Laurefindel
Legend
I'm making a sci fi (space opera) RPG, because making RPGs is fun.
It has been a long journey, but my last roadblock and untested gameplay is about space battles. I'm hoping that exchanging on the subject it here will help me focus my thoughts and receive new ideas/criticism.
Goal: The intent is to engage all players in a space battle just as they are in ground combat, even if they are all aboard the same ship. Here's what I got so far...
The ship is the party. If there are 4 players in the party, then the ship is a party of 4. So far so good. The analogy with a D&D party doesn't map-out exactly like a sci-fi game (in a non-d20 system to booth), but the reference is known well enough for me to convey my thoughts.
In a D&D party, players usually play different classes. There are doubles in some games but even then, characters usually fill different roles. Characters on board a spaceship will play different roles, each with their own "character class". We will call these classes "departments".
Thus characters will run different departments. Maybe it's a small ship and they all are 1-person departments, or it's a massive capital ship and the players conduct an entire crew in each department. Regardless; players are in charge.
Departments are interchangeable; some PC will perform better in some department, but all could technically fill any department. The department's class features - so to speak - come with the position rather than the PC. These departments are (names subject to change)...
Helm. The helm is run by the pilot and/or captain. It doesn't really matter who physically pilots the ship; the captain gives the commands and manoeuvres. The helm is is the "fighter" of the party; several attacks, high AC, high hp (figuratively speaking). The helm is responsible for moving the ship on the battlemat.
Coms. Communications (or sensors station) is run by the first officer/communication officer. Coms is the "thief" of the party; sneaky, skillful, provides assists, situationally backstab-y.
Tacticals. Tacticals is run by the tactical officer, i guess? On a small ship it could be a fancy name for "gunner". Tacticals is the "mage" of the party; limited big flashy attacks, at-will cantrips, shielding spells, a few utility tricks, enemy debuffs.
Engineering. Run by the chief engineer, engineering is the "cleric" of the party; provides "healing", ally buffs, utility stuff.
I thought of a few more in case of 5+ players, but these are the main ones.
Important design concept: In a D&D party, everyone can attack (some do it better) or do their class-y thing instead (which usually has some kind of daily limit). In a D&D party, everyone can target different enemies, and all can be individually targetted by enemies. In a D&D party, each character have their own hp. The party is only dead when all its members are dead; the party can keep on fighting as long as one of them is still up. And so it should be with the ship.
All departments can attack (some can do it better). All departments can do their department-y thing instead (some resources are limited). Each department can be hit and lose hp individually. The ship can be crippled but is only destroyed if all departments are breached.
At the moment, I'm thinking that each ship should have a number of actions equal to players on board. If 4 characters are on a ship, that ship should have 4 actions (1 per player), and 4 departments to destroy to sink the ship. Should all character eventually gain their own ship, I want to avoid having 4 player characters and 12 more virtual characters.
This means there need to be some kind of multiplying factor for enemies; a 1 cruiser vs 1 cruiser battle should yield about the same odds regardless whether there are 1, 2, 3 or 4 players on board. If the PC split on two ships, a 2 vs 1 advantage should resonate somehow, even if the total number of players (in other words, #attacks, hp daily resources etc) is the same. That's what I'm working on atm.
Thoughts, advice, experience with other games?
It has been a long journey, but my last roadblock and untested gameplay is about space battles. I'm hoping that exchanging on the subject it here will help me focus my thoughts and receive new ideas/criticism.
Goal: The intent is to engage all players in a space battle just as they are in ground combat, even if they are all aboard the same ship. Here's what I got so far...
The ship is the party. If there are 4 players in the party, then the ship is a party of 4. So far so good. The analogy with a D&D party doesn't map-out exactly like a sci-fi game (in a non-d20 system to booth), but the reference is known well enough for me to convey my thoughts.
In a D&D party, players usually play different classes. There are doubles in some games but even then, characters usually fill different roles. Characters on board a spaceship will play different roles, each with their own "character class". We will call these classes "departments".
Thus characters will run different departments. Maybe it's a small ship and they all are 1-person departments, or it's a massive capital ship and the players conduct an entire crew in each department. Regardless; players are in charge.
Departments are interchangeable; some PC will perform better in some department, but all could technically fill any department. The department's class features - so to speak - come with the position rather than the PC. These departments are (names subject to change)...
Helm. The helm is run by the pilot and/or captain. It doesn't really matter who physically pilots the ship; the captain gives the commands and manoeuvres. The helm is is the "fighter" of the party; several attacks, high AC, high hp (figuratively speaking). The helm is responsible for moving the ship on the battlemat.
Coms. Communications (or sensors station) is run by the first officer/communication officer. Coms is the "thief" of the party; sneaky, skillful, provides assists, situationally backstab-y.
Tacticals. Tacticals is run by the tactical officer, i guess? On a small ship it could be a fancy name for "gunner". Tacticals is the "mage" of the party; limited big flashy attacks, at-will cantrips, shielding spells, a few utility tricks, enemy debuffs.
Engineering. Run by the chief engineer, engineering is the "cleric" of the party; provides "healing", ally buffs, utility stuff.
I thought of a few more in case of 5+ players, but these are the main ones.
Important design concept: In a D&D party, everyone can attack (some do it better) or do their class-y thing instead (which usually has some kind of daily limit). In a D&D party, everyone can target different enemies, and all can be individually targetted by enemies. In a D&D party, each character have their own hp. The party is only dead when all its members are dead; the party can keep on fighting as long as one of them is still up. And so it should be with the ship.
All departments can attack (some can do it better). All departments can do their department-y thing instead (some resources are limited). Each department can be hit and lose hp individually. The ship can be crippled but is only destroyed if all departments are breached.
At the moment, I'm thinking that each ship should have a number of actions equal to players on board. If 4 characters are on a ship, that ship should have 4 actions (1 per player), and 4 departments to destroy to sink the ship. Should all character eventually gain their own ship, I want to avoid having 4 player characters and 12 more virtual characters.
This means there need to be some kind of multiplying factor for enemies; a 1 cruiser vs 1 cruiser battle should yield about the same odds regardless whether there are 1, 2, 3 or 4 players on board. If the PC split on two ships, a 2 vs 1 advantage should resonate somehow, even if the total number of players (in other words, #attacks, hp daily resources etc) is the same. That's what I'm working on atm.
Thoughts, advice, experience with other games?