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Ventrikel member, 16 posts Wed 13 Jul 2022 at 20:28 |
Currently shopping around a lot, checking out different systems and reading. Starfinder is pretty much the only system I’ve played, as far as TTRPG goes, with starship combat. Now I’m looking for what other systems exist. I enjoy both advanced systems with detailed options for player/character choices, and more simple and elegant system design as well as diceless systems. I’ve played Star Wars X-Wing, the figure/board game quite a bit before the second edition, and I was amazed with the intense dog fight feeling with very high skill cap maneuvers and such, so I know it can be simulated well for a game. But can it be made satisfactory in a role playing game? What games/systems with starship combat do you know of? Please make a short description if you can :) which ones can you recommend? | |||
NowhereMan member, 482 posts Wed 13 Jul 2022 at 21:39 |
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Ventrikel member, 17 posts Wed 13 Jul 2022 at 22:19 |
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NowhereMan member, 483 posts Wed 13 Jul 2022 at 23:54 |
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CaptainHellrazor member, 266 posts Thu 14 Jul 2022 at 13:18 |
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gorchek member, 56 posts Thu 14 Jul 2022 at 15:26 |
An other system I've tried recently, though it's a board game rather than an RPG: Stars of Akarios. It uses hex-based space combat, with a few base maneuvers supplemented by individual ship upgrades, and a card-based AI to dictate the opposition's actions. The biggest problem with it is that it would take a lot of work to figure out how to combine it's rules with that of your favorite RPG. | |||
Ventrikel member, 18 posts Thu 14 Jul 2022 at 18:21 |
A squadron of small starships (instead of one crew on one ship), possibly with very different capabilities, could do that. But with a modular system that demands a lot from the players. And it might take away the “starship as home/base” thing. And it demands that the campaign is very adapted to this particular plan. Anyone played any campaigns that solved the need for cool starship experiences vs the complications of adapting a game to the starship as a supportive feature? | |||
bigbadron moderator, 16113 posts He's big, he's bad, but mostly he's Ron. Thu 14 Jul 2022 at 18:38 |
Any iteration of the game has a space combat system that makes use of character skills and abilities. In combat, all crew have jobs they can do to help the ship survive. | |||
Ventrikel member, 19 posts Fri 15 Jul 2022 at 14:12 |
How are those combats though? Starfinder similarly has things to do for all the crew. If everyone studies what they *can* do, then many players will have meaningful choices (engineer: restore shields or boost the weapons, or other things) while the gunner kinda won’t (“roll your attack!”), the captain won’t (“choose who to give a lil bonus to”). Meanwhile, the pilot makes strategic movement that may affect this and other rounds, they may choose direction to attack from and against, make stunts that are defensive or offensive, make different weapons available due to several positional parameters, etc. The pilot makes stunts with a choice of risk and reward levels. Isn’t this asymmetry typical for space combat? Does traveler get around it? Spotlight on one player is ofc useful and fun. But it’s hard to make such a mechanical spotlight into one of the foci of a campaign! | |||
donsr member, 2627 posts Fri 15 Jul 2022 at 14:23 |
Richtofen's War ( WWI aircraft ) had a great '3-d' rule set, that i would adopt and tweak for the types of fighter craft and ships in my games..just takes a little bit of imagination Tobruk is a great , Tank Tactical with tank Movements, which could be used for sci-fi combat if you used a game board Wooden ships and Iron Men..very good sailign ship Movement the charts for hits, damage , crits, is very simple, once you play the game once or twice... RW war incorporates Height, distance and weapons times, as well as wind ..all the games have something...diatcne..armor, speed weapon types. very easy to convert..but? only if you are using a combat map. for my game, it is RP and..quite frankly' i can;t do maps like many folks...I have a scratch sheet, i write what is goign on, players write thier attacks for what they Hope will happen, and then i use thier Mods from stats, and My own mods for the thigns i mentioned above. is it perfect?..heck no..but it is more exciting and somewhat realistic.. when you think , as a pilot..or ship commander.. you can't see the whole board..you can only see what's 'right there' | |||
cptcthulhu member, 232 posts Nuke em till they glow Shoot them in the dark. Sat 16 Jul 2022 at 03:51 |
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donsr member, 2628 posts Sat 16 Jul 2022 at 04:15 |
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facemaker329 member, 7408 posts Gaming for over 40 years, and counting! Sat 16 Jul 2022 at 06:08 |
