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Starship Bridge Battles
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<blockquote data-quote="Wednesday Boy" data-source="post: 6534386" data-attributes="member: 53678"><p>My group definitely struggled with this when playing a Star Wars Saga campaign. Space combat was fun for the pilot and sort of for the gunners but boring for the rest of us. My character manned a couple of support positions (I think engineering and communications) and my turns boiled down to a single skill check.</p><p></p><p>We discussed the situation with the GM and he tried spicing things up by having other stuff happen on the ship while the combat occurred. The trouble was that every space combat then had to be plagued with something else (e.g., intruders on board, damage in the ship to fix, etc.), which made for a cumbersome narrative.</p><p></p><p>Maybe you could give the support roles a way to hinder the enemy. The enemies get a bonus while they are able to communicate with each other. The communications officer can jam their communications or hack into some remote functions of their ship. But it would need to have its own minigame so it would be more interesting than a series of skill checks. Maybe [MENTION=5868]Olgar Shiverstone[/MENTION] 's card game would well work for this.</p><p></p><p></p><p></p><p>How did the FASA Star Trek fall short to you? I bought a copy of it a while ago because I heard good things about the space combat but it's wall of text poor readability discouraged me from reading just a bit of it.</p></blockquote><p></p>
[QUOTE="Wednesday Boy, post: 6534386, member: 53678"] My group definitely struggled with this when playing a Star Wars Saga campaign. Space combat was fun for the pilot and sort of for the gunners but boring for the rest of us. My character manned a couple of support positions (I think engineering and communications) and my turns boiled down to a single skill check. We discussed the situation with the GM and he tried spicing things up by having other stuff happen on the ship while the combat occurred. The trouble was that every space combat then had to be plagued with something else (e.g., intruders on board, damage in the ship to fix, etc.), which made for a cumbersome narrative. Maybe you could give the support roles a way to hinder the enemy. The enemies get a bonus while they are able to communicate with each other. The communications officer can jam their communications or hack into some remote functions of their ship. But it would need to have its own minigame so it would be more interesting than a series of skill checks. Maybe [MENTION=5868]Olgar Shiverstone[/MENTION] 's card game would well work for this. How did the FASA Star Trek fall short to you? I bought a copy of it a while ago because I heard good things about the space combat but it's wall of text poor readability discouraged me from reading just a bit of it. [/QUOTE]
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