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Post by chronovore on Aug 1, 2018 7:05:59 GMT -8
I had a Jedi player who had a unique solution to not being very effective in space combat in the old D6 system. He got on mag boots and his spacesuit and went out that hatch in the top of a yt-1300 freighter. Me “what the heck are you going to do out there?” Him (igniting lightsaber) “I am going to deflect the TIE fighter bolts.” How did that turn out?
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Post by ericfromnj on Aug 2, 2018 20:22:44 GMT -8
I had a Jedi player who had a unique solution to not being very effective in space combat in the old D6 system. He got on mag boots and his spacesuit and went out that hatch in the top of a yt-1300 freighter. Me “what the heck are you going to do out there?” Him (igniting lightsaber) “I am going to deflect the TIE fighter bolts.” How did that turn out? After a quick discussion where we remembered that Luke deflected vehicular fire from speeder bikes on Endor I decided to roll with it. The ship’s top gun was non functional at the moment so friendly fire was out of the question. The Jedi was able to deflect enough of the shots to help save the ship and let the gunner shoot down the fighters when they went below the ship. For some reason the Jedi could roll to deflect fire but sucked at rolling to redirect it back.
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Post by yojimbohawkins on Aug 7, 2018 5:28:03 GMT -8
Space Combat:
People saying it's boring pisses me right off.
As a player, you are as involved as you want to be. Why would you, as a player, sit back and let the game pass you by without input from your character? So what if you don't have a particular skill? You can still act! If you choose not to act, you're removing your own 'player agency', and why would you do that? And if you chose to do nothing, that's on you. You have made your own game boring!
The pilot is flying? Can you, as a co-pilot, help in any way? Could you navigate a more optimal attack/escape route or help to avoid those asteroids? Is the ship damaged? Can you help repair it? Is there a spare ship weapon? Can you jam enemy sensors or their comms? Can you analyze their ship for weaknesses? Can you spoof their missiles? Can you inspire your allies? Harangue your enemies? Provide first aid to injured allies? Angle or boost the shields/armour? Can you boost the ship's speed or handling? Don't wait for the GM to give you a moment in the spotlight! Make and take those opportunities for yourself!
The answer to all those questions is YES! And that goes for GM's too. If a player asks if they can try or do something, whatever it is, the answer is YES! Of course they can; it might be a bit harder, but at least they're doing something.
A tangent off of this pertains to session zero. If you're creating characters and there is a reasonable expectation of any type of vehicle combat, why not ensure you have a way to contribute to that built into your character at creation? If you chose not to, that's absolutely your choice, but in that case you can't really complain if you don't feel that you can contribute (even though you probably can).
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Post by Monkeyfun Dave on Aug 7, 2018 6:51:02 GMT -8
Space Combat: People saying it's boring pisses me right off. As a player, you are as involved as you want to be. Why would you, as a player, sit back and let the game pass you by without input from your character? So what if you don't have a particular skill? You can still act! If you choose not to act, you're removing your own 'player agency', and why would you do that? And if you chose to do nothing, that's on you. You have made your own game boring! Hi. To a point I agree with this logic, however the GM also needs to take the rest of the table into consideration. It's not unheard of for even the most experienced of players to subconsciously take a backseat if the GM is strictly focusing on the piloting character for action and resolution. The GM needs to encourage the non-piloting characters to be active participants as well, as opposed to thinking it's strictly a 1-on-1 scenario. As I said on the show, there's a lot going on in the space combats of SW's first three movies and if you want to think about it in a game perspective, the "GM" took the time to shift focus to the actions of the others on the ship. I need to do some tests. Stay tuned.
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Post by yojimbohawkins on Aug 7, 2018 7:31:12 GMT -8
Space Combat: People saying it's boring pisses me right off. As a player, you are as involved as you want to be. Why would you, as a player, sit back and let the game pass you by without input from your character? So what if you don't have a particular skill? You can still act! If you choose not to act, you're removing your own 'player agency', and why would you do that? And if you chose to do nothing, that's on you. You have made your own game boring! Hi. To a point I agree with this logic, however the GM also needs to take the rest of the table into consideration. It's not unheard of for even the most experienced of players to subconsciously take a backseat if the GM is strictly focusing on the piloting character for action and resolution. The GM needs to encourage the non-piloting characters to be active participants as well, as opposed to thinking it's strictly a 1-on-1 scenario. As I said on the show, there's a lot going on in the space combats of SW's first three movies and if you want to think about it in a game perspective, the "GM" took the time to shift focus to the actions of the others on the ship. I need to do some tests. Stay tuned. FFG's Star Wars RPG is actually pretty good at starship combat, IMHO. It's deadly for sure, especially in snubfighters (google the snap-roll manoeuvre created by GM Phil from the Order 66 podcast; it was such a good fix that FFG put it into Genesys). The space combat section in the rulebook has a nice simple list of stuff for players who aren't piloting or shooting to do, along with the skills required and a suggested difficulty rating for each task. Additionally, every player can have a go with every skill, they just won't be upgrading any dice in their dice pool if they don't have the skill in question (Destiny Points not withstanding). However, it really gets good if the players can get their heads around the specific manoeuvres and actions that can be carried out by the crew of a ship, and how they can synergise with each other with the spending of advantage and triumph. Actions and manoeuvres carry over into the next turn as well (the usual wording for duration is 'until the player's next turn'), which can lead to some interesting tactical choices for the players when you take into account the dynamic initiative system in the game.
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SirGuido
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Posts: 2,127
Preferred Game Systems: L5R, Traveller, Fate Accelerated, Masks
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Favorite Species of Monkey: Anything in a Cage.
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Post by SirGuido on Aug 15, 2018 15:58:36 GMT -8
The game that Dave77 is talking about is Space Cadets. And I agree I've also been trying to find a way to port it into rpgs.
If you're curious look it up on YouTube. It's a crazy intense board game.
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Post by Monkeyfun Dave on Sept 21, 2018 7:47:11 GMT -8
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