Jack_of_Spades |
1 person marked this as a favorite. |
I love sci-fi style games, but there's always one thing that I run tino a problem with. Spaceships. In many movies and books, the ship is almost like a character in its own right. The Enterprise, The Serenity, The Millennium Falcon. And combat in those looks neat and fast paced and everyone has something to do.
In games however, it tends to feel slow and dull, especially if you aren't the pilot/navigator/helmsman. Not everyone has something to do that they're good at, and if you DO give everyone something to do, it takes forever to get anything resolved. And the ultimate result of moving a ship, feels like working 1 PC as a team...a very clunky team.
I want ship combat that feels fluid. That lets everyone contribute. And is something that doesn't get super slow.
I realize that you could just use the ship as a means to an end. Just gloss over the travel but that seems to detract from a sense of...I don't know. Some sort of adventure that makes those ships appealing in other mediums.
Anyone else have thoughts about using ships in games?
Jack_of_Spades |
Oh, I didn't even think of flying saucers. I was thinking about AD&D's Spelljammer campaign setting. This was announced and I was like...Yay! You're useful again!
Also, on an unrelated matter, I don't remember if I invented it or I heard about it somewhere, but we ended up using a new unit of measurement for describing how much a ship could carry. It was called a Metric Ton. A metric ton was a 10x10x10 cube. I hope to get to use that again lol.
Jack_of_Spades |
Spaceship PCS!!!!
(But seriously, maybe some kind of side-system such that as the party grows and levels, their ship can do so alongside them? Learn new maneuvers, gain ship traits, etc.)
Man, ship levels would be cool. I could definitely see that as a good way to increase ship capabilities without it being tied into the party's GP. (or Monies.)
The hard part with that, is it still means if you get into ship combat, that not all PCs are smoothly helping. I'm hoping for a way that a cleric, wizard, fighter, and rogue can all help. Spelljammer almost had stuff for that...
Clerics would heal crew, wizards would buff the ship. fighters and rogues could gear weapons but, all their combined actions still seemed to add up to "the ship moves and shoots". Like moving one PC as some sort of...clumsy megazord.
Arturius Fischer |
2 people marked this as a favorite. |
It's pretty much the same issue focused when characters are on a sailing ship. Each character can fulfill a different role, or each player can be given something else to do or dice to roll for a specific task. The "Ship as one giant PC, with players working as a team" is generally how ships WORK.
If you want it to be 'smoother' or 'faster' or whatever, you have to give a specific goal. What do those terms mean to you?
You'll find in most SciFi / Space Opera shows, most of the crew isn't directly contributing to the fight. Oh, sure, Ensign Snuffy is making sure the hyperspace capacitors are properly charged and not damaged, and Sgt Shootem has a marine crew ready to repel boarders, but we don't see that very much. Even the main characters often aren't all directly contributing. What are Princess Leia and C-3PO doing on the Millenium Falcon in a fight? Not much, that's for sure.
So if you're running the game or wanting one that meets your requirements, you'll have to be a bit more specific.
Personally, I'd talk with the players and find out how they would be interested in working together for it.
If everyone wants a specific role, such as engineer and pilot and gunner and whatnot, then the "Giant Team PC" that is the default works fine (though you MIGHT want to add more options. Personally I take the D20 Future AND Star Wars D20 character spaceship roles options and smush them together, so all the side roles have plenty ways to help).
On the other hand, if EVERYONE wants to fight and shoot guns, the DM should consider them getting some type of Drone Ship (small party) or Carrier (large party) and the players planning out their characters accordingly. This way, each person gets to control a ship, even though it isn't THE ship, and everyone gets to fight as normal on the battlemap. Of course, this will slow things down, just as more PC's cause combats to take longer.
This Starfinder reminds me a LOT of the old Dragonstar. I hope it is a spiritual successor to it, because that setting was quite interesting. I do, however, hope they give us better ship-to-ship rules than we've seen in prior Pathfinder supplements.
---
"Levelling" a ship is an interesting concept, but how would it be done? A system of 'upgrades' and purchases that make the ship bigger or more capable? Or are you referring to a 'living ship' that has Hit Dice and whatnot, and actually 'grows' over time (like a Dragon)?
Torbyne |
So Spelljammer types arent exactly out. Magic still exists in the high tech setting which means we might have some techno-magic stuff and flat out magic spaceships in addition to more standard ones. It also sounds like all FTL drives are dependent to some extent on a diety so maybe huge cathedral ships too. I am feeling something like Saga where you can mix magic elements into ship design for stealth. imagining having to run long range EM and Detect Magic sensors to maintain awareness.
