Starships.pdf
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Pobierz
Xo*
David
Eckelb
Sclence Flctlon
Rolcplaglng
Gome
illiar
I
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rpesetling: Eric Haddock Graphic Design: Dee Barnett
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and
Rick Achberger
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.,
Interior Illustrations: Walter Velez
Advice and Special Thanks: Kim Mohan. Duane Maxwell, Andy Collins.
and The ALTERNITY Playtest Team:
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Wall,
,:
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" "
1
1
Chapter
1
-
=
Remember that spaceships. like guns
or high-tech gear, are just tools and
props for the Gamemaster and players
to advance
a
fun story. While they may
be
some of the coolest gadgets in sci-
ence fiction roleDlwina. don't
let
them
This chapter presents
a
collection
0
rules
that address the use of space-
ships and starships in your campaign.
They deal with subjects
as
varied
as
special tactics, new methods of FTL
travel. and how ships perform r-51
unusual circumstances-incluc
when they suffer damage.
Starships begs for an active reade1
and an active player.
STVLE
The firstquestion that comes to mind
when you bring spaceships into your
game sessions is how you and your
players will use them. What role will
spaceships fill in your campaign?
Ships can take on any number of
roles in your campaign setting. They
can be titans of military strength. pio-
neers in the field of discovery. or risky
endeavors into the fields of venture
capital. These represent just a few of
the options you have before you as
you consider what purpose or purpos-
es
ships will perform in your cam-
paign.
Of
course. off-stageand off-
camera they may fulfill many more
roles than you explore with heroes. But
what matters most is how you inte-
grate them into your campaign model.
While this accessory can't hope to
consider every campaign model that
you may use,
a
few of the more com-
mon ones bear some consideration.
.
-
".
become the
sole
subject of your game.
In other words, spaceships can make
fine stages for action-but they can't
replace the necessary actions of
heroes. around which all stories
revolve.
The most likely sources of inspira-
tion for how to use spaceships lie in
science fiction universes of paper and
celluloid with which you're already
familiar.Books and movies have prob-
ably helped to create the setting you
play in, and they'll have something to
say about how you use ships in your
campaign. It's difficult to contemplate
an exploration-based style without
thinkina of the classic series Star
Trek.
With
so
many varied topics. most of
the sections in this chapter can be
considered independently of one
another. This means that the
Gamemaster can choose to apply cer-
tain rules while ignoring others. It's
your game,
after
all. and even
a
clev-
erly-written rule may not add anything
to the fun of your game session.
Finally, you can use
a
pick-and-choose
method to slowly introduce your play-
ers to
all
the diversity that spaceships
have to offer.
Begin with
a
simple reading of the
chapter. Consider making
a
few notes
in the margin about something you'd
like to expand on, underlining
a
few
important sections you like, or even
striking through something you don't
want to use. More than any accessory
that has been released for the game,
"
The epic battles of Star Wars suggest
many useful implications of how to
integrate the actions of heroes into
a
military model. Pick up just about any
SF book or movie that features
a
spaceship. and you'll find
a
starting
point of how to integrate them.
A
Historical
Perspective
That said,thinking about some of the
analogues to space travel that human
histoxy already contains can provide
additional ways of thinking about how
to add ships to your game. (It might be
interesting to consider other species'
history too, hut that information still
proves difficult to come by
at
present.)
Interested in
a
story that revolves
around exploration? Consider the dis-
covery and investigation of the New
World in the fifteenth and sixteenth
centuries. These years held many
intrepid sailors who set out to points
where mapmakers feared to tread. to
seas
that said "beyond here there be
dragons!' Your heroes can sail on the
futuristicdescendant of Columbus'
'
..
.
.
SYSTEMS
OF
1
A
+
1=
tearless
or
the desperate.
Following
history's path, after the
explorers
come
the protitsen.
The
New
World
proved
hslntible to men meek-
ing gold, men willing to exploit or even
exterminate native populaces. While
your campaign may
not
have such dark
consequences,
it
voyagers make their journey
by
choice or
by
force will alw shape how
they view the spaceships on which
they travel.
Still other, more
Sunfa
Maria or Magellan's
?kinidad.
Thi. mcdd
can
work especially well
for
a
campaign
PLAY
In
which exploration
and
etarship.
are
still in their infancy,
a
anky
prospsd
dared
only
by
the
modem
times
may
have something to
add.
For
a
military
campaign. conaider the rugged
After determining the
style
you wlll
use.
you must consider how
you
and
your players will roleplay
act
of
controlling starship. in your
cam-
paign. When
It
comes
to
actually
using spcrceships and starships during
your game,
you
have
a
fewdecitaions
to make.
The
GamsmasferGuide
the
B-52
bomber, home to several crewmen.
Their
stations
of
pilot. navigator, radio
operator, bombardier, and gunner
could easily mimic those
of
a
twenty-
fourth-century wanhip.
=
5
3c
=
The
same
pres-
ents two reasonable, middle-of-the-
road
options for representing ship
movement. eapecially
as
it reganin
ship-to-ship interaction: narrative
combat
and
visual combat.
In the next mction,
a
brief discus-
sion of these two systems highlights
their differences, and why
a
player
might choore
one
over the other.
