![]() ![]() You can, of course, focus the action from time to time where critical events happen.Īs a Rogue Trader RPG veteran, I understand your problem. It is the hundred of small decisions in the middle of the battle that matters: Do we support ship X or attack ship Z? Do we keep firing on ship A to sink it, or do we allow it to flee? Do we move to intercept T or just fire some torpedoes? Do we try to disengage or keep close to their capital ship? How are we dealing with damage to the ship?įinally, combat takes a long time (hours/days), which is generally not modelled well by RPG systems: so use more descriptions rather than tactical info dumps. Once you have an answer to that, you can make combat more interesting by focusing on what the players do, not the ships. Ships blowing up are good special effects that can be seen but rarely interacted with. The game should be about the player characters, so that is where your focus should go. ![]() So, do what these guys do: use limited information to build tension, raise the stakes, and then explode in a fast ball of fire! Repeat. You could do that too: Raid on the Medway for example. Of course, all of them take their inspiration for real life™. Space opera generally tend to see space as either submarine warfare ( The Expanse) or glorified air plane combat ( Cowboy Bebop, Star Wars). Finally, Midway is a great film focusing on both the air and naval sides of the battle. The Master and Commander film (and book) are another good example where ship-to-ship combat. You could easily adapt this to a space opera setting. (Answers are expected to be primarily based on real experience, what you did in this situation and how it worked for you - demonstrate how your recommended technique or course of action is effective for the problem.)ĭas Boat's convoy attack is a good example of a submarine fight. Related: How can I efficiently manage Ship to Ship Tactical Combat and Boarding? English is not my native language please excuse typing errors.I am not yet good about describing actions/interaction between crafts/ships, especially after 10 turns.PCs are leading officers on the same ship/craft.The map is usually quite empty with sometimes area of low visibility (obstacles and cover not often). ![]()
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