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Roleplaying Tips Weekly E-Zine Issue #155
14 Elements Of Starship Design For Newbie Sci-Fi Gamers
Contents:
This Week's Tips Summarized
14 Elements Of Starship Design For Newbie Sci-Fi Gamers
- Harness Player Passion
- Ensure The Starship Design Serves The Game
- Vessel Purpose
- Size
- Control Systems
- Power Systems
- Life Support
- Sensors/Communications
- Sublight/Supralight Drive System
- Crew Support
- Extra Vehicular Support
- Offensive/Defensive Systems
- Ship History
- Visual Design
Readers' Tips Summarized
- Game Room Enhancement Idea: Banners
- Use Earth Weather For Game World Regions
- Three Short Player Tips
- Online Article Series Good For Building In-Depth PCs
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Contents
A Brief Word From Johnn
This Week's Article Great For Fantasy & Other Genres Too
As I was reading Jonathan's article about starship design it
occurred to me that many of the elements he's identified
also make a great idea checklist for GMs of other genres.
For example, the "cart" is a classic D&D element, mostly
used for transport of equipment and treasure. The mental
picture I have of carts in my games hasn't changed much
since I started playing in 19. Going through
Jonathan's tips however, inspired me several times to change
my carts in different ways so that they become a more
interesting part of my adventures. Perhaps there's an
article in there somewhere -- "reinventing the cart". ;)
I encourage you to browse Jonathan's tips this week,
regardless of whether you GM carts, cars, airplanes, or
spaceships, and look for ways to make the vehicles in your
campaigns more interesting.
Contest Winners
The winners of the NPC Essentials Poll contest have been
selected and contacted. Thanks to everyone who entered! More
contests coming in 2003.
Congratulations to:
Lee H. lh...@charter.net
Robert S. sm...@optonline.net
Andreas R. ang...@home.se
Dwayne T. chicken...@hotmail.com
Federico F. fe...@ciudad.com.ar
Michael D. md...@qualcomm.com
Thanks again to the contest prize suppliers:
Cheers,
Johnn Four
johnn@roleplayingtips.com
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Contents
14 Elements Of Starship Design For Newbie Sci-Fi Gamers
By Jonathan Hicks
Interstellar sci-fi games often revolve around one thing:
starships. Many players of these types of games become quite
passionate about starship design and starship capabilities
and this can create various game related problems. Also,
while most sci-fi roleplaying games have their own systems
for starship design and implementation, the following tips
might help further flesh out your game's starships and give
them some added character.
- Harness Player Passion
Players of the game, both GMs and attendees alike, love to
tinker, modify, and list the abilities of their starships.
The great space-battle type games cry out for such designs
and players will want to ensure that if they get into any
trouble they have the vessel to do the job.
This can lead to all kinds of designs, even down to the
smallest items, systems, and capabilities that the designer
can squeeze in to cater for every eventuality. This is all
fair and good--nothing brings a more genuine smile than when
the starship successfully does something it was designed to
do.
To make your job of campaign preparation easier, try to
harness the enthusiasm and passion the players have for
starship design and let them tackle as much of this game
aspect as possible. This will include players at a higher
level of game involvement and will greatly increase their
campaign satisfaction.
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- Ensure The Starship Design Serves The Game
Player driven, detailed ship design can make things a little
problematic for the GM. If the ship has a system or gadget
for every eventuality, then the game is going to be a little
predictable and adventure challenges too easily solved. The
GM should ensure that he/she isn't giving into Player
Pressure or the Cool Factor and that the design of the ship
suits the game.
'Player Pressure' is when the players either continually
badger the GM to allow them just 'one more addition' to the
ship, or they gang up on the GM with tables of rules, costs,
and dice rolls to get their own way. Don't fall for it! If
you cave in and allow the modifications, then the players
will think they can always get away with it and maybe with
other rulings as well. If they want a great ship part make
them work for it. A high price, lack of availability, or
even a series of adventures earning the right to have the
part will make them think twice before pressuring you again.
'Cool Factor' is the GM falling into the trap where they
themselves think that the fast, sleek, manoeuvrable ship is
a good idea and allows the modifications, but then regrets
their decision later on. When the players get into trouble
they easily get out of it, not once but many times, until the
encounters become repetitive and predictable.
