Starships.pdf

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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'
' ..
.
.
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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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