Affording a spaceship?
So, the average character in a Space campaign has no way of ever affording a ship without spending 100 points (or more) for wealth and then blowing it all on a ship...
So, how are you supposed to allow for players in a space campaign to have a ship? |
Re: Affording a spaceship?
They have a wealthy Patron who lets them use a ship? They belong to an organization that allows them the use of a ship. Or perhaps they stole the ship and now have an enemy who is chasing them. OR perhaps they all pooled their resources and own the ship collectively. Perhaps their ship is heavily mortgaged or financed.
If the ship is a necessity for the story, then include one. There's lots of ways to get it. |
Re: Affording a spaceship?
There's always Rev. PK's "Ship Owner" advantage: see http://www.mygurps.com/t_spaceships.html
|
Re: Affording a spaceship?
I like defining ship as a HEADQUARTERS (Supers p.85) and apply "Special Abilities, +100%" for a Starship (+50% for space, +50% for Mobile).
Look at the status level that gives you the size "ship" you want (on page B266. the table will say Mansion) The effective status for a headquarters is in no way connected to your actual wealth or social Status. It is only used to determine the size of headquarters, based on the table (on page B266). You do not have to pay the cost of living to maintain the status of your Headquarters (Supers p.85) |
Re: Affording a spaceship?
Quote:
Quote:
What I CURRENTLY did, but I was looking to see if there was a better way, is I just gave the character the ship, but she also has Wealth (Wealthy) and -20 Debt. However, if I went with RPK's Ship Owner... then she could have a really nice ship with that 30pts... but then rightfully be greatly in debt to crime lords, kinda like Han Solo and the Millennium Falcon :) EDIT: Wait Wealthy is 20... hmmm so that's not as good... |
Re: Affording a spaceship?
In general, a ship is a plot device that lets the GM move the players to where he wants them to be, and is thus not worth points by itself. I'd only charge points for the other things a ship can do for you -- if it provides an income or has useful facilities you have to pay for those things.
|
Re: Affording a spaceship?
Quote:
|
Re: Affording a spaceship?
Yeah, actually the Captain is an NPC, and she's going to be hiring the players to work for her, but I was thinking I should be somewhat fair and make her "pay" for the ship, but now that I think about it, especially as you guys say that a ship should be plot device anyway, that's actually somewhat cool, since I gave her 20 points in debt, so she'll need the PCs to help her make lots of money to keep the crime boss she knows from taking her ship... or worse, taking her.
|
Re: Affording a spaceship?
Quote:
If it is indeed a 'move from A to B' purpose, with no other uses whatsoever, then yeah, just let them have it like Anthony says. Personally, if I were willing to spend points and cash on a ship, I'd very much expect to get benefits other than just having an excuse for moving from adventure to adventure (because it's perfectly fine to have all adventures of a campaign in the same city!). So, we move to . . . . . . A useful investment. This is the sort of ship that can be used both to earn money (assuming interplanetary transportation is profitable) and derive other benefits. It's essentially 100% adventuring equipment, giving both a source of income and a way to solve some of the problems in an adventure. This usually makes sense as Wealth, which indeed provides both. OTOH, if it's a matter of being in command of a ship, then you might want Rank. A Dominant or Unique organisation with Large Resources (×10) can be willing to temporarily (×10) hand over up to 5,000% of Starting Wealth worth of assets at Rank 4 [20], (which also provides 2 levels of free Status!). Multiply by 10 for each extra 2 ranks, or by 3 for extra 1. Now, if it's about being The Self-Reliant Captain, and outright 100% owning the ship instead of just being able to use it, the GM should think whether this is an acceptable set-up for the whole group. It might be, or it might not. You may in fact rule that being The Self-Reliant Captain is a highly-respected social position, and allow the PC to buy sufficient Status and replace the house-and-car (or whatever) that buying Status gets you with an equivalent-Status spaceship. With non-stellar Wealth, this tends to produce struggling-but-proud captains who fight day to day to keep their ship running. |
Re: Affording a spaceship?
Quote:
Headquarters... brilliant idea - now to play with numbers:D |
Re: Affording a spaceship?
