Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Best rules for a space trading game?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Celebrim" data-source="post: 6947705" data-attributes="member: 4937"><p>Right now my preferred rules for a space campaign would probably be in order:</p><p></p><p>N.E.W</p><p>D20 Future</p><p>GURPS</p><p></p><p>I adore the N.E.W. ship building rules at the conceptual level, particularly the emphasis it gives to giving 'soft' design features like crew comfort 'hard' advantages. That's just brilliant and something that is very welcome and needed. It also looks to be a pretty tight system overall. I'm a big fan of D20 as a universal but light system, and I think it captures the heroic model really well in a way that overemphasizing realism in a world with artillery just won't. And GURPS has an amazing amount of resources out there to draw on that let you mix and match off the shelf components, but unlike D20 is a bit on the heavy side and can be hard to run and not compelling in combat.</p><p></p><p>In my opinion, don't get too heavily into economics simulation as economies are vastly too complex to run by simulation and will always require a heavy hand of fiat. You'd be better of running the ship economy as a hybrid simulation/narrative model, using something like the Firefly series as a good example of how to use economics as a steering mechanism for the game. A few simple tables for profit margins and unexpected maintenance costs are probably all you need.</p><p></p><p>In particular, I need to call out Wednesday Boy's superb and insightful comment just above mine. A pure trading game is a game really intended for just as DM and a single player (or at most perhaps two players). The logistics of running a ship and managing a small personal 'household' economy can make for compelling game play, but it doesn't make for compelling gameplay for a group as most of the group will simply not have enough to do most of the time. You'll want to make trading and keeping things running and managing the finances part of what drives the gameplay, and not the focus of it. Again, the Firefly series is both instructive as to how to use that to drive story, and why something like Firefly doesn't directly work as a table top RPG game unless really only Mal is a PC. Think how rarely the full cast shares a scene. RPGs work when the full cast is sharing a scene. </p><p></p><p>As long as I'm calling out Firefly, consider spending some time reading 'Tales of the Ketty Jay', which takes the same idea and runs with it in a Steampunk setting AND also works rather better as an RPG template because (with the exception of the two fighter pilots, which tend to fall into the NPC category quite often) most of the cast/crew works together most of the time.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 6947705, member: 4937"] Right now my preferred rules for a space campaign would probably be in order: N.E.W D20 Future GURPS I adore the N.E.W. ship building rules at the conceptual level, particularly the emphasis it gives to giving 'soft' design features like crew comfort 'hard' advantages. That's just brilliant and something that is very welcome and needed. It also looks to be a pretty tight system overall. I'm a big fan of D20 as a universal but light system, and I think it captures the heroic model really well in a way that overemphasizing realism in a world with artillery just won't. And GURPS has an amazing amount of resources out there to draw on that let you mix and match off the shelf components, but unlike D20 is a bit on the heavy side and can be hard to run and not compelling in combat. In my opinion, don't get too heavily into economics simulation as economies are vastly too complex to run by simulation and will always require a heavy hand of fiat. You'd be better of running the ship economy as a hybrid simulation/narrative model, using something like the Firefly series as a good example of how to use economics as a steering mechanism for the game. A few simple tables for profit margins and unexpected maintenance costs are probably all you need. In particular, I need to call out Wednesday Boy's superb and insightful comment just above mine. A pure trading game is a game really intended for just as DM and a single player (or at most perhaps two players). The logistics of running a ship and managing a small personal 'household' economy can make for compelling game play, but it doesn't make for compelling gameplay for a group as most of the group will simply not have enough to do most of the time. You'll want to make trading and keeping things running and managing the finances part of what drives the gameplay, and not the focus of it. Again, the Firefly series is both instructive as to how to use that to drive story, and why something like Firefly doesn't directly work as a table top RPG game unless really only Mal is a PC. Think how rarely the full cast shares a scene. RPGs work when the full cast is sharing a scene. As long as I'm calling out Firefly, consider spending some time reading 'Tales of the Ketty Jay', which takes the same idea and runs with it in a Steampunk setting AND also works rather better as an RPG template because (with the exception of the two fighter pilots, which tend to fall into the NPC category quite often) most of the cast/crew works together most of the time. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Best rules for a space trading game?
Top