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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14168 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Mon May 14, 2018 3:15 pm Post subject: Most # of ships your party's had? |
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Brought out of the thread on "Tramp freighters, pcs with 2 or more ships"..
What's the MOST # of ships you have seen in a party, that's an average of 4-6 player size? _________________ Confucious sayeth, don't wash cat while drunk! |
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Urban Spaceman Lieutenant Commander
Joined: 13 Sep 2010 Posts: 194 Location: UK
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Posted: Mon May 14, 2018 3:57 pm Post subject: |
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2. It was a total nightmare for me as they decided to travel separately to the same place, but stagger their arrivals by several hours at a time in order to appear to be unrelated to each other.
Luckily for me, they screwed up, and I was able to have one of their ships crushed by a vengeful gangster. _________________ "The ships hung in the sky in much the same way that bricks don't." |
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Mamatried Commodore
Joined: 16 Dec 2017 Posts: 1854 Location: Norway
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Posted: Mon May 14, 2018 4:14 pm Post subject: |
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Sort of 1000s
In a rather wild campaign we for a very short time infiltrated an imperial sector command, ans did issue some orders, but we didn't "own" the ships per say.
Now as to what our group have owned was 1 modified corellian corvette more or less identical to the "FarStar" and a fighter each for the 6 strong player group.
And a large number of droids |
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Whill Dark Lord of the Jedi (Owner/Admin)
Joined: 14 Apr 2008 Posts: 10402 Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy
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Posted: Mon May 14, 2018 10:18 pm Post subject: Re: Most # of ships your party's had? |
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garhkal wrote: | Brought out of the thread on "Tramp freighters, pcs with 2 or more ships"..
What's the MOST # of ships you have seen in a party, that's an average of 4-6 player size? |
At one time? No more than one freighter, but occasionally missions called for the freighter + a starfighter, or two starfighters. In cases like that the starfighters weren't exclusively the PC group's - They were just part of the rebel base they were stationed at.
Over the course of the campaign? No more than a couple freighters for a single group. _________________ *
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Zarn Force Spirit
Joined: 17 Jun 2014 Posts: 698
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Posted: Tue May 15, 2018 2:00 am Post subject: |
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Three.
I started out with two Jedi with their own starfighter (and hilariously poor piloting skills - the first few Hull checks were because they decided to employ the "find the edge of the hangar by touching it with the wingtip" tactic to position themselves within the hangar), and later on a Mandalorian popped up with her own Heavy Scout - a Nella or something, if memory serves.
The Jedi were really nervous about the possibility of fighter-to-fighter combat. They didn't have the skills to back it up, and knew that.
The Mandalorian? Not so much. She didn't worry - all her combat skills were a good couple of dice higher than whichever Jedi had the most. She hadn't needed to spend character points on the Force, after all. |
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Raven Redstar Rear Admiral
Joined: 10 Mar 2009 Posts: 2648 Location: Salem, OR
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Posted: Tue May 15, 2018 3:37 pm Post subject: |
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My Group way back when had 3 Freighters, a Nebulon B, and a squadron of X-Wings. _________________ RR
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Ten-20-Three Ensign
Joined: 23 Jun 2018 Posts: 41 Location: Poland
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Posted: Tue Jul 24, 2018 7:52 pm Post subject: |
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Usually, at least half of the 4-6 players team owns ships. Often they group to travel, so it makes things easier.
In one or more occasions I had players who created criminal organizations which invested in their own fleet. All space battles were mostly storytelled.
However, The real issue for me is how to gamemaster a space battle with 6 or more ships in action. If you go by the book, you end up with a lot of throws which really slow down action - it becomes frame by frame battle. _________________ Probability simply does not apply to dice during an RPG session. Therefore, do not share dice with other players. |
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Whill Dark Lord of the Jedi (Owner/Admin)
Joined: 14 Apr 2008 Posts: 10402 Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy
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Posted: Tue Jul 24, 2018 9:26 pm Post subject: |
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Ten-20-Three wrote: | Usually, at least half of the 4-6 players team owns ships. Often they group to travel, so it makes things easier.
In one or more occasions I had players who created criminal organizations which invested in their own fleet. All space battles were mostly storytelled.
However, The real issue for me is how to gamemaster a space battle with 6 or more ships in action. If you go by the book, you end up with a lot of throws which really slow down action - it becomes frame by frame battle. |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14168 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Tue Jul 24, 2018 11:57 pm Post subject: |
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Ten-20-Three wrote: | Usually, at least half of the 4-6 players team owns ships. Often they group to travel, so it makes things easier.
