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<blockquote data-quote="Gradine" data-source="post: 6534670" data-attributes="member: 57112"><p>Engineering does more than control speed. There's a resource-management aspect to that position (do I allocate resources to engines to boost speed, or do I spend this action bolstering the starboard shields?). I envision the roles as distinct, ala any fantasy RPG. Helm is the skirmisher, with the emphasis on maneuvering and positioning. Your typical archer doesn't move much to begin with, so your gunner generally has more to do. And engineering is the support role, allocating its unique resources to aid or protect the party. There is something lost, individually. But there's something else gained. I believe there's probably a niche for this type of communal gameplay. But I agree it's a very different paradigm from the typical tabletop RPG, and it might very well not be the right niche.</p><p></p><p>To be honest, I wouldn't build a game around this system myself. I'd go the second route, with this being a more tangential system that crops up more as larger set pieces, and introduce action (like the boarding party) for those characters not involved in the ship to ship battles. </p><p></p><p>Or go the Star Wars/BSG route and place greater emphasis on individual starfighter dogfighting, and leave the capital ships to the NPCs. Which works fine too. But it's not what the OP was looking for.</p><p></p><p>Edit: The system I'm proposing is ultimately quite crunchy and complex, because that's the kind of system I'd imagine looking for this type of experience would enjoy. With the complexity comes precision, which is why I imagine the system involving ultimately fewer dice rolls than the typical RPG combat. And it might very well be better suited as a board or card game than tabletop RPG.</p></blockquote><p></p>
[QUOTE="Gradine, post: 6534670, member: 57112"] Engineering does more than control speed. There's a resource-management aspect to that position (do I allocate resources to engines to boost speed, or do I spend this action bolstering the starboard shields?). I envision the roles as distinct, ala any fantasy RPG. Helm is the skirmisher, with the emphasis on maneuvering and positioning. Your typical archer doesn't move much to begin with, so your gunner generally has more to do. And engineering is the support role, allocating its unique resources to aid or protect the party. There is something lost, individually. But there's something else gained. I believe there's probably a niche for this type of communal gameplay. But I agree it's a very different paradigm from the typical tabletop RPG, and it might very well not be the right niche. To be honest, I wouldn't build a game around this system myself. I'd go the second route, with this being a more tangential system that crops up more as larger set pieces, and introduce action (like the boarding party) for those characters not involved in the ship to ship battles. Or go the Star Wars/BSG route and place greater emphasis on individual starfighter dogfighting, and leave the capital ships to the NPCs. Which works fine too. But it's not what the OP was looking for. Edit: The system I'm proposing is ultimately quite crunchy and complex, because that's the kind of system I'd imagine looking for this type of experience would enjoy. With the complexity comes precision, which is why I imagine the system involving ultimately fewer dice rolls than the typical RPG combat. And it might very well be better suited as a board or card game than tabletop RPG. [/QUOTE]
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