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*TTRPGs General
Piloting/Driving Combat in RPGs is No Fun!
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<blockquote data-quote="Stormonu" data-source="post: 7932759" data-attributes="member: 52734"><p>as an aside, the <a href="https://www.amazon.com/Aliens-Colonial-Marines-Technical-Manual/dp/1781161313/ref=sr_1_1?crid=14ESQR62B2DGU&keywords=colonial+marines+technical+manual&qid=1583209988&sprefix=colonial+marines%2Caps%2C180&sr=8-1" target="_blank">Aliens Colonial Marine Technical Manual</a> (a non-RPG book) from the 90's had a whole chapter on space combat - particularly utilizing the Conestoga class (USS Sulaco) and a lot of the information of that sourcebook was obviously used for building the game (I love that tech manual).</p><p></p><p>As for space combat, about the best system I've seen in the old FASA Star Trek RPG, where every player would have a station where they could contribute something during the combat. Most other systems have been hit or miss and really only shine if all the involved players have some vehicle related skill, whether operating a turret, flying the ship, operating shields, reassigning power distributions, determining enemy shield flicker ratios/scanning for weak points or flat-up have their own vehicle. Mostly, its about having something to do for everyone and having everyone interested in being involved in doing something. </p><p></p><p>As above, If only one or two players have vehicle-related skills, it's either better to quickly skim over the encounter (not the best option, as it can trivialize the PCs who spent character options on that part of the game), or find ways to keeps the other players involved. One of the go-to I've tried to use is what you see in the Star Wars series - while one group is engaged in ship combat, another is engaged in their mission against the enemy on the ground, while the third group is practicing "aggressive diplomacy" against the third leadership group.</p></blockquote><p></p>
[QUOTE="Stormonu, post: 7932759, member: 52734"] as an aside, the [URL='https://www.amazon.com/Aliens-Colonial-Marines-Technical-Manual/dp/1781161313/ref=sr_1_1?crid=14ESQR62B2DGU&keywords=colonial+marines+technical+manual&qid=1583209988&sprefix=colonial+marines%2Caps%2C180&sr=8-1']Aliens Colonial Marine Technical Manual[/URL] (a non-RPG book) from the 90's had a whole chapter on space combat - particularly utilizing the Conestoga class (USS Sulaco) and a lot of the information of that sourcebook was obviously used for building the game (I love that tech manual). As for space combat, about the best system I've seen in the old FASA Star Trek RPG, where every player would have a station where they could contribute something during the combat. Most other systems have been hit or miss and really only shine if all the involved players have some vehicle related skill, whether operating a turret, flying the ship, operating shields, reassigning power distributions, determining enemy shield flicker ratios/scanning for weak points or flat-up have their own vehicle. Mostly, its about having something to do for everyone and having everyone interested in being involved in doing something. As above, If only one or two players have vehicle-related skills, it's either better to quickly skim over the encounter (not the best option, as it can trivialize the PCs who spent character options on that part of the game), or find ways to keeps the other players involved. One of the go-to I've tried to use is what you see in the Star Wars series - while one group is engaged in ship combat, another is engaged in their mission against the enemy on the ground, while the third group is practicing "aggressive diplomacy" against the third leadership group. [/QUOTE]
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