In
addition, the section presents three
new systems for representing
space-
ship Interactions:
still hold many
similarities to historical events.
may
rugged heroism that circulate
concerning the crew of
tales
of
No
the Memphis
of
legends your
matter the erathe themes
of
dealing
with 1.u
advanced
sentient tapecise
and with new resources
on
foreign
worlds under
the
light
Belle
could
be
the sort
IL-)
own
heroes spawn.
Even more recently, the culture of
19%
have something to
say about the future. Imagine
a
time in
which starships are
as
common
as
automobile&and
possess
all
America
alien stars
hold
untold
adventures. Your heroes'
spaceship
cun
take
part
In
such
a
dol-
lmdriven
call into
the
unlolown.
or
it
could
of
may
of
the
magical symbolism of the hot rods and
cool riders of this time. It's all about
having the fastest. hottest ride in the
galaxy.. .maybe even with fins.
History holds many other models
that you
con
follow for using starships.
Consider the
state
of
pari
of a
government attempt
to
ensure
that the
eyes
be
)usticsextend
to those
on
distant shores.
Naturally, with profiteers
&ng
wealth and raw reaources
back
to
more
civiliwd
regions.
some
will
seek
to
make a profit on the
of
3-D
vector combat,
action
combat,
and off-stage
combat.
Thew
represent different points
on
the
spectrum of realism. providing
Gamemmters with
a
number
of
options for this facet of the
game.
Depending on the circumstancda.
you may
want to use one system dur-
ing one encounter, then another system
later
on.
There'e
nothing
wrong
wiih
that,
as
others.
Varioullycalled pirates
or
privateers,
the morallty
of thew
sailors varied
dramatically, yet their influence on
popular memory outlmted the three
centuries when
they
were most active.
Fortunaiely forwould-be pirate ships.
the frontierof space
is
limitless. and
the opportunities
tranrportcltion
work of
or during the
great dayof locomotive dominance in
America, and how
you
could adapt
these to
an
era
of space travel.
Whether you chwee to
take
inspira-
tion
afterthe fall
of
Rome,
from
one of the ideas mentioned
your playen can
adapt
to the change. For example,
you
may
decide to quickly
pass
through
a
akir-
mlsh between two mutships wlth
the
mivesystem. mer,when
a
pair
of
comeltes
and
a
few
space
fightera
engage in
a
more
serious
battle,
you
could
use
a
more
pdse
sysiem.
long an
up with your own. the impor.
tant thing
is
that you
or come
how
society deals with spaceships on
a
regular
bash.
thus
endless.
Mer,
the colonist. followed
the
profiteers. All
~orts
consider
of
models-
English. Spanish, and French
me
to
or
.
Spacerhips
k
mined for
ideas
about
how to
use
spaceships and how well
the colonlnts get along with native
populations.
mind-can
Starwhipm?
Throughoutthe introduction to this
product, the
Narrative tombac
The
ncmotive
system
is
the
simpler
of
the two standard
0pti0~.
With
broad
categorleB
The
colony tapece.hip
idea
wuld
provide especially interest-
ing
stories, with
a
setting defined
by
the ship's outer hull for months
or
even
years.
Even
an
drive capable of ten
times the sped
of
light would demand
long months
of
tmvel.
In
this
model.
the ship provides
a
stage on which the
Gamemaster cantell many
stories
History
alw
holds another variant
of
this concept: the pilgrimage. The
progress
of
pllgrims from
one
land
to
another-auch
as
the
exodus
of Jews
from Egypt, the homesteading wag-
oneers heading west to California, or
the trail of Native Amsricas forced to
march from Georgia
to
Oklahoma-
may germinate idea8 for your own
spaceborne
caravan on
a
journey to
a
new home. BatfleatarQaJacUco
explored
such
an Idea. Whether the
terms have bean used
almost interchangeably. Generally
"spaceships"refen to ships of
an
inter-
planetmy natum-shipa that can trav-
el
between
the
Earth, Mar&
and
even
Neptune, but can't as
a
practical mat.
ter reach Alpha Cent&. The typical
PL
6
vessel
ln
a
spaceship.
Stmshlps. on the other hand.
two
of
movement
broken
down
of
whether to break,
om.
hold, or clone, your herws
can
give the
Gamemaater
a
good
wnae
of what
they
wish
to accomplish.At the
same
time. you won't
be
encumbred
by
any-
thing more than your imagination.
The
narrative system shows its
weakness when players
begin
to ask
about positional relatloluhip.
between ship. that they can take
advantage
the choice
to
have
some
means
of traveling between the
stam. ?tpically. this
1s
an
FlX
engine
that
manages to break or
drcumvent
the
barrier of light speed.
In
the
average
campaign.
a
stamhip is
at lecnt
PL
7
technology.
hapitothe title
of
thin
accessozy,
it
contains Infonnatlonaugmenting both
kinds of vessels.
somehow
or when
the
Gamemaster
has
difficulty tracking
the
movements
of
multiple ships in his
or her memory. It
maken
of,
pretenn
no
4
about ignoring the gmticulara of
three-dimensional movement
in
space,
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