Bill Zebub
“It’s probably Matt Mercer’s fault.”
A few months ago I started a thread titled Space Travel asking if anybody knew of games with interesting systems for hyperstellar travel.
I won't repeat the discussion, but the gist of it is that I wanted the party working together as a team to make decisions. If the GM is just rolling dice and telling a player (e.g. the designated "Engineer") to make a skill check, then nobody is really making any decisions, and certainly not working together. I want space travel to be a game-within-a-game, but not a "mini-game" that is divorced from roleplaying.
Really what I'm shooting for is that I want space travel in a sci-fi/space opera game to be the analogue of dungeon exploration.
I just spent 3.5 hours in the car with my 12-year-old and we talked about this for much of the drive. Here's what we came up with:
We also thought about how these maps were created.
Thoughts? Suggestions? The names of the seventeen games that have been on the market for decades that already do exactly this?
I won't repeat the discussion, but the gist of it is that I wanted the party working together as a team to make decisions. If the GM is just rolling dice and telling a player (e.g. the designated "Engineer") to make a skill check, then nobody is really making any decisions, and certainly not working together. I want space travel to be a game-within-a-game, but not a "mini-game" that is divorced from roleplaying.
Really what I'm shooting for is that I want space travel in a sci-fi/space opera game to be the analogue of dungeon exploration.
I just spent 3.5 hours in the car with my 12-year-old and we talked about this for much of the drive. Here's what we came up with:
- There are multiple possible "jump routes" between destinations, and most travel will require making several hops. I.e. a kind of "traveling salesman" problem.
- There are variables to consider when choosing a route, including:
- The demands placed on the ship for each leg, compared to the advantages/disadvantages of your own ship
- The skill required to successfully navigate the route*
- The type of hazards faced if a jump mistake is made and you don't emerge where you expect
- The amount of fuel required
- The stops along the way (hazards, factions, etc.)
- E.g., "I don't know, that's a tricky jump, and there's an asteroid field near that star that's easy to land inside, and our forward matter shields are in a bad state..." "Yeah, but the Zeta Station is nearby, and those guys owe us a favor."
- *The difficulty level of a route is a function of how many times it has been traveled (with the idea that the math gets refined).
- Some common routes have a lot of shared data so they are pretty safe
- For many secret/protected routes the people who travel them don't share the data. Getting data on those routes becomes an objective.
- Discovering brand new routes is considered crazy and is mostly left to droids, most of which never return. (Those that do are...different.)
- Some vague, un-defined, hypothetical mechanic in which everybody contributes to each leg by simultaneously rolling a relevant skill, and it's the combination/matrix of these rolls that determines how successful the jump is.
We also thought about how these maps were created.
- Our first idea was that random table generation, including lists of colorful challenges/hazards, would let GMs create star maps as they were explored
- It would be fun to open this up to the community to come up with ideas for the tables
- Additionally/alternately, the game could start with a bunch of established star systems and routes, but include the tables for expanding beyond the campaign areas
- These rules could be built into a web app that allows you to instantly generate star maps of arbitrary sizes (and route densities)
Thoughts? Suggestions? The names of the seventeen games that have been on the market for decades that already do exactly this?






