Scott Martin
SOC-13
Hello
To calibrate a few discussions that I have been having on starships, it would be useful to know how folks actually use them in their games.
The information that I am interested in immediately is how many people actually use starship combat on a regular basis, so if youo could start your post with one of each of the options below. I'm also interested in what rules set people use to resolve their combats (LBB-2, HG, MT, TNE, Brilliant Lances, BattleRider, T20, Renegade Legion-Interceptor... whatever)
Combativeness:
No Starship Combat
Your players have never seen a shot fired in space
Occasional Starship Combat
Your players have been involved in at least one deep space encounter, but it was generally used as a plot device
Moderate starship Combat
The game involved a significant amount of starship combat, but also had a significant amount of "planetside" action
Constant Starship Combat
Your campaign revolves around an interstellar war, and the players are naval officers. Use this if you need to think hard about the last planet your players actually set foot on.
Rules stringency:
No Formal Rules
Rolling dice is an optional extra, published rules get in the way of your game
Moderate Rules Structure
You use the starship combat rules as a guideline, and there are serious modifiers (like "automatic success") for particularly well thought out strategies
Strict Rules Structure
When you get into starship combat, the only use of the characters is to provide the correct DM's for die rolls.
As examples, I have had two major campaigns, and am gearing up for a third.
The first was
Occasional Starship Combat - No Formal rules - LBB-2
This was a campaign in the Spinward Marches with a "Merchant Prince" flavour. The only reason that it made it to "occasional combat" is that in two situations the players ship was boarded under the guns of "overwhelming firepower". The lack of rules was because the players were so outclassed that there was no reason to try to resist (Deus et Machina)
The second was:
Moderate Starship Combat - No Formal rules - HG
This was set in a non-canon universe in the middle of a war between seveeral "great powers" with the PC's in control of a diplomatic courier. Anything that they couldn't outrun or bluff could reduce them to rubble, so no rules were needed for the starship combat, but the players got quite inventive in figuring their way past naval blockades (including having their entire ship carried in a bulk cargo module)
The new one will probably be
Ocassional Starship combat - Moderate Rule Structure - Brilliant Lances
This is a "Pocket Empire" campaign in a Hard SF non-canon universe. It will be using a hybrid of FF&S with Brilliant Lances used as the core of the starship combat system. This will be similar in structure to the last campaign, but the players will be in an armed survey packet (think merchant with long legs and some defensive capibility with enough cargo tonnage to be financially self-sufficient) The players will be getting put on the fringes of a few major naval engagements, but it is not the "core" of the game.
If your Traveller game is a convenient excuse for your players to participate in a TCS campaign (or "Starfleet Battles") then use
Constant Starship Combat- Strict Rules Structure
Scott Martin
To calibrate a few discussions that I have been having on starships, it would be useful to know how folks actually use them in their games.
The information that I am interested in immediately is how many people actually use starship combat on a regular basis, so if youo could start your post with one of each of the options below. I'm also interested in what rules set people use to resolve their combats (LBB-2, HG, MT, TNE, Brilliant Lances, BattleRider, T20, Renegade Legion-Interceptor... whatever)
Combativeness:
No Starship Combat
Your players have never seen a shot fired in space
Occasional Starship Combat
Your players have been involved in at least one deep space encounter, but it was generally used as a plot device
Moderate starship Combat
The game involved a significant amount of starship combat, but also had a significant amount of "planetside" action
Constant Starship Combat
Your campaign revolves around an interstellar war, and the players are naval officers. Use this if you need to think hard about the last planet your players actually set foot on.
Rules stringency:
No Formal Rules
Rolling dice is an optional extra, published rules get in the way of your game
Moderate Rules Structure
You use the starship combat rules as a guideline, and there are serious modifiers (like "automatic success") for particularly well thought out strategies
Strict Rules Structure
When you get into starship combat, the only use of the characters is to provide the correct DM's for die rolls.
As examples, I have had two major campaigns, and am gearing up for a third.
The first was
Occasional Starship Combat - No Formal rules - LBB-2
This was a campaign in the Spinward Marches with a "Merchant Prince" flavour. The only reason that it made it to "occasional combat" is that in two situations the players ship was boarded under the guns of "overwhelming firepower". The lack of rules was because the players were so outclassed that there was no reason to try to resist (Deus et Machina)
The second was:
Moderate Starship Combat - No Formal rules - HG
This was set in a non-canon universe in the middle of a war between seveeral "great powers" with the PC's in control of a diplomatic courier. Anything that they couldn't outrun or bluff could reduce them to rubble, so no rules were needed for the starship combat, but the players got quite inventive in figuring their way past naval blockades (including having their entire ship carried in a bulk cargo module)
The new one will probably be
Ocassional Starship combat - Moderate Rule Structure - Brilliant Lances
This is a "Pocket Empire" campaign in a Hard SF non-canon universe. It will be using a hybrid of FF&S with Brilliant Lances used as the core of the starship combat system. This will be similar in structure to the last campaign, but the players will be in an armed survey packet (think merchant with long legs and some defensive capibility with enough cargo tonnage to be financially self-sufficient) The players will be getting put on the fringes of a few major naval engagements, but it is not the "core" of the game.
If your Traveller game is a convenient excuse for your players to participate in a TCS campaign (or "Starfleet Battles") then use
Constant Starship Combat- Strict Rules Structure
Scott Martin