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275647 Posts in 27717 Topics by 4283 Members Latest Member: - otto Most online today: 55 - most online ever: 429 (November 03, 2007, 04:35:43 AM)
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Author Topic: [DitV] Star Trek: spaceship conflicts  (Read 1059 times)
Gugliandalf
Member

Posts: 33


« on: November 22, 2006, 12:36:26 PM »

Stardate 200611.22

We just started a new campaign based on Star Trek, and it arose some intriguing topics about character agendas, but more on this later.

What is worrying us about just now is how to handle conflicts involving the spaceship itself (BTW, an Intrepid class named Delta Tau Ki).

On first game, we handled it as an NPC, with standard 16d6 stats and every member of the crew giving it a trait as he/she seems fit (e.g. the Tactical Officer gives "My phaser never miss", the Conn gives "I'm the fastest" and so on). On conflicts, every active crew member helps with his/her 2d6 (e.g. in a battle captain and tactical etc). It didn't work very well, because PCs role is too marginal.

Then, on second session, we tried using the PCs instead of the crew: we were pursued by an alien ship and the conn officer performed, it caught us so captain and tactic took over in the follow-up conflict. It works a little better, but we're again not happy yet.

Now the question is: for those who play in Star Wars setting, how do you handle this? And if you don't play with ships (and for anyboidy else), how would you handle this?

Maybe making the ship just a collection of belonging dice? (Hull 2d8, warp engines 2d6, phasers 2d6+1d4 and so on).

Any idea, suggestion or hint welcome.

End transmission. :-)
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Gugliandalf
aka Guglia aka Giovanni Gugliantini
Remember, Luke, say "yes" or roll dice
Thomas Lawrence
Member

Posts: 40


« Reply #1 on: November 22, 2006, 03:29:30 PM »

A collection of belonging dice sounds fine to me, that's probably how I'd handle it.
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Vaxalon
Member

Posts: 1619


« Reply #2 on: November 23, 2006, 08:38:11 AM »

When we played Jedi, the ship was a collection of belongings.

Crap sensors: 1d4
Big, Excellent engines: 2d8
Excellent shields: 1d8
Ordinary blasters: 1d6
etc.

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"In our game the other night, Joshua's character came in as an improvised thing, but he was crap so he only contributed a d4!"
                                     --Vincent Baker
Thomas Lawrence
Member

Posts: 40


« Reply #3 on: November 24, 2006, 02:00:10 PM »

Going in to more detail, it might make sense if certain parts of the ship were only Belongings for certain charcaters, and for others they were improvised belongings. Only Scotty really owns the engines, etc.
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Gugliandalf
Member

Posts: 33


« Reply #4 on: November 25, 2006, 03:17:09 PM »

Going in to more detail, it might make sense if certain parts of the ship were only Belongings for certain charcaters, and for others they were improvised belongings. Only Scotty really owns the engines, etc.

Yes, that's exactly how the base idea was, so any crew member can have his spotlight in a serie of follow-ups during important ship-involving conflicts.
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Gugliandalf
aka Guglia aka Giovanni Gugliantini
Remember, Luke, say "yes" or roll dice
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