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Post by Bill Roper on Sept 9, 2015 11:17:51 GMT -8
The biggest challenge with using a miniatures game system to do combat in an RPG is that, well, you're using a whole other game system that's designed to take a long time and be enjoyable in and of itself. If the players aren't into mini games, then they lose out on why they are there. I've been itching to play the X-Wing combat game, so I can see the draw towards the idea. The biggest thing (in my mind) with a space combat for Star Wars Traveller (I've been working on how to best replicate one based off the Traveller rules and doing some home-brewing as well) is to ensure that everyone on the ship has something to do if at all possible. Now, if someone has no real applicable skills (C3-P0 is a great example) then they're going to miss out, which is all the more reason to keep it fast, furious, and fun.
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Post by weaselcreature on Sept 9, 2015 11:27:49 GMT -8
If my party gets into some space combat, I plan on pulling ideas from Edge of the Empire, easily translated to Traveller rules. -Co-Pilot: the co-pilot can make a piloting roll as a Skill Chain to assist the pilot. She can also angle deflector shields or get the jump coordinates going. -Comms: anyone with comms (preferable) or computers can do electronic warfare (jamming communications, jamming scanning/targeting systems), giving DMs to the enemies -Mechanic: fix things, duh. Oh, and do things like power shifts (pull power from places to up the shields, etc...), giving simple DMs (plus or minus) to the areas that were affected. -Gunner: well, that's pretty self explanatory, too.
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Post by kurtpotts on Sept 9, 2015 11:38:49 GMT -8
Now this isn't typically represented in systems where everyone is trucking around the galaxy in a big cargo van, but if space combat was going to be a central part of the game. Say three players end up being pilots. Giving them a ship that can carry around two fighters would make for some interesting scenes. One of the things I noticed from the minis game is how satisfying it was for the players when they out maneuvered their enemy. Or how scary it was when they couldn't shake someone. Basically the first scene of Top Gun.
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Post by kurtpotts on Sept 9, 2015 11:41:59 GMT -8
-Comms: anyone with comms (preferable) or computers can do electronic warfare (jamming communications, jamming scanning/targeting systems), giving DMs to the enemies In my game the guy who was good with comms flooded the enemies radios with the cantina song.
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Post by Bill Roper on Sept 9, 2015 11:43:17 GMT -8
Now this isn't typically represented in systems where everyone is trucking around the galaxy in a big cargo van, but if space combat was going to be a central part of the game. Say three players end up being pilots. Giving them a ship that can carry around two fighters would make for some interesting scenes. One of the things I noticed from the minis game is how satisfying it was for the players when they out maneuvered their enemy. Or how scary it was when they couldn't shake someone. Basically the first scene of Top Gun. Perhaps there is a way to shorten the combat in the mini's system? You could run some experiments with changing damage and HP (assuming that kind of thing is in there) or putting a clock on the players' (and your) moves to simulate the fervor of combat?
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Post by kurtpotts on Sept 9, 2015 12:15:47 GMT -8
There were a few abilities that slowed things down.
Astromechs can heal your ship and everyone hates it when the enemy heals. Some abilities reduce damage or negate critical hits which only served to slow things down. Another issue is rebels get shields while the empire relies on maneuverability and numbers.
In a mini's game loosing two ships isn't a big deal. Losing two players every combat is a different story. And if I remember correctly I killed two players.
If I messed with damage/HP I would want to add some sort of concession/soak mechanic so a player can run and fight another day. I could also have enemies bug out as soon as they are at a numbers disadvantage.
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Post by weaselcreature on Sept 9, 2015 14:26:38 GMT -8
If I messed with damage/HP I would want to add some sort of concession/soak mechanic so a player can run and fight another day. I could also have enemies bug out as soon as they are at a numbers disadvantage. While not canon (as everyone blew up when they got hit), you could leave blowing up to big nasty crit type attacks. Others would leave a ship incapacitated and not battle worthy, floating through space, waiting to be picked up, hopefully by your friends after a victory. And/Or encourage players to disengage when heavily damaged; there's the Pilots Code of Honor where they don't (normally) chase down and destroy a disengaging, damaged ship. I dunno...just spitballing here.
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Post by Bill Roper on Sept 10, 2015 11:40:05 GMT -8
The interesting part is that fighters tend to blow up on being hit (especially TIEs as they have no shields) but larger ships have shield generators, meaning they can take hits and still get away.
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Post by Bill Roper on Oct 23, 2015 11:49:42 GMT -8
I'm in the throes of a serious polish and redo pass on all of the Star Wars Traveller books, and I wanted to share a particularly devilish Event I just added into the Stormtrooper career path:
64 You are part of a force that is heavily engaged in anti-pirate raids and patrols. During the final battle, your squad is the spearhead of the assault against the enemy l leader. Roll Tactics (military) or Leadership 10+. If you succeed, gain Battle Dress 1, Gun Combat (any) 1, and a +2DM to your next Advancement roll. If you fail, you are captured by the pirates, stripped of all your gear, and abandoned on a distant world. You must immediately leave the Stormtrooper career, lose all Benefits accrued from this career, and are a Drifter in your next term.
Yeah, there's some crazy new stuff going in...
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Post by weaselcreature on Oct 23, 2015 11:59:50 GMT -8
oooh...nasty and fun!
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tanic5
Initiate Douchebag
Posts: 20
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Post by tanic5 on Oct 29, 2015 20:56:12 GMT -8
I can't wait to see the new files. I am planning on running this using the new beta test rules for Mongoose Traveller.
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Post by drhippensteel on Mar 12, 2018 18:30:13 GMT -8
I just found this site and haven't listened to any of the podcasts yet. My quick question before listening is what elements of Traveller did you bring in? Is the Emperium the Empire and with all that it entails? How do the Zhodani, Vargr and Aslan play into it?
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Post by akavidar on Mar 12, 2018 22:30:35 GMT -8
Bill didn't use any of the third Imperium, he just used the Traveller game mechanics to play in the Star Wars Universe.
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