Quote:
|
Re: Affording a spaceship?
Quote:
Also note Han's ownership of the Falcon is one of the canonical examples of Signature Gear. Han doesn't qualify for Wealth advantage until after he marries Leia. Luke's X-wing comes from his Rank in the rebel alliance. it just his Reputation gives him the ability to pick and choose his missions hence it seams like he gets to use it as a personal item. |
Re: Affording a spaceship?
It seems sig.gear has really terrible CP tp $ ratio to buy big things like ships.
|
Re: Affording a spaceship?
Quote:
Patron (6 or less, x1/2; Equipment, +100%; Minimal Intervention, -50%; Secret, -50%) [5, 8, 10, 13 or 15]... depending on how much the spaceship cost. A secret patron wishes for them to have a starship for its' own reasons and so arranged for them to have one at its' own expense. They don't know who it is, they don't realize they have one, they don't realize it was done and if they do manage to contact it they still have to make a reaction roll in order to get anything out of it. It interferes rarely; always indirectly, always secretly. |
Re: Affording a spaceship?
The trouble with owning a spaceship in GURPS is that space settings tend to treat ships like cars in outer space. Realistically, spaceships are way more expensive than that, and the GURPS prices reflect the realistic cost, not the trope.
If a character takes the usual settled lifestyle of 20% of starting wealth, then you can simply consider a spaceship to be a car in space, and ignore its price as part of the 80%. An Earthbound character of Average Wealth has a car; why shouldn't a spacer of Average Wealth have a spaceship, if they're as common as cars? If, on the other hand, the character is a wanderer and starts with 100% of starting wealth, then simply reduce the prices of spaceships to that of cars. Summary: spaceship prices are realistic; expecting ordinary individuals to own them is not. Change to cinematic prices or ignore them. |
Re: Affording a spaceship?
Quote:
|
Re: Affording a spaceship?
Quote:
|
Re: Affording a spaceship?
Quote:
Multiple editions of the Star Wars RPG have told us that the price of a used "Stock Light Freighter" is 25,000 credits. Given their commonness in the SW universe this is probably consistent with the prices of comparative items. Chris Thrash who has worked on the ships in the Serenity RPG tells us that Mal spent the equivalent of a few 100k on hi ship and that this is quite close to what a small used cargo ship costs on 21st century Earth. If your universe is conciev3ed as a place where small and cheap starships are common then any system that tells you they should cost 10s of millions is _wrong_ (for your universe at least). Just remember to be consistent. If small starships are cheap then power plants and computers and weapons of that size are cheap too. Perhaps building ships in your universe is 100x easier than Gurps Spaceships seems to think. Divide all prices by 100. Nobody connected with it is likely to complain. Go through UT and adjust prices downward there too. If a sued ship is 25k then a heavy blaster pistol won't be $5600. Same for armor and so forth. Dividing by 10 looks about right. If you don't want to reprice everything individually tell your players that the in-game "credit" is actually worth 10 meta-game Gurps $. So remember, prices in settings not at all like contemporary 21st century Earth are all _arbitrary_. Change what doesn't work in your game. |
Re: Affording a spaceship?
If a Spaceship is merely a way for the characters to get about, then having a Patron provide one, or the GM providing one as the common 'package' for everyone is perfectly reasonable.