It's easy to get caught up in the Cool Factor trap, but if
you refrain from going overboard in your design then you'll
appreciate the vessel later on in the game. It can make for
a good game when the players get protective about their
ship, even if it is a dilapidated old freighter, and it
gives the vessel more character.
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- Vessel Purpose
What the vessel is designed for will decide many other
factors of the design process. A simple hired transport will
not be large and will have a limited crew and cargo
capacity. A destroyer could be huge, with space for war
machines and troops, serving a crew of hundreds. A survey
vessel might be large and have a crew of varying scientific
skills and abilities. Deciding what a vessel was originally
built to do gives a sense of purpose and ability.
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- Size
Vessel size will determine the crew complement and
capability and will influence many ship systems. A small
freighter might have half a dozen crew with several
different responsibilities divided between them. A great
liner-type ship will have a crew of dozens, even hundreds,
with whole teams of people dedicated to a single ship's
operation, such as the engineering crew or attendees.
Size will also help determine where the ship can and cannot
go. A smaller vessel could dock with a space station and
land on a planet while a larger vessel might have to park
next to a station or planet and ferry crew across in
shuttles. A small ship will be able to manoeuvre through an
asteroid belt whereas a larger ship might be a sitting duck.
Size can also be an indicator of strength. A small ship
might take two hits and be destroyed whereas a larger vessel
might need to be hit a hundred times before the damage is
regarded as severe.
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- Control Systems
The command area of the vessel is the nerve centre of the
whole construction. As in the TV/Movie series Star Trek, the
bridge is the single most important part of the starship, so
you'll have to design what's required in the cockpit/on the
bridge.
If it's a small trading vessel, it might just be a pilot and
co-pilot taking care of business. A huge exploratory ship
might have a dozen or more workstations scattered about the
bridge with several personnel on duty taking care of
tactical, navigation, or sensors.
Consider also, how much control does the bridge have over
the rest of the vessel? Decide what systems tie directly
into the bridge/cockpit and what systems will have to be
travelled to directly to operate or influence.
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- Power Systems
The heart of the vessel is its power core. The core's job is
to supply energy throughout the vessel so it's important to
determine:
- What is the vessel's power source?
- How dangerous is it?
Perhaps it's a new form of clean fusion that presents very
little danger, or maybe it's concentrated fusion that emits
high levels of radiation that need to be heavily shielded to
protect the crew.
The energy core, and the auxiliary systems in case things go
wrong with the main power, should be designed with two
things in mind:
- What would happen to the ship if the core shut down?
- What would happen if it leaked or got damaged?
Power is a requirement on starships, but the dangers of
harnessing that power should be considered.
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- Life Support
Crew requirements need to be taken into consideration.
Mainly, these requirements are the simple things in life,
that of air to breathe and an acceptable temperature to
survive in. Gravity is also a necessity on long voyages to
avoid muscle and bone degradation but may not be possible in
your game's setting. Either way, the life support system
will need to be considered to keep the crew alive.
Depending on the setting and on what species of crew you
have on board, the life support ability may vary from one
section of the ship to another. It's all fair and good
taking on alien passengers, but if your atmosphere is lethal
to them it's not going to be a very long stay.
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- Sensors/Communications
It's all very well going off on deep space adventures, but
it makes things difficult when you don't know what's around
you or not being able to let other people know what's going
on.
Sensors come in varying packages. Either they have a long
range and give you full details of what's around you, or
they have a limited range and simply pre-warn you of any
approaching objects.
The sensor ability will depend on the vessel's purpose. A
warship will have multiple sensors that will identify
threats and targets, with tactical details of the targets
being presented to the viewer. Research vessels may have a
broad spectrum of sensors that may be able to track and
probe life forms, minerals and atmospheres. A smaller vessel
may have a simple proximity-warning sensor that bleeps
when something comes too close.
Communications may vary also, depending on the technology
level you're gaming in. The signals sent by a starship may
take weeks to get to their intended target, meaning the
vessel really is alone in space. Alternately, the signal
might get to the target instantaneously, using
subspace/light speed technology to relay the message.
Communications will help determine risk. If the players get
into a dangerous situation and a distress call will take two
weeks to reach a friendly location, is it worth it?
