Design Monologue 5: Adventures...in Spaaaaaaace!

To succeed, this system must allow for adventures both on the ground and in space.

This can get tricky, as most parties will have one large ship, rather than a small one each.

We could try to avoid this problem by assuming everyone will have their own detachable shuttle, but that's just pushing it.

The ideal system would allow for players to perform roles other than piloting or shooting, which nonetheless seem just as important and are equally fun.

One easy idea is electronic warfare. In a post-Earthgate age, most ships are configured to run "off the wire", so jacking them outright is out of the question. However, numerous other avenues of attack exist. With knowledge of the target system (always the most important tool in hacker's arsenal), you can exploit vulnerabilities. For instance, you might know that the T-22 Caldon transport's spec cluster is very sensitive to gamma radiation, so you could generate a gamma ray burst to temporarily blind the enemy ship.

Effectively, the same approach used in by MMOs and 4th ed can work here: divide the players into roles. On a ship, those are:

  • Commander (decides the overall strategy)
  • Pilot (performs maneuvers, responsible for active Defense)
  • Gunner (can be more than one, if ship has multiple weapons)
  • EWAR (4e's "controller", aka crowd control/debuffer)
  • Engineer (ship's "healer" and buffer)

In this setup, the commander almost becomes the least important, rather than the most important role. This is suitable for games in which the commander is an NPC, or for more democratic crews. Also, the commander could sit in for one of said roles. The commander probably wouldn't do a lot of actual commanding, because PCs in a tabletop game have the advantage of expanded time, where they can all talk to each other during the combat to coordinate actions amongst themselves...if they bother at all, that is.

Still, a 4e-leader-style buffing commander isn't out of the question, for those who like that sort of thing.

Of course, pilots of small craft can also take independent actions.

On a spacecraft, more so than a renaissance-era sailing ship, it is quite possible for a party of 4-6 each to find a role in ship-to-ship combat.

The Character Sheet

Of course, we aren't the noobs the Star Wars d20 development team was. Nobody wants to devote their character entirely to ship combat or ground combat by means of a class or prestige class, or even feat selection.

Instead, every character's ship and ground combat statistics should be kept separate. Both are derived from a character's base statistics--for instance, a character skilled with computers will be great at hacking terrestrial targets as well as performing EWAR on a ship--but feats and skills specific to one type of combat or the other should be gained separately and equally.

files
  • (up)
  • (cur)
  • A Player's Primer
  • Abstract
  • Aeon Korr
  • Aisling Teague
  • An Adventurer's Guide
  • Attributes
  • Character Creation
  • Design Monologue 10: The Reality of Colonization: Lessons from Cowboy Bebop
  • Design Monologue 11: What to do, what to do
  • Design Monologue 12: Adaptation
  • Design Monologue 13: Human Potential
  • Design Monologue 14: Homeworlds Trek
  • Design Monologue 15: Brave New Homeworlds
  • Design Monologue 16: Second Life
  • Design Monologue 17: Founding the Foundation
  • Design Monologue 18: Classes and Roles
  • Design Monologue 19: Tech Talk
  • Design Monologue 1: Creating a Game
  • Design Monologue 20: Diaspora
  • Design Monologue 21: History of the World, Part 2
  • Design Monologue 22: The Not-so-long Arm of the Law
  • Design Monologue 23: EVE Offline
  • Design Monologue 24: Faces of Man
  • Design Monologue 25: Character Advancement
  • Design Monologue 26: 95 Theses
  • Design Monologue 27: The Powers That Be
  • Design Monologue 28: The History of Warfare
  • Design Monologue 29: Let's Talk Politics
  • Design Monologue 2: Basics of the Setting
  • Design Monologue 30: Sufficiently Advanced Technology
  • Design Monologue 3: Technology
  • Design Monologue 4: Objects of Value
  • Design Monologue 5: Adventures...in Spaaaaaaace!
  • Design Monologue 6: Protocols and Designations
  • Design Monologue 7: What's in a Name
  • Design Monologue 8: Spaceships and Other Cool Shit
  • Design Monologue 9: Rules Rule
  • Design Monologues
  • Design: Classes
  • Design: Equipment
  • Design: Feats
  • Design: Races
  • Design: Skills
  • Earth That Was
  • Example Characters
  • Glossary of Terms
  • History
  • Ian Sterling
  • Kieran Chase
  • NARR
  • Overview
  • PPP1-1
  • PPP1-2
  • Phobos
  • Phoebe the Pirate Princess
  • Purpose and Style
  • Rules (Version 1)
  • Rules
  • Session 2, Monologue 10: A Bunch of Homos
  • Session 2, Monologue 11: Trees In Space, or One Hell of a Fungal Infection
  • Session 2, Monologue 13: Home Worlds
  • Session 2, Monologue 14: Braver New Homeworlds
  • Session 2, Monologue 1: Races of the Homeworlds
  • Session 2, Monologue 2: The Great Space Arms Race
  • Session 2, Monologue 3: Homeworlds' Home Worlds
  • Session 2, Monologue 4: Current Events
  • Session 2, Monologue 5: The What-If Machine
  • Session 2, Monologue 6: Space Chivalry
  • Session 2, Monologue 7: Making Magic
  • Session 2, Monologue 8: On the Road again
  • Session 2, Monologue 9: If You Could Tell Time, What Would You Tell It
  • Session 3, Monologue 12: Stars Without Number
  • Special:Menu
  • Special:Style
  • Stars Without Number
  • Stealth
  • Technology
  • Terra Delta
  • The Syndicate
  • Tik'lik'litikki
  • Travelogue 1: Starbase: Concordia
  • Uranik Dorren
  • _badge
  • _home
  • _menu
  • _style.leeloo
  • _style
  • img