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Most # of ships your party's had?
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garhkal
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PostPosted: Mon May 14, 2018 3:15 pm    Post subject: Most # of ships your party's had? Reply with quote

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?
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Urban Spaceman
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PostPosted: Mon May 14, 2018 3:57 pm    Post subject: Reply with quote

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.
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Mamatried
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PostPosted: Mon May 14, 2018 4:14 pm    Post subject: Reply with quote

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
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PostPosted: Mon May 14, 2018 10:18 pm    Post subject: Re: Most # of ships your party's had? Reply with quote

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
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PostPosted: Tue May 15, 2018 2:00 am    Post subject: Reply with quote

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
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PostPosted: Tue May 15, 2018 3:37 pm    Post subject: Reply with quote

My Group way back when had 3 Freighters, a Nebulon B, and a squadron of X-Wings.
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Ten-20-Three
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PostPosted: Tue Jul 24, 2018 7:52 pm    Post subject: Reply with quote

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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PostPosted: Tue Jul 24, 2018 9:26 pm    Post subject: Reply with quote

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
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PostPosted: Tue Jul 24, 2018 11:57 pm    Post subject: Reply with quote

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..
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Yora
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PostPosted: Wed Jul 25, 2018 3:34 am    Post subject: Reply with quote

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.
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Pel
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PostPosted: Wed Jul 25, 2018 10:11 am    Post subject: Reply with quote

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.
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Naaman
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PostPosted: Wed Jul 25, 2018 10:28 am    Post subject: Re: Most # of ships your party's had? Reply with quote

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
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PostPosted: Wed Jul 25, 2018 2:07 pm    Post subject: Reply with quote

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..
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WillTasker
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PostPosted: Mon Jul 30, 2018 10:26 am    Post subject: Reply with quote

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
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PostPosted: Sun Aug 05, 2018 2:02 am    Post subject: Reply with quote

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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