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<blockquote data-quote="gamerprinter" data-source="post: 6533814" data-attributes="member: 50895"><p>There's got to an alternative. Storywise, giving all the players their own ship is not very feasible and quite costly to expect every PC to purchase a ship each. A separate ship each is almost like splitting the party, how can you guarantee the entire party ends up at the same planet for the next prepared session of play?</p><p></p><p></p><p></p><p>That almost sounds like saying, "You shouldn't play a cleric, because healing injured party members is not fun." While there is some truth in that, it is the reason most people play clerics in their standard D&D type game. </p><p></p><p>Much of starship operations could be relegated to "autopilot" most of the time, not requiring player participation for the bulk of interstellar travel. Take-off and landing, orbital operations, extra-vehicular activity, unexpected encounters/hazards in space, and ship combat situations would be when players need to engage as active crew members. Having to do jobs for active instances (to engage in encounters), but not all of the time, would certainly seem to be potentially enjoyable.</p><p></p><p>To me, operating the ship's guns is no different, nor less fun, than being a normal archer in combat, at least for the player running the gunnery officer. Being the pilot has got to be a fun activity - its even why I homebrewed a starship pilot class for my planned PF sci-fi game.</p><p></p><p>Have you ever looked at FGG Fire As She Bears ship rules for Razor Coast? Most ship combat systems seem to go a GM versus one player resolving combat, with the rest of players waiting around bored. FASB has crew positions: gunnery, operating the sails, steering the ship, and more in any naval engagement, so that all players have some required activity to resolve ship's combat - all party members have something to do. Why does such necessitate the absence of fun?</p></blockquote><p></p>
[QUOTE="gamerprinter, post: 6533814, member: 50895"] There's got to an alternative. Storywise, giving all the players their own ship is not very feasible and quite costly to expect every PC to purchase a ship each. A separate ship each is almost like splitting the party, how can you guarantee the entire party ends up at the same planet for the next prepared session of play? That almost sounds like saying, "You shouldn't play a cleric, because healing injured party members is not fun." While there is some truth in that, it is the reason most people play clerics in their standard D&D type game. Much of starship operations could be relegated to "autopilot" most of the time, not requiring player participation for the bulk of interstellar travel. Take-off and landing, orbital operations, extra-vehicular activity, unexpected encounters/hazards in space, and ship combat situations would be when players need to engage as active crew members. Having to do jobs for active instances (to engage in encounters), but not all of the time, would certainly seem to be potentially enjoyable. To me, operating the ship's guns is no different, nor less fun, than being a normal archer in combat, at least for the player running the gunnery officer. Being the pilot has got to be a fun activity - its even why I homebrewed a starship pilot class for my planned PF sci-fi game. Have you ever looked at FGG Fire As She Bears ship rules for Razor Coast? Most ship combat systems seem to go a GM versus one player resolving combat, with the rest of players waiting around bored. FASB has crew positions: gunnery, operating the sails, steering the ship, and more in any naval engagement, so that all players have some required activity to resolve ship's combat - all party members have something to do. Why does such necessitate the absence of fun? [/QUOTE]
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