On 9/8/2012 1:27 AM, Onno Meyer wrote:
Hello everybody,

I'd like to toss two thoughts into the ring ...

First, it seems to me that the big ships, with several thousand
tons and a crew size in the double digits, caused less interest
than the little ones up to a hundred tons, with crews the size
of a typical gaming group. Is that the right impression?

There are basically four viable sizes for ships in RPGs.
Option one is 'everybody gets a ship'. The virtue is that it's probably the most interesting for ship to ship combat, as it means everyone actually has something to do.
Option two is the ship that can be crewed entirely by the PCs.
Option three is the ship where the PCs are the command staff, their actions pretty well determine the fate of the ship, and everyone else is basically background color (the Star Trek model). Option four is the ship-as-setting, where the ship basically functions like a city that's a home base for the PCs.

Option one is mostly used for fighters and mecha, and tends towards ships-as-characters, since otherwise you have a whole bunch of identical units. Option three doesn't work too well in GURPS, as it requires a fair amount of suspension of disbelief (why is the command staff going off by themselves when they have a hundred redshirts available?) and isn't generally how the tech assumptions in GURPS work (you don't have lots of crew unless you actually need lots of crew).
Option four generally only needs the stats of ships as a plot device.

As such, option 2 is the one where GURPS style ship stats are the most useful.
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