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 _______________________________________________ GurpsNet-L mailing list <[email protected]> http://mail.sjgames.com/mailman/listinfo/gurpsnet-l
