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#1 |
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Join Date: Aug 2004
Location: Ronkonkoma, NY
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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.
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#2 |
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Aluminated
Join Date: Feb 2005
Location: East of the moon, west of the stars, close to buses and shopping
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I remember Starfleet Battles or some variant thereof dividing up tasks among players so you could have a many-player game with only two ships. Unfortunately, I don't recall all the roles. I think it went something like this, though:
Anyway, in order to make all of these useful, you may need to introduce more detailed results in combat. For example, the guy running the sensors is can be useful if you can determine how much damage you've done and/or to which systems on a successful roll ("Enemy's starboard shields are buckling, captain." "Weapons, target their starboard weapons battery!"). The medical and damage control officers are vital if you can get damaged people and systems back up and running in combat time (which is probably an argument in favor of using the damage control rules in Spaceships).
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I've been making pointlessly shiny things, and I've got some gaming-related stuff as well as 3d printing designs. Buy my Warehouse 23 stuff, dammit! |
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#3 |
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Join Date: Aug 2004
Location: Columbia, Maryland
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Not SFB, but the FASA Star Trek rpg. And the roles quoted seem right to me, though it has been some time since I last looked at those rules.
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#4 |
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Join Date: Aug 2004
Location: Columbia, Maryland
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If memory serves, there was also an energy allocation component to the FASA system. The engineer had so many points of energy to allocate to each station. Then each station manager would use those points to energize weapons, etc.
I think I used the system once, but don't recall how it went. I know it always looked like it would be fun. |
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#5 | ||
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Join Date: Aug 2004
Location: Ronkonkoma, NY
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Quote:
Quote:
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#6 |
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Aluminated
Join Date: Feb 2005
Location: East of the moon, west of the stars, close to buses and shopping
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Ah, yes, that's it. I think I confused them because the SFB gamers I knew were also into the FASA material, so I always saw them together. Anyway, never played it more than a couple of times, but it was a very cool idea.
__________________
I've been making pointlessly shiny things, and I've got some gaming-related stuff as well as 3d printing designs. Buy my Warehouse 23 stuff, dammit! |
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#7 | |
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Aluminated
Join Date: Feb 2005
Location: East of the moon, west of the stars, close to buses and shopping
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Quote:
__________________
I've been making pointlessly shiny things, and I've got some gaming-related stuff as well as 3d printing designs. Buy my Warehouse 23 stuff, dammit! |
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#8 |
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Join Date: Feb 2008
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Hmm seems like lots of pre-game work. How large the star ships are? There is huge difference between Firefly type ( 3 people could fly it) and imperial destroyer (thousands are needed). The role of captain is sometime irelevant, players generaly hate to be ordered around.
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My topic Randover's Magical setting Enchanting proposals, mana levels, magery...and other stuff for Wizards based campaing. Motto: "Why not create cash by magic? Job as any other." |
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#9 |
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Join Date: Aug 2004
Location: Ronkonkoma, NY
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The ships are mostly relatively small. A Patrol Ship (the usual PC ship) has Occ. 10+2ASV, though the book says it can have a crew anywhere between 3 and 10; a Patrol Cruiser, a heavy warship, has Occ. 50+50ASV. The largest listed ship is the Jovian Conqueror, with Occ. 100+250ASV.
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#10 |
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Join Date: Nov 2007
Location: The City of Subdued Excitement
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Funny, I've been thinking of running a one shot along the lines of Tales of the Solar Patrol, and I was just talking about this issue last night with my wife. We came up with this:
Captain -- gives orders. Probably the least interesting role, and so maybe held down by an NPC. Pilot -- flies the ship, makes rolls to pull off tricky maneuvers. Gunner -- shoots enemy ships. Engineer -- allocates power to engines, weapons, and shields, and also makes repairs. This role could be divided. Science Officer -- monitors sensors to discover how the enemy is allocating his power, and what damage the enemy has taken. Alternately, uses Quick Gadgeteer to invent a new weapon or propulsion system on the spot. Radioman -- intercepts enemy communications to find out their intentions, or jams them to give them a penalty to Tactics Doctor -- patches up the crew and keeps them in the fight. Ship's Cat -- hides in hold. |
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| spaceships, tales of the solar patrol |
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