Started by Simon JB, September 15, 2008, 09:57:19 AM
Quote from: Simon JB on September 16, 2008, 08:32:48 AMNow that I've been thinking about it a bit more I think the ships-as-characters way i the right one for this campaign. It would be like a troupe style play (something we were by the way already considering for this) where the player can switch between playing the human character commanding the ship and playing the ship with the commander as a supporting character. Yup, that feels just right for this scenario.
QuoteLet's go with Harald's pools, Hull, Drives and Sensors, for the time being, but let's make Sensors be Systems to include computers and stuff.
QuoteI'm not sure how to do with scale. I guess it's best if difference in scale adjusts success level, like Eero suggests, rather than giving bonus dice or something. But aren't I right that smaller scale should work as a positive when using Evasion and Manouvering and the like?
QuoteAnd what about armaments? Should they be equipment, abilities or secrets? And what about fighter escorts for bigger ships?Whaaa! So much to decide! I appreciate all the help you can give me here!
QuoteOh, one last thing! I think keys for ships would be lovely. Dramatic keys come naturally, like Serenity breaking down and Millennium Falcons hyperdrive failing, but I'm sure you could squeeze in a motivational key as well in there... ,-)