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Join Date: Feb 2008
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So its summer time and I got to "borrow" gurps spaceships series 1-3 from a friend who owns them. Since I did my share of spaceopera settings and campaigns and I am close to trekie I would like to use this oportunity to wind up some way for spaceships to have bigger roles in my future project.
So far I tried using some amazing spreadsheets (from this forum folk) and doing some (few) ships. It is hard. I am pretty sure that in I invest enough effort the system seems almost intuitional. But with the limited time and the need to have a lots of stuff in my head. (Many games I GM start as improvisation.) It there some easier way how to manage spaceships? In past my players didn't tinker with there craft even if they did I had simply eyeballed the result. But this way is extremly limited in possible inspiration and inovation on my part. 1. For example is there some large deposit of Star wars and star trek ships avaible? Since this is my most favorited reference point. 2. I could persuade my friend to buy suplement or two, if it contains fullblown setting with ships and stuff. Toolboxes are fine, but if you are trying some new angles you need solid ground to build up from. 3. Is it worth the effort? Did your players enjoy extra detail and spaceship development possibilities, spacebattles? (My last spacebattle was fiasco, players weren't familiar with possibilities and saw it as dull - yes some had realy bad day, some were lazy but did you ever roleplayed epic fleet versus fleet battle?) 4. I am still doing it sooner or later. So what can help my players enjoy and understant some research and devolopment together with spaceships?
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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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