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Sci-Fi RPG Vehicle Systems?

Started by Reimdall, December 06, 2006, 10:59:45 PM

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Reimdall

Wasn't there a thread a while back about the best systems for vehicle incorporation/combat?  Little help?  Bueller?
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Dominus Nox

I don't recall it, but a good place to look would be SJG's "Gurps vehivles 3eR".
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Silverlion

I don't recall the thread either. Hrms.

Albeit my vote would be Mekton Zeta.
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Reimdall

Okay, my bad.  :D   I must have dreamed it.  

In that case,

I re-christen this thread, in the name of all that is role and play,

SIR COOL SCI-FI RPG VEHICLE RULES THREAD, Duke of Anti-Gravity, Baron of Payload.

Who gots some?
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Settembrini

MegaTraveller!
101 Vehicles.
Sweet!
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flyingmice

I'd add my own StarCluster 2 Vehicle Design Guide, along with the Cold Space Vehicle Design Guide, the CSVDG is more a system for modifying existing vehicles than for designing from scratch. You can use the two together, though. :D

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Caesar Slaad

Traveller d20 has the best of all existant Starship Combat systems for Roleplaying Games (note emphasis) AFAIAC.

Not that it couldn't use some brushing up... I don't think it scales up to capital ships well. But when it comes to what an RPG starship combat ship should do, it does it well. To wit, it works well on the scale of starships most PCs will operate, and it does an outstanding job of involving all PCs. PCs don't sit back and wait while the gunner and pilot resolve combat.
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Dr Rotwang!

Quote from: Caesar SlaadTo wit, it works well on the scale of starships most PCs will operate, and it does an outstanding job of involving all PCs. PCs don't sit back and wait while the gunner and pilot resolve combat.
What's it do to involve the PCs?  I think that a GM can do that regardless of system, but thinking of stuff for the other PCs to do  is tricky.  One guy piloting, one on the sensors, one shooting at stuff...and the other two?
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Nicephorus

Quote from: Dr Rotwang!...and the other two?

They give the active characters massages to ease the strain of being at maximum alert.

James McMurray

Babylon 5 2nd edition has a really nice vehicular combat system.

Caesar Slaad

Quote from: Dr Rotwang!What's it do to involve the PCs?  I think that a GM can do that regardless of system, but thinking of stuff for the other PCs to do  is tricky.  One guy piloting, one on the sensors, one shooting at stuff...and the other two?

First off, you sort of need to understand that as a default, T20 combat is mapless (though it has additional rules if you want to use a map). That being the case, it's easy to work abstract things like navigation.

It's been a while since I ran it, but recalling from the one game that actually featured lots of ship combat:
- navigators can derive courses that best control the distance to the enemy. And, of course, plot that emergency escape jump. ;)
- sensor operators can break missile locks of target on an opponent, boosting gunner rolls.
- engineers can boost power (allowing you to both use your ships agility and fire your lasers on your little merchant), overpower weapons, or boost drive ratings.

It can still be a bit of a snooze being a medic until casualties occur, but I try to make sure the medic is a competent sensor operator.

Now, it wouldn't be hard to put all this in Classic or MegaTraveller. But we are talking about printed games, so there you go.
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Reimdall

Thanks mucho from a self-described fantasy rpg hermit. :)

I'm always delightedly surprised at how this site is just a ridiculously excellent brain trust.

Signed, a Member of Adverbs Anonmymous
Kent Davis - Dark Matter Studios
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Dominus Nox

Quote from: ReimdallThanks mucho from a self-described fantasy rpg hermit. :)

I'm always delightedly surprised at how this site is just a ridiculously excellent brain trust.

Thank you.

Back on topic, there are two different vehicle design system bases. One base is for a specific game and uses technology and assumed technology from one universe, like traveller, for example. In this type of system you can create vehicles and systems for one setting.

Then there's the 'universal' system that allows for things to be made under any system and any set of assumptions. Guprs vehivles or mekton zeta+ are examples of this sytem.

Each has it's merits and flaws. The single universe systems offer total consistency and detail, and are often more concise and simpler.

The universal systems offer more flexibility, at the expence of greater size and complexity, plus the fact that the systems may falter or fail in some esoteric conditions. (While gurps vewhicles allowed players to design anything from a chariot to a battlestar, many people complained about the length and complexity of the rules system. Still, it worked if you were willing and able to work with it.)

Take your pick and have fun. ;)
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bobmangm

Wow.  When he said "vehicles", I thought of cars and trucks, so...CAR WARS!  But, space ships are good to.

BobManGM
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