resources you don't have to travel far afield for are quickly taken advantage of by anyone who would want them for the same reasons as the players.
Navigate the hazards, claim the treasure whatever the treasure is. The hazards could run a huge range, from competition [hostile or friendly human to unknowable alien]. Natural hazards and threats [space debris/weather or space native lifeforms]. would avoiding rouge asteroids be any less fun or interesting then a thief making rolls to detect and avoid a trap in a dungeon? There's also more mundane complications like ship malfunctions, maybe even turning into a 3 hour mining tour for a change of pace. If players getting ultra rich is a concern... don't let them. There is alot of complication that keep prices what they are mining equipment/ship and repairs aren't cheap. The possibilities to get rich aren't any higher then with standard adventuring if anything they are lower unless abiding by rule 1 to be heroic and "more fun".
I see a potential for good gaming as much here as anywhere else and its limited only by the people you bring to the table and their ability to find enjoyment in other aspects or role playing/story building that doesn't require something being killed every 3 minutes.
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