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Best rules for a space trading game?
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<blockquote data-quote="Wednesday Boy" data-source="post: 6948814" data-attributes="member: 53678"><p>In my experience this is a really difficult nut to crack. Giving everyone their own task helps somewhat but the trick is that their task has to be meaningful. All players had unique roles in our Star Wars Saga Edition game (pilot, gunner, engineer, sensors) but the actions available were too straightforward and binary to be adequately compelling. For example, the character on the sensors could target lock an enemy ship which sounds like it could be fun or interesting but it was a simple skill check to give a bonus on the next hit. If I'm rolling the same action every turn, it's as boring as if I wasn't involved at all.</p><p></p><p></p><p></p><p>I think this helps the issue some but the GM has to make the tasks engaging. My friend and I tried coming up with engaging situations for non-pilot characters to deal with during space combat and had some recommendations--fixing a dangerous system failure, treat wounded people, fend off an enemy aboard their ship. The conundrum we noticed is that having those engaging situations makes the game interesting for non-pilots but stretches the fiction because something terrible happens in the ship for every space combat. Or you don't stretch the fiction and have space combats where most of the players are not engaged. If you (or anyone) have ideas or ways to combat this, please share!</p></blockquote><p></p>
[QUOTE="Wednesday Boy, post: 6948814, member: 53678"] In my experience this is a really difficult nut to crack. Giving everyone their own task helps somewhat but the trick is that their task has to be meaningful. All players had unique roles in our Star Wars Saga Edition game (pilot, gunner, engineer, sensors) but the actions available were too straightforward and binary to be adequately compelling. For example, the character on the sensors could target lock an enemy ship which sounds like it could be fun or interesting but it was a simple skill check to give a bonus on the next hit. If I'm rolling the same action every turn, it's as boring as if I wasn't involved at all. I think this helps the issue some but the GM has to make the tasks engaging. My friend and I tried coming up with engaging situations for non-pilot characters to deal with during space combat and had some recommendations--fixing a dangerous system failure, treat wounded people, fend off an enemy aboard their ship. The conundrum we noticed is that having those engaging situations makes the game interesting for non-pilots but stretches the fiction because something terrible happens in the ship for every space combat. Or you don't stretch the fiction and have space combats where most of the players are not engaged. If you (or anyone) have ideas or ways to combat this, please share! [/QUOTE]
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