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Designing Space Battle in RPG
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<blockquote data-quote="Imaculata" data-source="post: 7957882" data-attributes="member: 6801286"><p>One of the biggest challenges I feel, is making every role on board the ship equally exciting. Being the pilot is only fun if there is more to do than making pilot checks (such as strategic maneuvres and stunts). Being the gunner is always fun.... but what if you are neither of these two?</p><p></p><p>I think the show The Expanse does a great job at showing different takes on space combat. I like how in that show someone may have to fix a leak in the hull of the ship, while the pilot is making dangerous stunts mid space combat. And how tools may start flying around in zero gravity like deadly projectiles. </p><p></p><p>So what if you're the doctor, or the engineer? How can a DM make that role exciting? Having to navigate the ship to fix things, while you're being flung about by the pilot's stunts, can be plenty exciting. And what if things catch fire in zero G, and you need to contain and vent a room? These are the sorts of decissions that make for exciting roleplaying I think. You want to get beyond just rolling repair checks.</p><p></p><p>Lastly there's the rules for space combat. I haven't found a system that I really like, but that really has a big impact on how exciting space combat in general really is. Most systems do a really poor job at it. I'm half inclined to design my own system for it frankly.</p></blockquote><p></p>
[QUOTE="Imaculata, post: 7957882, member: 6801286"] One of the biggest challenges I feel, is making every role on board the ship equally exciting. Being the pilot is only fun if there is more to do than making pilot checks (such as strategic maneuvres and stunts). Being the gunner is always fun.... but what if you are neither of these two? I think the show The Expanse does a great job at showing different takes on space combat. I like how in that show someone may have to fix a leak in the hull of the ship, while the pilot is making dangerous stunts mid space combat. And how tools may start flying around in zero gravity like deadly projectiles. So what if you're the doctor, or the engineer? How can a DM make that role exciting? Having to navigate the ship to fix things, while you're being flung about by the pilot's stunts, can be plenty exciting. And what if things catch fire in zero G, and you need to contain and vent a room? These are the sorts of decissions that make for exciting roleplaying I think. You want to get beyond just rolling repair checks. Lastly there's the rules for space combat. I haven't found a system that I really like, but that really has a big impact on how exciting space combat in general really is. Most systems do a really poor job at it. I'm half inclined to design my own system for it frankly. [/QUOTE]
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