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Designing Space Battle in RPG
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<blockquote data-quote="TheDelphian" data-source="post: 7956699" data-attributes="member: 7022317"><p>I designed a sci fi game and hit some of the same obstacles. I think I solved them as best I could.</p><p></p><p>One issue is. Despite everything you do, In some groups, I have found that players will not engage or don't give a flip about space combat. In my experience only half the table wants to do space combat. I have tried to figure out why. maybe I don't see because I like that aspect but that is my experience. No matter how much they have to do, even if everyone has a "Job". I just think they don't engage with it like they do a Character, even if the ship is a character its not their character. This in no way helps you so let me get on to the hopefully more useful part.</p><p></p><p>My system had a hierarchy of roles based on size of the ship and therefore control systems. Not sure I remember the exact order but more or less was - Pilot, Gunner and/or engineer, then captain/tactical.</p><p></p><p>you could have multiples doing the job which I will explain.</p><p></p><p>Pilot - well you gotta have a driver. They handled maneuvering and active defense ie dodging.</p><p></p><p>Gunner - well they shot stuff but with several types of weapons this had a tactical component and deciding when to shoot mattered as I used a space map to track range and distance. I made it simple and tracked only relative distance so they didn't by necessity move across the map but relative to each ship involved.</p><p></p><p>Engineer - handle repairs, made rolls to resist damage, gave boost to systems that affected the weapons, piloting etc.</p><p></p><p>Captain/ Tactical - They were not necessarily in charge but more coordinated between stations and provided tactical help. This was simulated by using a command and/or tactics skill to aid others. Think D&D bard to use your framework.</p><p></p><p>Now if you had enough stations you could have co-pilots, co-gunner, co-engineer that basically aided the main station. Two gunners may have control over some of the same weapons or different ones only thing was each weapon was usable basically once a round. The ship, as a stat had its actions. this also allows everyone to act not constrained by their individual builds/designs</p><p></p><p>Stations may serve multiple purposes - in a one man fighter it was pilot, gunner, engineering station bigger ships of course had more. this made ships different. also made big ships scray with more crew more things they could do. Yeah a huge battle cruiser had two actions but enough crew to dump everything in those two actions.</p><p></p><p>The captain needed only a means to communicate to be useful though you could design a comms/sensor/ tactical board for them if ya wanted.</p><p></p><p>this still leaves open the possibility of individuals doing things like medics for injured characters and repelling borders by security teams.</p><p></p><p>hope that helps.</p></blockquote><p></p>
[QUOTE="TheDelphian, post: 7956699, member: 7022317"] I designed a sci fi game and hit some of the same obstacles. I think I solved them as best I could. One issue is. Despite everything you do, In some groups, I have found that players will not engage or don't give a flip about space combat. In my experience only half the table wants to do space combat. I have tried to figure out why. maybe I don't see because I like that aspect but that is my experience. No matter how much they have to do, even if everyone has a "Job". I just think they don't engage with it like they do a Character, even if the ship is a character its not their character. This in no way helps you so let me get on to the hopefully more useful part. My system had a hierarchy of roles based on size of the ship and therefore control systems. Not sure I remember the exact order but more or less was - Pilot, Gunner and/or engineer, then captain/tactical. you could have multiples doing the job which I will explain. Pilot - well you gotta have a driver. They handled maneuvering and active defense ie dodging. Gunner - well they shot stuff but with several types of weapons this had a tactical component and deciding when to shoot mattered as I used a space map to track range and distance. I made it simple and tracked only relative distance so they didn't by necessity move across the map but relative to each ship involved. Engineer - handle repairs, made rolls to resist damage, gave boost to systems that affected the weapons, piloting etc. Captain/ Tactical - They were not necessarily in charge but more coordinated between stations and provided tactical help. This was simulated by using a command and/or tactics skill to aid others. Think D&D bard to use your framework. Now if you had enough stations you could have co-pilots, co-gunner, co-engineer that basically aided the main station. Two gunners may have control over some of the same weapons or different ones only thing was each weapon was usable basically once a round. The ship, as a stat had its actions. this also allows everyone to act not constrained by their individual builds/designs Stations may serve multiple purposes - in a one man fighter it was pilot, gunner, engineering station bigger ships of course had more. this made ships different. also made big ships scray with more crew more things they could do. Yeah a huge battle cruiser had two actions but enough crew to dump everything in those two actions. The captain needed only a means to communicate to be useful though you could design a comms/sensor/ tactical board for them if ya wanted. this still leaves open the possibility of individuals doing things like medics for injured characters and repelling borders by security teams. hope that helps. [/QUOTE]
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