The Forge Forums Read-only Archives
The live Forge Forums
|
Articles
|
Reviews
Welcome,
Guest
. Please
login
or
register
.
March 05, 2014, 08:37:47 PM
1 Hour
1 Day
1 Week
1 Month
Forever
Login with username, password and session length
Forum changes:
Editing of posts has been turned off until further notice.
Search:
Advanced search
275647
Posts in
27717
Topics by
4283
Members Latest Member:
-
otto
Most online today:
56
- most online ever:
429
(November 03, 2007, 04:35:43 AM)
The Forge Archives
Archive
RPG Theory
System for a Star Trek Game?
Pages:
1
2
[
3
]
« previous
next »
Author
Topic: System for a Star Trek Game? (Read 2206 times)
clehrich
Member
Posts: 1557
System for a Star Trek Game?
«
Reply #30 on:
March 05, 2004, 06:44:55 PM »
Quote from: cruciel
On a related note, I recommend the delegation approach. If the person playing the captain does nothing but assign tasks they can still get as much spotlight time as the other players, without hogging it. I'd skip on a comms officer in that case though - route communication directly to the captain. He can stay on the ship, the away team can call and say, "I need a Such-and-Such", he can assign Ensign Melanoma to build a Such-and-Such. With constant communication the captain still gets to interact with the characters and make decisions. The player of the captain will just be playing at the strategic level, instead of the tactical (have I got those in the right order?).
I'd totally agree. If you make the commo officer into an NPC (really a machine who opens com-links), the Captain has more than enough "screen time" without having to do almost anything else. So if the Captain-player is willing to delegate, delegate, delegate, you're golden. Note that the reverse side of the authority coin is the hog, the person who won't delegate, but that I figured was pretty obvious. Definitely make commo an NPC!
Chris Lehrich
Logged
Chris Lehrich
erithromycin
Member
Posts: 159
System for a Star Trek Game?
«
Reply #31 on:
March 05, 2004, 08:21:22 PM »
I'm amazed that nobody's made a 'My Life With Starfleet' suggestion.
If systems are still an issue, then I'd wonder if there was some sort of compromise between BESM and Unisystem (specifically Buffy) where the Captain was hugely powerful because the ship was part of his character sheet, but his senior crew were equally powerful because they controlled their departments as extensions (so to speak) of themselves, and also had more 'drama points'. These might include sacrificing red shirts, rerouting the doohickey through the thingamajig, or (for the captain), taking damage to a part of the ship or evacuating deck 19, or whatever.
Part of the problem with Star Trek is that, whenever I encounter it, I'm of the opinion that obligation (to self, system of belief, or starfleet) is continually being tested, and something that made that nest of obligations more concrete would, it seems to me, be useful. Of course, my next reaction is to try and move Sorcerer over, but that way lies wicked madness. However, Champions/HERO might do a better job of it - if you imagine the Captain as owning a really really big vehicle, and give the heads of departments stacks of followers, it might even add up.
Of course, this may just be showing my bias more than it shows utility, but I can but try.
Logged
my name is drew
"I wouldn't be satisfied with a roleplaying session if I wasn't turned into a turkey or something" - A
RaconteurX
Member
Posts: 262
System for a Star Trek Game?
«
Reply #32 on:
March 06, 2004, 03:16:08 AM »
Honestly, I want to do a
Star Trek
-to-
HeroQuest
conversion. And/or
Star Trek
-to-
InSpectres
... :D
Logged
Pages:
1
2
[
3
]
« previous
next »
Jump to:
Please select a destination:
-----------------------------
Welcome to the Archives
-----------------------------
=> Welcome to the Archives
-----------------------------
General Forge Forums
-----------------------------
=> First Thoughts
=> Playtesting
=> Endeavor
=> Actual Play
=> Publishing
=> Connections
=> Conventions
=> Site Discussion
-----------------------------
Archive
-----------------------------
=> RPG Theory
=> GNS Model Discussion
=> Indie Game Design
-----------------------------
Independent Game Forums
-----------------------------
=> Adept Press
=> Arkenstone Publishing
=> Beyond the Wire Productions
=> Black and Green Games
=> Bully Pulpit Games
=> Dark Omen Games
=> Dog Eared Designs
=> Eric J. Boyd Designs
=> Errant Knight Games
=> Galileo Games
=> glyphpress
=> Green Fairy Games
=> Half Meme Press
=> Incarnadine Press
=> lumpley games
=> Muse of Fire Games
=> ndp design
=> Night Sky Games
=> one.seven design
=> Robert Bohl Games
=> Stone Baby Games
=> These Are Our Games
=> Twisted Confessions
=> Universalis
=> Wild Hunt Studios
-----------------------------
Inactive Forums
-----------------------------
=> My Life With Master Playtest
=> Adamant Entertainment
=> Bob Goat Press
=> Burning Wheel
=> Cartoon Action Hour
=> Chimera Creative
=> CRN Games
=> Destroy All Games
=> Evilhat Productions
=> HeroQuest
=> Key 20 Publishing
=> Memento-Mori Theatricks
=> Mystic Ages Online
=> Orbit
=> Scattershot
=> Seraphim Guard
=> Wicked Press
=> Review Discussion
=> XIG Games
=> SimplePhrase Press
=> The Riddle of Steel
=> Random Order Creations
=> Forge Birthday Forum