|
|
|
#1 |
|
Join Date: Aug 2004
Location: Ronkonkoma, NY
|
I'm thinking about restarting my Tales of the Solar Patrol campaign. To that end, I am considering how to make characters' jobs exciting and dramatic during a space battle.
I have used Spaceships with Tales of the Solar Patrol, and found the results unsatisfying. Not only were my players uninterested in learning the basic space combat rules (lazy bums!), but I felt the play failed to allow players to focus their characters on dramatic actions. For instance, the engineer would simply make a repair roll when needed. It was too abstract. We wanted to know what we were fixing. Matt Riggsby's article "Mr. Fixit" in Pyramid 3 #37 completely solves this problem for me—as far as the ship's engineer goes. It's not compatible with the damage-control rules in Spaceships, and given the failure of Spaceships for me in this particular case, I would rather just go back to the basic vehicle rules and use "Mr. Fixit." But there remains the problem of what other characters are doing during combat. Their roles need to be cinematic and dramatic. So I have two problems that need answering:
The role of engineer is fully defined by "Mr. Fixit." Here are some of my thoughts so far regarding other roles. I would like suggestions anyone may have to fill out these ideas and make them playable.
|
|
|
|
| Tags |
| spaceships, tales of the solar patrol |
| Thread Tools | |
| Display Modes | |
|
|