That does not mean that wanting to treat a Spaceship as a piece of equipment (like a sword, or a horse) for which the PC needs to pay (points and/or cash) isn't a perfectly valid and reasonable option - for which our rules (GURPS) should be able to provide us with an answer. Dismissing this option in favour or just giving them one is not very helpful. Treating Spaceships like Cars is also not a particularly relevant argument. I can't think of a mainstream fiction setting where everyone of Average wealth owns a spaceship; A 'flyer' or 'speeder' maybe. Spaceships are more equivalent to Planes or Yachts (larger ones) Private shuttles might be the equivalent of helicopters, small planes or small boats, but they are still not owned by everyone. The 'What Cost of Living Gets You' box on page 266 of Basic:Characters puts owning a small yacht into Status 3 (which is basically Very Wealthy), a private light aircraft as Status 4 (basically Filthy Rich) and an executive jet as Status 5 (basically Multimillionaire 1)! The problem with simply using Wealth to buy a spaceship is they are expensive - not particularly surprising, and Signature Gear doesn't really help either. I would use PK's Wealth and Signature Gear House Rules, and if a Characters spaceship is basically their home, I would have no problem with using the 80% of Starting Wealth to cover this. In settings like Traveller, Star Wars or Firefly, where Spaceships are very common, I see no problem with simple applying a divisor to the costs. 10% of the sort of cost from a GURPS Spaceships design would make a 'tramp freighter' or small scout vessel a reasonable point purchase. Using the 'Cheap and Used Ships' options from GURPS Spaceships 2, p27/28 is also an option. You can adjust the divisors/percentages (cheap as 20%, very cheap as 10% for instance) as above. These options have the added advantage of the ship requiring extra maintenance, which keeps the characters occupied. The Supers/Headquarters rules suggested by the_matrix_walker are also a reasonable option if the Spaceships is more than just something provided by the GM, but not really personal equipment. The spaceship costs someone points (so it's not a freebie, and means something for the characters to look after), without it being a significant portion of their character points total. |
Re: Affording a spaceship?
Quote:
Not sure why this had not made it in the early round of replies. |
Re: Affording a spaceship?
Quote:
The problem is that spaceship construction rules tend to assume "spaceships are like ironclads, container freighters or jumbo jets.", they're huge, equipped with lots of expensive specialized subsystems - multi-thousand horsepower engines, heavy cargo handling gear, powerful radars, guns - built and maintained by specialists at heavy duty industrial facilities, crewed by dozens, if not hundreds of people, and owned by corporations, governments, or maybe an occasional billionaire. Spaceship *plots* tend to assume "spaceships are like sailing ships", those are small, don't carry much expensive gear (cannon excepted, and private ships *didn't* normally have more than a couple of those) built of about the same materials and skills to manufacture as a large house, crewed by a handful of people, and affordable by anybody who could pay for a large house. Note that modern yachts, which are still small and don't have much equipment you wouldn't put in a house, are still in the same price range as a mansion. The two views are not really consistent with each other, you really need to decide which one applies to your setting's standard ships. |
Re: Affording a spaceship?
Quote:
A TL 9 space fighter clocks in at G$5.31M. Its' adventuring gear and so isn't included in your CoL. This requires Wealth (Multimillionaire 1; Adventuring Lifestyle; Conditional Ownership (20%), -4%) [72] to afford said space fighter. If your characters are budgeted 150/-50 ... Heh. |
Re: Affording a spaceship?
Quote:
|
Re: Affording a spaceship?
In the campaign I'm running, I think the ship prices work, since owning a ship is a luxury. The average person isn't even a considered a citizen in fact. But, as long as they don't mess with citizens, the police leave them alone.
|
Re: Affording a spaceship?
Quote:
|
Re: Affording a spaceship?
It's not rail roading if it's your corporate handlers telling you where to go, not the GM directly. ;)
You're the only "asset" in the area and being ordered to take this mysterious delegate to Nowheresville. Then you can get back to being one of our tax write offs. |
Re: Affording a spaceship?
In my new campaign I just loaned the characters a ship. One of the characters has a grandfather and uncle who had a space ship. The actual captain is the uncle, but he won't be seen much because for all intents and purposes he is a spirit in a crystal that is linked to the ship's controls.
The ship was designed for the needs of the campaign. It has extremely high stealth and can outrun pretty much any human ship. It has a fighter on board so the ex-fighter pilot gets to show off his skills, and the ship can be used as a spy ship or merchant pioneer. The uncle being on the ship keeps enough strings on them so they won't just turn pirate. (The uncle uses his abilities to run the power supply which absolutely doesn't work without him at the level needed.) As it is the players get half the shares of any profit and they'll get paid for a couple of things (three of the characters are secret bodyguards for the techie character - a mad scientist who would be rich if she cared about money - who has two disadvantages: 1. Enemy: The Hidden (the secret police of the enemy interstellar polity) and 2. Delusion: The Hidden are just a myth. Nobody wants to kidnap or kill me. They also get paid if the ship is commissioned for an investigation mission into enemy territory. So basically the four of them (five if you count Uncle Jack - yes, "Jack the Bodiless Son of Butterfly" is his official name). While Jack the character has nothing to do with the fictional Jack the Bodiless I just thought the name was cool. Plus as the official Master of this ship he could be called "Captain Jack." |
Re: Affording a spaceship?