I would think ship combat will be similar to Traveller where one PC runs weapon systems, one for command/piloting, one for sensors and jamming etc.
I hope they stream line damage types though. Maybe bring it down to just Kinetic, Energy and Radiation instead of three forms of physical and 5-8 energy types that are all resisted independently.
DeathMvp |
I hope to see some cool stuff for this. I hope that they take some thinks from some of the starwars d20 starships. The revised version worked well for me except that the sheileds Dr had to be doubled. It had rules for each station on a ship for players so you could have a 7 or 8 man crew and each doing things on thier turn at the same time.
Some of the spots off my head here
Poilet
Co poilet
Gunner
Enginer
Commander.
I also hope they have rules to customize the ships and maby it is becouse of how you grew up but we always liked tweeaking things on ships even it it coused problems on the ship. (One player put a capital gun on his that if fired she shield shut down for 1d10 turns, another but so much extra Hull on his x-wing it was more round and the players called it a egg Wing).
Drahliana Moonrunner |
1 person marked this as a favorite. |
So Spelljammer types arent exactly out.
The Paizo staff seem to exhibit an extreme dislike for Spelljammer style cosmology, particurlarly flat worlds on turtles, and open sailing ships that provide atmosphere and gravity just by being in Spelljammer's magical wildspace.
Distant Worlds shows a very distinct bias towards a very "sciencey" type of space setting, at least on the level of classic pulps.
CBDunkerson |
Freehold DM wrote:Was it thrown? i remember it as one of their crude ship weapons, possibly a mass driver or the like.Anything not Firefly-related.
Cuz hurling a spear through a ship is stupid.
Although it did make me laugh.
I was the only one in the theatre laughing.
Definitely not thrown. Way too big for that.
Arturius Fischer |
It was some harpoon-like weapon fired from an impossible angle against a crippled, grounded ship in a tunnel simply for a quick 'gotcha' kill to a main character for no reason.
Didn't make me laugh, but was a definite facepalm moment. Joss does some clever stuff most of the time, then he does some really dumb things.
I could see there being something similar in Spelljammer or possibly even this new Starfinder, as a way of 'grappling' an enemy ship so it can't escape from a boarding operation or the like. That would assume it's more on the Fantasy side, though. If it's on the Sci-Fi side, it doesn't really make sense (at best, you'd use transporters or boarding pods).
Freehold DM |
It was some harpoon-like weapon fired from an impossible angle against a crippled, grounded ship in a tunnel simply for [ba quick 'gotcha' kill to a main character for no reason.[/b]
Didn't make me laugh, but was a definite facepalm moment. Joss does some clever stuff most of the time, then he does some really dumb things.
I could see there being something similar in Spelljammer or possibly even this new Starfinder, as a way of 'grappling' an enemy ship so it can't escape from a boarding operation or the like. That would assume it's more on the Fantasy side, though. If it's on the Sci-Fi side, it doesn't really make sense (at best, you'd use transporters or boarding pods).
there was a reason. Whedon needs to sacrifice a character a film in order to keep his gravy train rolling. You know this.
Odraude |
It's pretty much the same issue focused when characters are on a sailing ship. Each character can fulfill a different role, or each player can be given something else to do or dice to roll for a specific task. The "Ship as one giant PC, with players working as a team" is generally how ships WORK.
If you want it to be 'smoother' or 'faster' or whatever, you have to give a specific goal. What do those terms mean to you?
You'll find in most SciFi / Space Opera shows, most of the crew isn't directly contributing to the fight. Oh, sure, Ensign Snuffy is making sure the hyperspace capacitors are properly charged and not damaged, and Sgt Shootem has a marine crew ready to repel boarders, but we don't see that very much. Even the main characters often aren't all directly contributing. What are Princess Leia and C-3PO doing on the Millenium Falcon in a fight? Not much, that's for sure.
So if you're running the game or wanting one that meets your requirements, you'll have to be a bit more specific.
Personally, I'd talk with the players and find out how they would be interested in working together for it.
If everyone wants a specific role, such as engineer and pilot and gunner and whatnot, then the "Giant Team PC" that is the default works fine (though you MIGHT want to add more options. Personally I take the D20 Future AND Star Wars D20 character spaceship roles options and smush them together, so all the side roles have plenty ways to help).
