Space Travel?

This thread sent me into a rabbit hole of SF sources I more or less remember having read, read the rules, seen on screen or played that I used AI assistance to create a taxonomy of FTL travel modes. Anybody interested in the intermediary seed prompt?
 

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I agree that it's tedious, but I'm not sure it's because each person gets assigned to a role. A lot of games do a similar thing in combat (tank, stabber, healer, ranged nukes, etc.) and that doesn't get old. Or, at least, it doesn't get old as fast.
I think the reason it works maybe is that the different roles are diverse and all contribute in some way directly to defeating the enemy, and are also all personally at risk. It's not like games have "party hit points" that the NPCs are removing when they attack someone - no, the enemy is going after someone specific, like the wizard, the wizard is losing their hit points and he could end up dying or dead while the rest of the party is still fighting.
Most roles even attack the opposition directly (healers might be the ones that do it the least, depending on the specific implementation, and it can lead to the role being unpopular even compared to the more straightforward DPS and crowd control roles). It's all way more personal and direct.

The Engineer might be kind of a healer/buff role - but aboard the Millenium Falcon or USS Lexington, he is not tanking the attacks, the entire party's ship is. He isn't going to be knocked out (usually) from attacks. And he's never going to make an attack! The helmsman might be making fancy aerial or spatial maneuvers, but he's not dealing damage, and he isn't going to get knocked out by the enemy's attackers.
 

Mongoose Traveller suffers from "task library" disease with a complication of "must be rolling dice" or the players are not having fun.

Get rid of all dice rolls involving travel, it just happens, jut like it did in classic Traveller all those years ago.

Your space treasure map says the next clue is on Arglebargle VII so you set the course, activate the jump drive and arrive there.

Decades ago the first game of Traveller I ever played in had us using teleportation from world to world because that's where the space dungeons to explore and loot are to be found, and the referee could not be bothered with space travel boredom.
 

"We travel to the Alderaan system."
Star Wars offers a good template for how to deal space travel. Once you are in hyperspace it’s very unlikely that you will encounter anything, so it’s down time. You can engage in the usual downtime activities: training, playing mini-games, crafting, character development and role-play.

You could even tell your players to talk to each other for a certain time!
 

I agree that it's tedious, but I'm not sure it's because each person gets assigned to a role. A lot of games do a similar thing in combat (tank, stabber, healer, ranged nukes, etc.) and that doesn't get old. Or, at least, it doesn't get old as fast.
In other games, the PCs usually have some meaningful choices to make during combat. Who to attack, where to move, do they help a fellow PC or attack an NPC, etc., etc. In a game like Rogue Trader, Fantasy Flight's version at least, when you're in ship-to-ship combat most PCs don't have an opportunity to make any meaningful decisions. The Priest character could make a Put Your Backs Into It roll every round to inspire the crew, but it was the only way he could make any meaningful contribution during ship-to-ship encounters. It became very tedious very quickly. Though kudos to the design team for making sure everyone had something to do aboard ship.
Boring. That's just a board game, not a roleplaying game. (Except maybe in the sense that the dice rolls are generating prompts for roleplaying. But Monopoly could do that, too: "You must pay the rent!" "But I can't pay the rent!" "You must pay the rent!" "But I can't pay the rent!" "I'll pay the rent!" "My hero!")
You're absolutely right. Another problem is having these skills very often means the character is less skilled in areas that are likely more meaningful to them. In Fantasy Flight's Star Wars, being a hot shot pilot meant my skill tree was devoted to piloting but we spent the majority of the game on the ground.
 

In other games, the PCs usually have some meaningful choices to make during combat. Who to attack, where to move, do they help a fellow PC or attack an NPC, etc., etc. In a game like Rogue Trader, Fantasy Flight's version at least, when you're in ship-to-ship combat most PCs don't have an opportunity to make any meaningful decisions. The Priest character could make a Put Your Backs Into It roll every round to inspire the crew, but it was the only way he could make any meaningful contribution during ship-to-ship encounters. It became very tedious very quickly. Though kudos to the design team for making sure everyone had something to do aboard ship.

You're absolutely right. Another problem is having these skills very often means the character is less skilled in areas that are likely more meaningful to them. In Fantasy Flight's Star Wars, being a hot shot pilot meant my skill tree was devoted to piloting but we spent the majority of the game on the ground.
FASA Star Trek did the best job (that I am aware of) of dividing ship combat roles between players, but was designed for three or four players and wouldn’t really work for more. It also left an awful lot of work for the GM in encounters involving multiple ships. Did I tell you about the time my starship defeated eight Orion Pirate ships? Beat that Kirk!
 

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