Quote:
|
Re: Affording a spaceship?
Quote:
|
Re: Affording a spaceship?
Quote:
There's a MyGurps alternate rule for large-scale cash-for-points which actually gives a not-absurd way to buy 'own something hugely expensive that you can't replace out of pocket money'. |
Re: Affording a spaceship?
Quote:
Quote:
There's real, and then there's realistic. I'm not talking about anything real. |
Re: Affording a spaceship?
Truckers, Commercial Fishermen, all sorts of people who own large, expensive, specialty vehicles typically have something in common: they don't start out owning their own rigs. They are financing them from a bank or similar credit institution and paying for them on a monthly or annual basis. Ships and aircraft are significantly expensive that to own one outright, you generally do need to be a multi-millionaire.
|
Re: Affording a spaceship?
Quote:
|
Re: Affording a spaceship?
An obsolete ship can often go for a lot less the it would cost to build. Upgrading to not obsolete costs more then building a new one since you have to dismantle hard to dismantle parts first. Selling for scrap gets very little because of the same so selling it cheap to someone optimistic enough to think they can make money with it is the best bet. Being obsolete to make money you have to take jobs that pay above market rates which means dangerous and/or remote. Which is perfect for many gaming campaigns.
|
Re: Affording a spaceship?
Quote:
Like a SEAL, a spy, or a super, a spaceship owner is not a 150-point character. So if the GM wants the PCs to have a spaceship he or she either sets an appropriate budget and insists that it be spent on the ship, or else assigns the ship and doesn't count it against the characters' build budget — which comes to the same thing. |
Re: Affording a spaceship?
Quote:
|
Re: Affording a spaceship?
Quote:
Quote:
… never mind. Your basic point is correct, that the value of a commercial vehicle is the present value of the expected stream of chargeable transport services it provides minus running costs (plus scrap value on scrapping). Such assets are to be found in the possession of people who can borrow cheaply. An owner who faces high borrowing costs or lucrative investment opportunities elsewhere finds it advantageous to economise current running costs (such as maintenance) at the cost of heavily-discounted operating profits in the distant future, and therefore either depreciates his asset or sells it to someone with a lower discount rate. |
Re: Affording a spaceship?
A ship could also be an NPC.
|
Re: Affording a spaceship?
Quote:
|
Re: Affording a spaceship?
Quote:
|
Re: Affording a spaceship?
Quote:
Quote:
|
Re: Affording a spaceship?
Quote:
The actual owner is an NPC (as is the first mate) and they are going to be hiring the characters, but since they also sometimes will be fighting alongside the PCs (but not always), I wanted to keep their point totals as fair as possible. |
Re: Affording a spaceship?
You can build ships as characters, so you could build the spaceship as an Ally with Minion. That does make your ship's potency directly dependent on your character's point total, and things like enhanced move, hyper jump and all it's gadgets can get quite expensive.
|
Re: Affording a spaceship?
Quote:
|
Re: Affording a spaceship?
Quote:
|
Re: Affording a spaceship?
I prefer the Mobile Headquarters... the point cost is affordable at most point levels and fixed regardless of your CP total... the only drawback is having to take labs and major systems as perks, but even that isn't too bad.
|
Even in real life there were examples --
The Greek shipping industry was built by guys who got a used Liberty ship cheap -- (Uncle Sugar didn't want to pay the storage costs) and ran them into the ground hauling loads around the poorer corners of the world. See Onassis, Niarchos, and others. If you're willing to buy a ship for scrap prices, fix it up yourself, use cheap parts and cheaper labor, you can get from point A to point B fairly cheaply. But I wouldn't want to ride that barge.
|
Re: Affording a spaceship?
Merely staying afloat is a hell of a lot easier than maintaining livable atmospheric pressure and temperature for weeks or months at a time.
|
Re: Affording a spaceship?