In one or more occasions I had players who created criminal organizations which invested in their own fleet. All space battles were mostly storytelled.
However, The real issue for me is how to gamemaster a space battle with 6 or more ships in action. If you go by the book, you end up with a lot of throws which really slow down action - it becomes frame by frame battle. |
If you have the rules for it, use the X-wing miniatures game to try and simulate it.. _________________ Confucious sayeth, don't wash cat while drunk! |
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Yora Lieutenant Commander
Joined: 29 Jun 2018 Posts: 184 Location: Germany
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Posted: Wed Jul 25, 2018 3:34 am Post subject: |
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Not been in the situation yet, but my approach would be the same as in D&D battles. Only roll for actions done by or targeted at the players. Don't roll for NPC against NPC.
To portray large battles in which the players make important contribution, set up various different encounters that happen across the whole battlefield. The players might be attacking one star destroyer or interdictor and depending on how long it takes them the overall battle situation has changed. Some of their capital ships may be lost or the total number ot fighters on their side reduced. Or they escort a group of bombers to their target. In that case you can roll for the interceptors attacking the bombers to see how many make it to the target and then roll for the bombers to see how much damage they do. But you still only need to do that for one squadron of bombers and one squadron of interceptors.
Reduce it to what the players can actually effect. _________________ "Adventure? Eh... Excitement? Eh... A Jedi does not crave these things."
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Pel Line Captain
Joined: 10 May 2006 Posts: 983 Location: Texas
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Posted: Wed Jul 25, 2018 10:11 am Post subject: |
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Oddly we never had more than two (freighter + one fighter), and usually just the freighter. Everyone in the main group specialized in piloting, gunnery, or shields and worked together to operate the ship. For some reason we had a lot of speeder bikes, though.
I definitely see the advantages of running either X-wing or Armada for space combat so long as the group is okay with shifting tempo in mid-game. _________________ Aha! |
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Naaman Vice Admiral
Joined: 29 Jul 2011 Posts: 3190
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Posted: Wed Jul 25, 2018 10:28 am Post subject: Re: Most # of ships your party's had? |
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garhkal wrote: | Brought out of the thread on "Tramp freighters, pcs with 2 or more ships"..
What's the MOST # of ships you have seen in a party, that's an average of 4-6 player size? |
All our typical players preferred to play foot slogging action junkies. I once played an X-Wing pilot, which... for some strange reason rolled almost all 5s and 6s on piloting checks (ever had a character that always seemed to roll specific rolls really high? Once hand another character, a Jedi who had a very disproportionately high rate of 25+ perception rolls, whether it was an initiative check or a check to notice something).
Anyway, for us, the ship was simply a plot device to advance the story. Most of the gaming happened on the surface, with the occasional space-transport battle.
I can't recall ever having more than one ship in our party. Heck, sometimes the "party's" ship belonged to an NPC. |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14168 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Wed Jul 25, 2018 2:07 pm Post subject: |
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Pel wrote: | For some reason we had a lot of speeder bikes, though.. |
That's something i've yet to have.. At most there's been a large landspeeder, capable of fitting the party, and 1 speeder bike.. _________________ Confucious sayeth, don't wash cat while drunk! |
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WillTasker Lieutenant Commander
Joined: 25 Jan 2017 Posts: 115
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Posted: Mon Jul 30, 2018 10:26 am Post subject: |
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I'm going to say 3: two transports and a starfighter (a smuggler, bounty hunter and a X-Wing pilot made up half our group) |
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nuclearwookiee Lieutenant Commander
Joined: 28 Nov 2011 Posts: 171
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Posted: Sun Aug 05, 2018 2:02 am Post subject: |
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My high school/college groups played campaigns where we had fleets of capital ships. In one, which was a what-if, alternate universe where the Rebellion suffered a major defeat at Endor and lost most of its main heroes, the PCs stepped in and commanded a galactic-sized fleet. Other campaigns saw the heroes commanding more modest capital fleets of a few CR90s, Neb-Bs, and an assault frigate or two. And in a rotating cast of about a dozen regular players, I'd say at least half had personal ships of some sort (partly to explain the frequent change in lineup from one adventure to the next). In another campaign with different characters, we played a Rebel starfighter squadron, so everybody had his or her own ship. |
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