On the other hand, if EVERYONE wants to fight and shoot guns, the DM should consider them getting some type of Drone Ship (small party) or Carrier (large party) and the players planning out their characters accordingly. This way, each person gets to control a ship, even though it isn't THE ship, and everyone gets to fight as normal on the battlemap. Of course, this will slow things down, just as more PC's cause combats to take longer.
This Starfinder reminds me a LOT of the old Dragonstar. I hope it is a spiritual successor to it,...
The drone control isn't a half bad idea actually. It would give all of the players something to do in combat. Would be a cool way to handle it.
Shisumo |
I'm hoping for core low level access that doesn't require you to be military or in debt to the local crime lord.
Class feature and/or feat access might be options, if they want to keep a "ships are actually pretty expensive" model but have an easy mechanic for it. I'm envisioning something like the level-based advancement of an animal companion, available as either a class feature of a pilot/captain/engineer kind of class or through the use of a feat.
Honestly, price tags for basic ship models are almost beside the point from a gamist perspective. In a space-based setting, ships are either a plot convenience to allow the PCs access to the worlds of the story or, at best, something like a friendly NPC. Whether the PCs should have a free ship at 1st level is really a function of what kind of adventure the GM is planning to run.
Drahliana Moonrunner |
1 person marked this as a favorite. |
Arturius Fischer wrote:there was a reason. Whedon needs to sacrifice a character a film in order to keep his gravy train rolling. You know this.It was some harpoon-like weapon fired from an impossible angle against a crippled, grounded ship in a tunnel simply for [ba quick 'gotcha' kill to a main character for no reason.[/b]
Didn't make me laugh, but was a definite facepalm moment. Joss does some clever stuff most of the time, then he does some really dumb things.
I could see there being something similar in Spelljammer or possibly even this new Starfinder, as a way of 'grappling' an enemy ship so it can't escape from a boarding operation or the like. That would assume it's more on the Fantasy side, though. If it's on the Sci-Fi side, it doesn't really make sense (at best, you'd use transporters or boarding pods).
If death doesn't involve a character we care about, or hate enough, than it's not a significant death. Serenity was the closeout of a series that had already been canceled out of existence that would never be run again. So yes, I'm all for making bold moves especially when there isn't going to be any tomorrow.
And yes there was a good reason for him to die... it's called being in the middle of a warzone with Axe Crazy Space Berserkers.
Torbyne |
Freehold DM wrote:Arturius Fischer wrote:there was a reason. Whedon needs to sacrifice a character a film in order to keep his gravy train rolling. You know this.It was some harpoon-like weapon fired from an impossible angle against a crippled, grounded ship in a tunnel simply for [ba quick 'gotcha' kill to a main character for no reason.[/b]
Didn't make me laugh, but was a definite facepalm moment. Joss does some clever stuff most of the time, then he does some really dumb things.
I could see there being something similar in Spelljammer or possibly even this new Starfinder, as a way of 'grappling' an enemy ship so it can't escape from a boarding operation or the like. That would assume it's more on the Fantasy side, though. If it's on the Sci-Fi side, it doesn't really make sense (at best, you'd use transporters or boarding pods).
If death doesn't involve a character we care about, or hate enough, than it's not a significant death. Serenity was the closeout of a series that had already been canceled out of existence that would never be run again. So yes, I'm all for making bold moves especially when there isn't going to be any tomorrow.
And yes there was a good reason for him to die... it's called being in the middle of a warzone with Axe Crazy Space Berserkers.
It also set up the following scenes where in survival wasn't guaranteed and when the characters acted like they were about to die the audience could believe them. Then we get to see Capt. Mal brought to an emotional place we haven't seen before and we learn something new about the character based on how he acts.
Arturius Fischer |
1 person marked this as a favorite. |
If death doesn't involve a character we care about, or hate enough, than it's not a significant death. Serenity was the closeout of a series that had already been canceled out of existence that would never be run again. So yes, I'm all for making bold moves especially when there isn't going to be any tomorrow.
And yes there was a good reason for him to die... it's called being in the middle of a warzone with Axe Crazy Space Berserkers.
So, lemme get this straight... killing a character randomly in all defiance of pre-established logic is a 'bold move' that makes it 'better' when you don't have to worry about sequels? Gotcha.
There was no good reason for it. It was established that Reavers like to do horrific things to live prey, which is why they don't just blow up ships for no reason. The Serenity had crippled engines, had just faceplanted onto a planet, was in a tunnel facing away from their foes (so good luck getting out), and was clearly going nowhere. So, naturally, it's totally in-character for them to fire a giant harpoon at the cockpit of the ship, rather than just 'robble robble' up in there.