Quote:
|
Re: Affording a spaceship?
Quote:
|
Re: Affording a spaceship?
Quote:
|
Re: Affording a spaceship?
Quote:
|
Re: Affording a spaceship?
Quote:
|
Re: Affording a spaceship?
|
Re: Affording a spaceship?
Oh dear!
Sometimes when you are in a hole you ought to stop digging. |
Re: Affording a spaceship?
Quote:
|
Re: Affording a spaceship?
Quote:
|
Re: Affording a spaceship?
Quote:
My take on it is that it makes sense, in RPG character creation system design, to allow for the possibility of characters starting out with very expensive (and usually large) single items, which are hard to sell, and almost impossible to sell real fast unless you give an insane discount. Examples include owning a home, or indeed a vehicle such as a spaceship or a sea ship. Examples of non-large items include state-of-the-art cyberdecks, and permanent magic items. If such items must be purchased using the standard wealth/starting equipment budget rules, then they are guaranteed to "happen", in the sense of players voluntarily and freely (without "hints" or more overt pressure from the GM) going for such options. And since it is desirable for player characters to start the campaign owning such items fairly often, certainly more often than once-in-a-hyper-rare-while, it is merely good game design, thoughtful game design, to include such options in the character creation rules. A third option is for the player characters to pool resources to own a huge item. And by pool I mean non-linear synergies. That's what I opted for in Modern Action RPG, with pooled vehicle ownership, so that the PCs would be able to collectively own a sea ship or similar (or, of course, a space ship for the planned science fiction-themed expansion), with players opting out of it not contributing points towards the vehicle, and thus not having any formal say in how the vehicle is utilized during the campaign. Here, it makes a lot of sense to provide easy "access" to ownership of off-the-shelf hulls, and charge more points for "modified" or "upgraded" hulls. And by "upgraded", added firepower (or even adding firepower to a civilian hull) is likely to be a very popular option. A fourth option is to say that the ship isn't actually owned, but is instead mortgaged, and its full cost must be paid with monies earned during the campaign, i.e. over time. GURPS Space 2nd and 3rd Edition has some quick-and-dirty percentage values for that (you pay off X percent over 8 years, or Y percent over 12 years, and it's usually the worldbuilder's choice, as to what kind of mortgages the market will accept). I can't recall if Space 4th Edition has the same material. It doesn't quite fit ind. But if not, it's probably in GURPS Spaceships, either in the core PDF or in the 2nd volume. And if you don't have any of that, then if you ask, some kind person can probably provide you with the necessary figures from Space 2/3 (even me, assuming I notice your request). A fifth, used in Moongoose's version of Traveller, is to divide each ship up into standard-sized "shares". IIRC MongTraveller uses something like 1 MegaCredit per share, so the cost of one ship might be 52 shares and another ship might cost 131 shares. One of the end-of-career benefits that characters can roll is shares in various ships. In this way, player characters can own some shares of the ship, while any remaining shares must be paid off with interest, or maybe just paid interest on without any actual paying-down (depending on the financial climate of the world in which the campaign takes place). So, say a ship costs 120 shares. One PC buys 30 shares during character creation, and each of the other five PCs buys 10. That leaves 40 shares on which interest must be paid, and nominally the first PC has 3 times as much say as any of the others, in terms of what to do with the ship. With 1 Megacredit per share, a reasonable interest on a highly mobile asset might be 15% per year, or 1.25% per month, so 12.5k credits per month per share. With 40 shares that demand interest, that's half a million per month, or 6 million per year. On a ship costing 120 million, but which is 2/3 owned by its crew. |
Re: Affording a spaceship?
Quote:
If you as a GM gets to decide what kind of things the players' characters own at gamestart, why stop there? Why not also decide who they're going to be, what kinds of characters? Why not create their characters for them? Why not play their characters for them too? Heck, why have players at all? If you want to create a story, sit down and write a novel! |
Re: Affording a spaceship?
Quote:
|
Re: Affording a spaceship?
