On Mon, Sep 10, 2012 11:44 AM CDT Anthony Jackson wrote:

>
>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.

Model three can work if the GMs and players are comfortable with each player 
running two PCs -- a member of the command crew and a member of the away team.

Brandon
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