Desiderata
Suppose space combat is supposed to be participatory, and yet should be simple. What can be cooked up?
I think "participatory" should probably mean that every player has something interesting to do.
I don't know what "simple" means, except in casual (call it "first-time") speed of play. Expect people to never play it the second time if it's complicated.
If I ranked preferences, simplicity would get 70% of the grade, and participation would get 30%. So even a system of some initial opaqueness could still be a good system, but complexity turns off the non-hardcore gamer fast.
This could mean a tradeoff between participation and complexity. Some degree of complexity might require less than full participation, since there will be someone who doesn't want to deal with "fiddly rules". Do you think it's an acceptable tradeoff?
I don't.
Examples
For example, CT's starship combat was simple, but it was not very participatory, so it gets a low C.
On the other hand, the "Role Playing Starship Combat System" created independently for T4 was highly participatory, but due to its complexity -- or perhaps sheer length of the rules -- was never used. Despite its power and the consideration and hard work put into it, I'd still flunk it, because my goal is to bring casual gamers back to the table.
Goal
To find or cobble together a ship combat system for Traveller that brings casual gamers back to the table a second and third time.
Is there a "B" or "A" system out there already in the SF gaming world? Is such a system possible?
I think the solution had better fit on two sheets of 8.5 x 11 paper, or else it's in trouble.
Brainstorms
Just consider what makes ship combat fun. The "sub hunt". The chase. Causing damage. Maneuvering. Boarding. Escape.
Consider tasks that players might engage in that are meaningful and interesting.
Consider if adjusting the length (and scope) of turns makes the game more fun.
Consider each player having only one die each, to roll in tasks, for example, or contributing to some other purpose.
Consider damage tables like those in Mercenary's simplified mass combat rules, or the traditional CT/MT/T4 damage tables, or something else.
Suppose space combat is supposed to be participatory, and yet should be simple. What can be cooked up?
I think "participatory" should probably mean that every player has something interesting to do.
I don't know what "simple" means, except in casual (call it "first-time") speed of play. Expect people to never play it the second time if it's complicated.
If I ranked preferences, simplicity would get 70% of the grade, and participation would get 30%. So even a system of some initial opaqueness could still be a good system, but complexity turns off the non-hardcore gamer fast.
This could mean a tradeoff between participation and complexity. Some degree of complexity might require less than full participation, since there will be someone who doesn't want to deal with "fiddly rules". Do you think it's an acceptable tradeoff?
I don't.
Examples
For example, CT's starship combat was simple, but it was not very participatory, so it gets a low C.
On the other hand, the "Role Playing Starship Combat System" created independently for T4 was highly participatory, but due to its complexity -- or perhaps sheer length of the rules -- was never used. Despite its power and the consideration and hard work put into it, I'd still flunk it, because my goal is to bring casual gamers back to the table.
Goal
To find or cobble together a ship combat system for Traveller that brings casual gamers back to the table a second and third time.
Is there a "B" or "A" system out there already in the SF gaming world? Is such a system possible?
I think the solution had better fit on two sheets of 8.5 x 11 paper, or else it's in trouble.
Brainstorms
Just consider what makes ship combat fun. The "sub hunt". The chase. Causing damage. Maneuvering. Boarding. Escape.
Consider tasks that players might engage in that are meaningful and interesting.
Consider if adjusting the length (and scope) of turns makes the game more fun.
Consider each player having only one die each, to roll in tasks, for example, or contributing to some other purpose.
Consider damage tables like those in Mercenary's simplified mass combat rules, or the traditional CT/MT/T4 damage tables, or something else.