My overall experience with PBP has been, the more you can streamline combat, the better it ends up running for your game, unless you have players who absolutely love the number-crunching of something like Starfleet Battles. But the more steps that are involved in resolving each combat round, the worse combat bogs down your game and the more likely it is that, instead of being the adrenaline rush that combat scenarios are normally perceived to be, combat can instead slow your game down to the point that it stops being fun (that's true beyond PBP...I was in a FTF D6 Star Wars game that had run for over a decade, and the GM decided he wanted to change it over to D20 Saga Edition. We spent two gaming sessions retooling all the characters, spent a third session laboring through a combat situation that would have taken us all of twenty minutes with D6 rules...and pretty much killed everyone's enthusiasm for continuing the game, at that point...not a knock on the D20SE rules, it's just that they had a totally different feel than what we'd all been playing for so long, and due to all of us being unfamiliar with the rules, ever action and reaction had to be looked up and calculated, instead of us all being able to run-and-gun with what we already knew.) Almost every system-based game that I've participated in on here either simplified combat, or avoided it (used some non-dice system to resolve it, if at all possible)...or they kind of imploded due to the sudden loss of momentum when real combat set in. There have only been a handful that have managed to sustain action using the full-blown combat rules (and those have usually been systems that already had fairly straightforward combat rules.) | |||
GreenTongue member, 1121 posts Game Archaeologist Sat 16 Jul 2022 at 13:17 |
While a board game, it should be easy enough to play in this format and modify as needed. | |||
gorchek member, 57 posts Sat 16 Jul 2022 at 15:29 |
Another option would be to take a page out of the Andromeda show. The whole crew is on the big ship, but during battle they can take control of small remote drones to fight independently. | |||
Hunter member, 1812 posts Captain Oblivious! Lurker Sat 16 Jul 2022 at 22:28 |
You've named systems that are just about opposites in terms of complexity. Knight Hawks is about as simple as you can get; and Star Fleet Battles....well, the basic rule set is around 300 pages. Star Wars Revised Core would probably be my first choice if I were doing A Wing Commander or other starship centered game. This message was last edited by the user at 22:42, Sat 16 July 2022. | |||
Smoot member, 164 posts Sun 17 Jul 2022 at 13:25 |
2300 AD's "Star Cruiser" is an interesting try at a 'realistic' system. Rather than space opera, it's a lot of detection and figuring out where the enemy is. ("Hide and seek with bazookas" is one description I heard.) | |||
Ventrikel member, 20 posts Mon 18 Jul 2022 at 08:42 |
That was my idea when I played a straight soldier/gunner in starfinder. Issue in that system is: the interesting choice of guns is really made at ship creation and by the pilot. I took on the ship designing for the group cuz no one else really wanted to. So I fit eg a mining laser type deal that’s more effective when shields are depleted, and at very short range. We had a big gun on a turret and a big barrage of (limited) missiles available from our front arc. Designing the ship was great, but it was a one-man-job, like building a character. I could instruct my pilot in our strengths and weaknesses, and then he could try to utilize that in short- and long-term planning and flying. The rest of us wouldn’t have choices of that complexity at all. I’m sure a system could be built for that, but this one doesn’t have it :) Starfinder does have the option to fly a squadron rather than one big ship, that has its pros and cons. Been looking at mech systems lately, I’m currently under the impression that the individualized character sheet creation/control over a ship is the most important thing if I want challenging, strategic combat reminiscent of what I want from pathfinder/dnd3.5 combats. I am however also thinking that a more cinematic, improvised theater of the mind approach tailored to engage the group’s members might give exactly the coolness that starships deserve in a eg Star Wars campaign. | |||
Ventrikel member, 21 posts Mon 18 Jul 2022 at 08:44 |
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Heath member, 3001 posts If my opinion changes, The answer is still 42. Mon 1 Aug 2022 at 10:25 |
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Morty member, 345 posts The Doctor. Fri 12 Aug 2022 at 10:18 |
( family friendly but old-school link: https://www.angelfire.com/game...rpspawn/SFgames.html ) Also, the Free Wargames Rules wiki ( https://freewargamesrules.fand...gory:Science_Fiction ) Depending on your preferred level of complexity and access to old materials, I might throw in a few more suggestions. Starfleet Battles has a free version that is eminently playable. Alternity is freely available and has a ship combat thingy. Voidstriker has vector movement and interesting concepts, I believe it has a free version as well. Simply using Risus with teaming-up rules might be what you're looking for. On the crunchier side, the big robot thing game$ have passable freely available packs as well. In any case, I am a proponent of each player having their own starfighter/mech while the big ship is their base, as this mode of play doesn't fall apart if one player doesn't show up. This message was last edited by the user at 10:34, Fri 12 Aug 2022. |
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