Not only does it not make sense with the characters, it doesn't make PHYSICAL sense, either. Where did that attack from from? How did it get down in the tunnel? Where were the guys who fired it immediately afterword?
It was a cheap gimmick, nothing more.
Honestly, price tags for basic ship models are almost beside the point from a gamist perspective. In a space-based setting, ships are either a plot convenience to allow the PCs access to the worlds of the story or, at best, something like a friendly NPC. Whether the PCs should have a free ship at 1st level is really a function of what kind of adventure the GM is planning to run.
This.
Spaceships aren't a 'giant piece of gear' that has to factor into the players' WBL. They are part of the plot or they are a separate system with its own balance issues (ie: the cost of the vessel relative to the enemy's, or the like).The DM can come up with plenty of ways to give them ships at level 1 if s/he wants to. And if not, they can just be carried around until they get one.
TheAlicornSage |
"it's totally in-character for them to fire a giant harpoon"
You are assuming it was fired intentionally at a character. The reaver ship was damaged, but they don't know the state of Serenity, so firing the harpoon to keep Serenity from escaping was a good move, but there also might have only been one or two reavers left alive or maybe they couldn't immediately get to the Serenity.
In any case, the point was to make it so the audience didn't assume everyone else was going to live, especially when River jumped through the hole and tossed the medkit back before being pulled way by reavers.
Steven "Troll" O'Neal |
"it's totally in-character for them to fire a giant harpoon"
You are assuming it was fired intentionally at a character. The reaver ship was damaged, but they don't know the state of Serenity, so firing the harpoon to keep Serenity from escaping was a good move, but there also might have only been one or two reavers left alive or maybe they couldn't immediately get to the Serenity.
In any case, the point was to make it so the audience didn't assume everyone else was going to live, especially when River jumped through the hole and tossed the medkit back before being pulled way by reavers.
Also, they're reavers. They probably just wanted to fire it because they're axe-crazy and firing trees at a space boat is how they get their jollies.
Claxon |
Not just ship combat but combat with various sci fi vehicles like Gundams, Starfighters, Speeder Bikes, or even grav tanks. All of this would be a must.
I didn't realize how much I wanted space mecha/gundam/battlemech until you mentioned it.
I want a class based around this. It would be glorious.
Edit: Now I've imagined a little bit more.
Basically the class would use nanomachines to create a variable battlemech but could also be used to create other machines. I'm imagining it closely mimicking the synthesist summoner mechanically because summon monster and the eidolon rules are actually a pretty good starting point to make something like this happen.
Just replace the magic part with tech.
Set |
Seconding something I saw earlier on hoping that starship rules interact with multiple characters abilities, so that it doesn't become like Shadowrun, where one player runs the rig (or cybers the deck, or whatever) and the other four stand around holding their cheese for a half hour or more, and eventually wander away bored to play video games or whatever.
To a lesser extent this happens in lots of other games as well, when one character astral projects or has a dream-quest / harrowing or sneaks ahead to scout out an area or has a movement type the others can't replicate (such as flight or an aquatic race), leading to one PC being off doing stuff (and therefore separated from the party), while the rest are essentially stuck in a holding pattern, waiting for Johnny Solo to finish his solo act.
Some of that can be dealt with narratively, by the GM, such as the Star Wars solution of having 'extra' crewmen go man the guns, because TIE fighters! or the Star Trek solution of having extra crewmen run down to engineering and bludgeon a few extra warp factors out of the wee bairns. But I'd prefer for at least some options to be baked in (as *options!*), such as a navigation system that requires a skillmonkey or occult diviner type to be on deck and interfaced with the ship, or a power system that is fueled by the arcane/divine/psychic power of another character, or whatever.
Snorb |
So, the starship crew. Obviously, the pilot flies the ship and prevents it from getting shot full of holes. And anyone serving as a gunner gets to roll the d20s that send beam weapons, missiles, dumbfire cannon slugs, rail gun bolts, &c. at the bad guys.
But what of the rest of the crew?
Engineers can do things like repair the ship, of course (if only to jury rig the hull or get a weapon powered so it'll fire again) but they're also responsible for jeeping the ship powered. I don't see why they couldn't temporarily divert power from one system to another during combat (say, -2 to attack rolls in exchange for +2 shield bonus to Defense by diverting power to shields, similar to fighting defensively.)