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- Sublight/Supralight Drive System
Starship speed is an important game factor, especially
during those exciting chase sequences, or cavalry type 'to
the rescue' scenes.
Speed takes two forms:
- Sublight speed, which determines how fast a vessel can
cover distances between planets within a solar system.
- Supralight speed, which, if the vessel is capable of such
a thing, determines how fast a vessel can travel between
solar systems.
Sublight can take the form of thousands, even millions, of
kilometres per hour depending on the capability of the ship.
Smaller ships may get to certain places faster but have a
limited fuel supply whereas larger vessels may have a longer
range and a huge supply of energy to burn up.
Supralight is the speed that enables the vessel to get
between stars. This can be any speed the GM wants, with a
drive that enables the vessel to get to a star in weeks, or
a drive that might enable the journey to be completed in
days or even hours. There are also drives that could enable
a vessel to instantly appear within a solar system, taking
no time at all. It depends on the GM and what he/she thinks
will work for their game. Long voyages can be adventures in
themselves.
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- Crew Support
The crew can breathe and walk about your ship, but what do
they eat? Where do they sleep? Is there anything for the
crew to do to relax? Long journeys can be tiring, especially
cooped up in a vessel, so the crew will want to be able to
relax between shifts, especially if it's a large crew on a
large ship.
A small ship may have a few music/video programs or games to
keep the players entertained (like the holochess board on
the Millennium Falcon in the original Star Wars movie), or
entire decks may be put aside for rest and relaxation on
larger vessels (as in the holodecks in the Star Trek
TV/movie series).
Food is a concern, especially if more than one species is
working on the ship. Does the vessel have a galley or do the
crew quarters each have their own kitchen/dispenser? What do
they eat? Concentrated food, tablets, or full meals from a
stocked kitchen? When resupplying at a station you can top
up fuel or get repairs, but food is also a necessity.
Also decide how and where the crew has downtime for sleep
and personal chores. They may all share dormitories, have
their own quarters, or share with one or two other people.
They may even be jammed in like sardines, like on a
submarine.
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- Extra Vehicular Support
Getting on and off the vessel is important in both duty and
emergency. Duty involves the normal boarding/disembarking
from a starship in various ways. Perhaps the crew is
shuttled in on smaller vessels that are permanently
stationed in a hanger in the starship on large vessels.
Shuttles and landing craft may be used to get to and from
planets and stations, but perhaps the crew is 'beamed' to
their destination by matter transporters instead.
What about an emergency? Does the vessel have enough
lifepods or lifeboats to get everyone off? How long would it
take? Smaller vessels may have one or two lifepods to cover
the crew, whereas bigger vessels may utilise lifeboats so
large that they are small starships in themselves. Decide on
entry and exit points on your starship and what they are
used for.
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- Offensive/Defensive Systems
So, the ship is flying about the cosmos when - gasp! -
Pirates/Enemy Ships/unsociable aliens suddenly attack it.
So, what is the starship you have designed capable of in a
fight, and how well protected is it under fire?
Offensive weaponry can come in many forms, as in missiles
and lasers, but what does your ship have to offer? Again,
this goes back to the purpose of the vessel. Warships may be
bristling with gun emplacements and torpedo tubes, a
research ship may have a few weapons for defensive purposes,
and a smaller trading vessel or a fighter may have one or
two weapons suited to the kind of enemy it may encounter.
What can a ship do to protect itself? Does it have armour
plating? Energy shields to block shots? Perhaps it can
launch countermeasures to confuse targeting computers and
missile guidance systems? It sometimes pays to think beyond
what damage a ship can do and consider what damage a ship
can take.
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- Ship History
To give the vessel some character consider what other
adventures and missions the vessel has been involved with
before it appeared in your game. If the ship is brand new
then this is not a consideration and the game itself will
determine the ship's story.
Older vessels, either second-hand ones or ships the PCs have
been stationed to, may have a long history however. Has
there been many previous owners? What adventures has the
original crew had in the ship?
The age and any modifications done to the ship since its
launch date might be worth looking at as well. An old,
dilapidated warship may be no match for a modern battleship,
like matching a World War One frigate against a modern day
aircraft carrier or destroyer. But the age of the ship, and
what it's been involved in, makes for great character. If
you give it the same kind of character history as you do for
NPCs and PCs the ship takes on a life of its own.
