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Far Orbit Campaign
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Raven Redstar
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PostPosted: Sat Sep 05, 2020 1:11 pm    Post subject: Far Orbit Campaign Reply with quote

I'm thinking about trying to tackle this adventure solo and I was wondering if anyone has had any experience at all with it.

I'm looking at the black market tables right now and I'm trying to figure out why they have lots of space transport equipment, but almost no capital scale stuff for making improvements to Far Orbit herself, unless someone at WEG was under the impression that you could take a space 12 engine and stick it in a capital ship and have it work the same.

The "main PC" will be taking the role of Captain away from Vedij, so I won't be having him to lean on. But, I am creating a cast of senior staff to keep interesting character interactions between the captain and department heads.

Any suggestions would be appreciated, I've been working on prep now for the past week or so and hoping to start soon using the Capital Ship combat rules cooked up by Bissler and CRMcNeill.
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CRMcNeill
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Joined: 05 Apr 2010
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Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sat Sep 05, 2020 1:29 pm    Post subject: Reply with quote

The Black Market Tables pretty much only covered equipment that had already been stated out in other WEG material, and since pretty much only Pirates & Privateers touched on modifying capital ships, there isn't a lot to pick from. There was an unofficial modifier in one of the Rancor Pit Conversion Book for D20 Saga Edition's Starships of the Galaxy (pg. 15 of the pdf); to convert a piece of equipment from Space Transport to Capital Ship, multiply the price and the weight x20.
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CRMcNeill
Director of Engineering
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Joined: 05 Apr 2010
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Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sat Sep 05, 2020 1:33 pm    Post subject: Reply with quote

I know you want to do your own PC, but honestly, the stats for the official captain of the Far Orbit are pretty dang good, and he's already got an established backstory that fits with the campaign.
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"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

The CRMcNeill Stat/Rule Index
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Ray
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PostPosted: Sat Sep 05, 2020 1:46 pm    Post subject: Reply with quote

Man, I miss my group's old Far Orbit campaign.

I ended up having to develop a massive spreadsheet just to figure out who gets paid what.
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Raven Redstar
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PostPosted: Sat Sep 05, 2020 3:37 pm    Post subject: Reply with quote

CRMcNeill wrote:
The Black Market Tables pretty much only covered equipment that had already been stated out in other WEG material, and since pretty much only Pirates & Privateers touched on modifying capital ships, there isn't a lot to pick from. There was an unofficial modifier in one of the Rancor Pit Conversion Book for D20 Saga Edition's Starships of the Galaxy (pg. 15 of the pdf); to convert a piece of equipment from Space Transport to Capital Ship, multiply the price and the weight x20.


This is an excellent suggestion, I do believe that's what I'll do, which means capital grade black market goods would be roughly 100x the cost of starfighter scale.

CRMcNeill wrote:

I know you want to do your own PC, but honestly, the stats for the official captain of the Far Orbit are pretty dang good, and he's already got an established backstory that fits with the campaign.


I like the Vedij character. He's great for an NPC, but I want the story to focus on my main character. The adventure won't require too much editing to focus on the captain character rather than the crew.

Ray wrote:

Man, I miss my group's old Far Orbit campaign.

I ended up having to develop a massive spreadsheet just to figure out who gets paid what.


I'm thinking about changing shares to the following:
Ship Fund gets 2 shares, everyone else including the captain gets 1.

I imagine that mutinous pirates might prefer equal shares for everyone. The only reason the ship will get a double share is maintenance and supplies are expensive for capital ships, as well as modifications and improvements.
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CRMcNeill
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PostPosted: Sat Sep 05, 2020 4:01 pm    Post subject: Reply with quote

The problem there is the upkeep for the ship is going to be a lot higher than .25% of the take from their prizes (A Nebulon has ~800-900 crew. A double share works out to ~1/400 to 1/450). Shares for the crew need to be calculated after the ship's operational expenses. It's also perfectly reasonable for some crew to get a bigger cut due to their value; some guy on droid duty mopping the floors isn't as valuable as the captain, the gunnery officer, the boarders, etc.

EDIT: To calculate operating expenses, use the Restocking Fee Rules on pg. 31 of Tramp Freighters. The size of the ship's crew will serve as an adequate modifier, considering you're multiplying the Base Fee (10-35 credits) by ~900 instead of 4-5. That's before any needed repairs are factored in, of course.
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"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

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Ray
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PostPosted: Sat Sep 05, 2020 4:16 pm    Post subject: Reply with quote

Not to mention upgrades.

Ion Cannons and Tractor Beams are a must for Pirates/Privateers.

Getting a supply of Y-Wings can also work, as the Far Orbit was one of the models that had a hanger.
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CRMcNeill
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Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sat Sep 05, 2020 4:37 pm    Post subject: Reply with quote

The Ship's Articles Sidebar on pg. 34 of Pirates & Privateers is a decent start for calculating shares, but I'd say it needs to go even further. Something along the lines of...
    1 Share = Basic Level Crew
    1.5 Shares = Specialist Crew (Boarders, Experienced Techs, etc)
    2 Shares =Junior Officers & Petty Officers
    2.5 Shares = Senior Officers (Gunnery, Engineering, Ship's Surgeon, etc)
    3 Shares = Captain

    Also, it'd make sense to offer Bonuses equal to 1/2 a Share for noteworthy actions.

Piracy is a business; if you want to motivate your crew, do it by providing an incentive for them to make more money by being more valuable employees.
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"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

The CRMcNeill Stat/Rule Index
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Raven Redstar
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PostPosted: Thu Sep 10, 2020 5:54 pm    Post subject: Reply with quote

After some consideration, I've decided I'm still going to solo this adventure, but instead of centering it on the ship's captain I'm going to focus on a new recruit to the crew. My fighter pilot will be the perfect way for me to test out some of CR's fighter rules as well as getting to do some capital ship combat in the background with my NPCs. Since I'm playing everyone, I'm hoping I'll enjoy getting to focus on both aspects.
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The Bissler
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PostPosted: Thu Sep 10, 2020 6:17 pm    Post subject: Reply with quote

Please keep us posted on this, interested to know more about how it goes!
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CRMcNeill
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Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Thu Sep 10, 2020 7:04 pm    Post subject: Reply with quote

Sounds like I've got some work to do, then.
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"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

The CRMcNeill Stat/Rule Index
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Ray
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PostPosted: Fri Sep 11, 2020 11:44 am    Post subject: Reply with quote

I can dust off my old Spreadsheeting skills and make you a sheet that, all you have to do is plug in the final numbers and everything will be laid out.

How much the ship gets (and the ship CERTAINLY needs to get something, if just to keep the crew in food, water, and AIR!), how much each share is worth, and how much each person gets according to those shares.
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