Scientists might be able to use electronic warfare from their bridge stations (acting as Aid Another, grant a Blur effect against incoming missiles, using the ship equivalent of Dirty Trick...)
Security teams (including some particularly daring PCs!) could be set up to repel boarders, and possibly lead boarding parties to sabotage and/or capture enemy vessels. (There's nothing like seeing an enemy vessel suddenly swing about and open fire on her comrades!)
Point is, space combat isn't just (and shouldn't just) be about two or more ships just trading lasers until one of them goes up in a shitty 1960s Star Trek special effect. Everyone can have their role in victory.
EDIT: Oh, and leveling the ship up with the PCs (like the caravan rules) would be awesome too.
Malwing |
1 person marked this as a favorite. |
Hard suits so you can get launched over and cut into their hull and start fighting dudes.
There's an encounter that I'm planning for a current scifi Pathfinder game. Basically there's a weapon that launches zombies with vibro-blades on for hands at ships. I'm still sorting out how to handle that exactly but I loved the idea of launching undead at ships.
Tengu-HalflingAlliedCommerceOrg |
Hard suits so you can get launched over and cut into their hull and start fighting dudes.
There's an encounter that I'm planning for a current scifi Pathfinder game. Basically there's a weapon that launches zombies with vibro-blades on for hands at ships. I'm still sorting out how to handle that exactly but I loved the idea of launching undead at ships.
Necrocrafts my friend, Necrocrafts.
We can cut you a deal...
Odraude |
I think for ships, there are a couple of things I'd like to see. And they all mesh together.
1. Different Systems on a Ship: A ship is more than just a hunk of metal with guns that goes lightspeed. It has several systems that keeps it running and the crew alive. I'd like this to be reflected, even just basically. Weapons, life support, engines, shields, communications. These are all ideas of the different systems you'd see.
2. Hit Locations: You see it all the time in Star Trek and can actually do it in Homeworld. Instead of just attacking the ship as a whole, you target certain parts of it. Maybe target the engine to get it to stop, or attack weapon systems to stop it from firing, or attacking life support. Of course, if you just want to blow up the ship, then you can just attack it as normal. I think this would add some more nuance in the game, especially if you want to capture a ship rather than blow it up.
3. Diverting power: Another thing you see in Star Trek. Powering down weapons to make your shield stronger, or putting everything into engines to get away quicker. This would be a cool thing to add for starships and really make it stand out from normal combat.
Special Minion |
Drahliana Moonrunner wrote:If death doesn't involve a character we care about, or hate enough, than it's not a significant death. Serenity was the closeout of a series that had already been canceled out of existence that would never be run again. So yes, I'm all for making bold moves especially when there isn't going to be any tomorrow.
And yes there was a good reason for him to die... it's called being in the middle of a warzone with Axe Crazy Space Berserkers.
So, lemme get this straight... killing a character randomly in all defiance of pre-established logic is a 'bold move' that makes it 'better' when you don't have to worry about sequels? Gotcha.
There was no good reason for it. It was established that Reavers like to do horrific things to live prey, which is why they don't just blow up ships for no reason. The Serenity had crippled engines, had just faceplanted onto a planet, was in a tunnel facing away from their foes (so good luck getting out), and was clearly going nowhere. So, naturally, it's totally in-character for them to fire a giant harpoon at the cockpit of the ship, rather than just 'robble robble' up in there.
Not only does it not make sense with the characters, it doesn't make PHYSICAL sense, either. Where did that attack from from? How did it get down in the tunnel? Where were the guys who fired it immediately afterword?
It was a cheap gimmick, nothing more.
Shisumo wrote:Honestly, price tags for basic ship models are almost beside the point from a gamist perspective. In a space-based setting, ships are either a plot convenience to allow the PCs access to the worlds of the story or, at best, something like a friendly NPC. Whether the PCs should have a free ship at 1st level is really a function of what kind of adventure the GM is planning to run.This.
Spaceships aren't a 'giant piece of gear' that has to factor into the players' WBL. They are part of the plot or they are a separate system with its own balance issues...
Oh man, then you must hate "Game of Thrones."
0-hr |
I hope we get lots and lots of starships. One of the frustrations I've had with space-based RPGs is the relative shortage of different ships. I'd love to something akin to Bestiary line; semi-annual sourcebooks just packed with all kinds of spaceships for your PCs to fly or fight against.
I agree completely, and not just because I happen to have dozens of ships ready to go :)
Honestly though, I've been waiting for this for a long time and can't wait to see how it comes out!