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- Visual Design
Visual design can certainly vary, but take one thing into
consideration -- aerodynamics is not a problem! The vacuum
of space means no friction, meaning any ship of any shape,
no matter how outlandish, can travel the stars. Visuals can
be determined by yourself (if you have artistic tendencies)
or pictures can be utilised out of most science fiction
books and even space science websites, such as
[ http://www.nasa.com ].
Again, that's GM discretion. If you want to take a jumbo
jet, knock off the wings, and slap a great big cannon on top
of it, then there's a spaceship straight away.
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Readers' Tips Of The Week:
- Game Room Enhancement Idea: Banners
From: JK Wolf
Like Halloween and Christmas, I decorate our game room's
walls with banners of visiting dignitaries, mercenary
companies, and guilds in the city we play in. My players
feel it really gives an impact. Right now in the campaign,
the wall is packed and my players actually feel very crowded
in the city they are residing in.
I also post pictures of other notable people that they
interact with for visual effects and sometimes play a short
tune to set the mood. We have tried music in the background
but it becomes very distracting so I only play it when it is
required.
As the dignitaries or officials leave the city the banners
are taken down. The players notice it right away. Once,
during a session, I failed to decorate the wall and the
players actually wanted a timeout so I could set it up. They
said it just wasn't the same without all the banners!
For instant banners check out this site that features a
multitude of Irish Banners:
http://www.irishsurnames.com/cgi-bin/gm.pl?user=303176352
- Use Earth Weather For Game World Regions
From: Jeff W.
Someone's probably mentioned it before, but it struck me
today, in trying to generate realistic weather for my D&D 3E
campaign (set in Freeport), that I should be able to "steal"
real-life weather. Given the geographic placement of
Freeport in my world, I settled on Hong Kong as a good RL
analog.
Unfortunately, the best I've been able to find so far (in
terms of weather archiving) is on http://www.weather.com/
but that deals only in temperature averages and total
precipitation. If you know (or feel like asking your
readers), I'd love to know where I might find detailed, day-
to-day archives of weather for specific geographic areas.
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- Three Short Player Tips
From: Nick
Johnn,
I would like to thank you for your work with your role-
playing tips newsletter, a truly great source of
inspiration. I also have a few tips for players, if they
have not been mentioned as of yet.
- Map making: Use colored pencils to denote combat, items
found, door status, and other information. Making notes
about what items you find as a group could be valuable,
especially when some of those items turn up missing when you
stop to divvy up the treasure.
- Distractions: Distractions are great for many reasons.
Start a small brawl in a tavern to distract proprietors or
bouncers so the party's rogue can slip past for a search or
to gather information. Outside distractions will almost
always get attention and guards close by will leave a post
to investigate. Setting on fire a barrel filled with paper
and wax nearby will get a home owner to react and leave his
home open to searches. Of course, you might want think about
keeping these as minor events so as to not break any major
laws. :)
- Get even with those Evil villains: Toilet paper the
villain's house. Remove a wheel from his carriage or wagon.
Put a sleep spell on his/her favorite steed. Let loose a
hundred cockroaches in his/her kitchen. Ice over the
front/rear steps. Send a daily messenger with a note that
reads..."nana na na naa na!" or "Tag...you're it!". Spread
rumors about their diseases. Wear a disguise to make you
look like them and commit a crime. Throw a skunk into their
camp. Or some other non-destructive prank...you get the
point. :)
I would like to see more player tips like "7 Tips To
Surprise Your DM" or something similar.
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- Online Article Series Good For Building In-Depth PCs
From: Joe A.
Johnn,
There have been lots of articles and tips on developing
characters and character centered plots in Roleplaying Tips.
Since I have found them very useful, I wanted to point out
another excellent series of articles that may be of
interest.
RPG.net had a column by Aeon called Archetypology
101 (now available in its archive). The column's articles
discussed a wide range of issues for players that wanted to
use archetypes as a basis for building characters. Aeon
explored the D&D player character races and classes and
offered some insight for someone who wants to know why
characters (or NPCs) act the way they do. His articles go
back to the roots of the roleplaying games' races and
classes, examining literature and mythology to find out
where players can draw inspiration from.
The complete series of 11 articles can be found at:
http://www.rpg.net/news+reviews/collists/archetypology.html
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