Quote:
I build a world, then I GM a campaign set in it, and I decide that in this campaign, the players' characters shall be settled by default, and that defines the cost of spaceships in the world. Then, a year later, I decide to GM another campaign in the same world, taking place in the same time period as the first campaign, but this time I decide that the default for player characters shall be a nomadic lifestyle. So suddenly all the hundreds of thousands (if not tens of millions) of spaceships in the world, owned by thousands or millions of NPCs, get their price reduced to 1/5 of what it used to be. Then, the year after that, I decide to GM a third campaign in this world, still in the same time period, but going back to settled-by-default, so suddenly every single ship in the entire universe gets its price quintupled. I'm confused now. I'm really confused. And not only am I confused. The billions of NPCs who live in this world are also confused. They thought that they understood ecnomics and finance. Not perfectly, even though high-TL Economics is obviously going to be at least slightly more scientific than present-day-TL Economics. But they thought they had a rough idea, they thought their experts, professors at the major business universities, had a rough idea of how stuff works, how money works, how and why prices change. Enough to usually be able to see changes coming before they happen (anticipation - a major benefit of living in an actual world is that you can develop a useful sense for what to anticipate), and always foreseee hugely drastic changes (such as prices getting divided by 5 or multiplied by 5) well in advance, when the cause isn't a paradigm shift (typically a major technological advancement, such as the development of fusion reactors), and to always be able to explain serious changes in hindsight. |
Re: Affording a spaceship?
Quote:
|
Re: Affording a spaceship?
Quote:
They might have one crew of 100 CP first-in type planetary explorers, and another 75 CP crew of first contact scientist-diplomats, with the other crew being 50 CP normals, but then there's this special crew, a bunch of 200 CP generalists, that get all the dangerous (and fun) jobs. |
Re: Affording a spaceship?
Quote:
|
Re: Affording a spaceship?
Quote:
Reducing the price of spaceships is a setting-based decision, not a campaign-style one. Either spaceships are as cheap as cars (or boats) or they're realistically expensive and only affordable by countries and large corporations. This does not change depending on whether the characters are settled or wanderers. You don't reduce the price of spaceships to 20% of their original cost; you reduce their price to the price of cars (or boats), because that's how much people in the world actually pay for them. |
Re: Affording a spaceship?
Quote:
Either they lucked into a ship (gifted them points maybe) or they paid for it out of charecter points, possibly using disadvantages. Changing the overall price of ships is changing the setting which SHOULD be noticed by everyone. |
Re: Affording a spaceship?
Quote:
|
Re: Affording a spaceship?
Quote:
You have a problem with having to be obscenely wealthy to freehold a spaceship, then don't run it in a setting where you have to be obscenely wealthy to do so. |
Re: Affording a spaceship?
Quote:
|
Re: Affording a spaceship?
Quote:
|
Re: Affording a spaceship?
Quote:
|
Re: Affording a spaceship?
Quote:
|
Re: Affording a spaceship?
Quote:
|
Re: Affording a spaceship?
Quote:
The second point comes down to 'don't make a game about spaceship economics and then make the economics rule out spaceships'. |
Re: Affording a spaceship?
Quote:
|
Re: Affording a spaceship?
Quote:
Don't think it resolves the issue though. Your net worth is theoretically a bunch in that case. That doesn't actually make you obscenely wealthy. |
Re: Affording a spaceship?
Quote:
|
Re: Affording a spaceship?
Quote:
Someone who has a spaceship and the skills and allies to operate it properly is likely to be making some money on it. It's funny to see spaceship captains who don't have the cash to buy a single set of clothes. |
Re: Affording a spaceship?
Quote:
In GURPS the Wealth advantage doesn't just represent your current assets or your current job, it also represents your earning potential. If you have a low wealth level then you are going to have a harder time landing the kinds of jobs that will pay enough to keep operating your ship. |
Re: Affording a spaceship?
Quote:
But if your (commercial-purposed) ship makes economic sense (sometimes dodged legitimately), and is very expensive, operating it correctly should produce a lot of income. That's quite true. But having a piece of capital capable of producing wealth, actually producing wealth with it, and being wealthy are separable, even if there is a logical path connecting them. |
| All times are GMT -6. The time now is 04:49 AM. |
Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.