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TheEvilDM Sub-Lieutenant
Joined: 24 Dec 2010 Posts: 66 Location: TX
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Posted: Thu Jan 09, 2020 8:38 am Post subject: Ship design guide for GMs? |
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Has anyone designed up some house rules for designing their own ships? I was curious to see what others have come up with. Normally I just kind of look at other ships, and base it off that when I make new ships.
is there anything official I've missed all these years?
Note: I really don't dive into R&E much, I tend to stick to 1e to 2e vanilla rules.
Edit: of course after I ask this question a book literally falls into my lap from the shelf. Galaxy Guide 6. But still I'd like to hear what others have come up with.
thanks! _________________ Star Wars "Fall of the Order" Actual Play Podcast - https://rollhighordie.com/category/swfallorder/
The Evil DM's Star Wars d6 Youtube - https://www.youtube.com/watch?v=CSkR1tQrAbc&list=PLHfroCDsMXeHTiY_0CWSUd5S27cJP7bon
Facebook group dedicated to Star Wars 1e only - https://www.facebook.com/groups/FirstEditionSWd6/ |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16320 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Thu Jan 09, 2020 1:29 pm Post subject: |
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There are various home-brewed ship design rules out there, but the closest thing to an official system would be the ship design rules in the D6 Space supplement, D6 Ships. _________________ "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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TheEvilDM Sub-Lieutenant
Joined: 24 Dec 2010 Posts: 66 Location: TX
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Whill Dark Lord of the Jedi (Owner/Admin)
Joined: 14 Apr 2008 Posts: 10436 Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy
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Posted: Thu Jan 09, 2020 8:42 pm Post subject: Re: Ship design guide for GMs? |
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TheEvilDM wrote: | Has anyone designed up some house rules for designing their own ships? I was curious to see what others have come up with. Normally I just kind of look at other ships, and base it off that when I make new ships.
is there anything official I've missed all these years?
Note: I really don't dive into R&E much, I tend to stick to 1e to 2e vanilla rules. |
There isn't anything official in any edition of the WEG Star Wars line, as far as I can recall. There certainly could be some house rules out there. Dredwulf60 might have some because he has rules for almost everything.
TheEvilDM wrote: | Edit: of course after I ask this question a book literally falls into my lap from the shelf. Galaxy Guide 6. But still I'd like to hear what others have come up with. |
GG6 has rules for modifying ships, not designing them (although it certainly can help with design).
CRMcNeill wrote: | There are various home-brewed ship design rules out there, but the closest thing to an official system would be the ship design rules in the D6 Space supplement, D6 Ships. |
And D6 Space Ships is available here. Check it out.
EvilDM, there is always the freehand design method, which I used to create the MC-13v2 Freighter stats and deckplan. I would suggest starting with an existing Star Wars ship as a basis, and make changes to it to suit your needs. Without a design system, the ultimate "balancing factor" is the sticker price. Since I thought that a lot of people would say my ship is too OP, I made it extremely expensive, double the price of the ship it was based on. No one's said the ship was too OP, but one person has told me they thought the price was too high. Star Wars has a completely fictional economy and I do not think that any resource, including the RPG, based pricing on any system with their published ships. I'm convinced that the pricing of things in the RPG, including spaceships, is largely arbitrary. But you can ballpark it to similar ships. _________________ *
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Stan Shinn Ensign
Joined: 03 Jan 2020 Posts: 30
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Posted: Fri Jan 10, 2020 2:03 pm Post subject: |
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If you're looking for Traveller-style crunchy rules, Cepheus Engine (OGL Traveller Retroclone) as well as Cepheus Light (spinoff game, simpler) have Traveller style rules you could adapt. Would probably be a bit of work though to make it compatible with Galaxy Guide 6 upgrade rules. |
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TheEvilDM Sub-Lieutenant
Joined: 24 Dec 2010 Posts: 66 Location: TX
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Posted: Thu Jan 16, 2020 12:21 pm Post subject: Re: Ship design guide for GMs? |
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Whill wrote: |
EvilDM, there is always the freehand design method, which I used to create the MC-13v2 Freighter stats and deckplan. I would suggest starting with an existing Star Wars ship as a basis, and make changes to it to suit your needs. Without a design system, the ultimate "balancing factor" is the sticker price. Since I thought that a lot of people would say my ship is too OP, I made it extremely expensive, double the price of the ship it was based on. No one's said the ship was too OP, but one person has told me they thought the price was too high. Star Wars has a completely fictional economy and I do not think that any resource, including the RPG, based pricing on any system with their published ships. I'm convinced that the pricing of things in the RPG, including spaceships, is largely arbitrary. But you can ballpark it to similar ships. |
Yeah, I have been doing it that way myself and was never able to find anything official. Was just curious. Thanks! _________________ Star Wars "Fall of the Order" Actual Play Podcast - https://rollhighordie.com/category/swfallorder/
The Evil DM's Star Wars d6 Youtube - https://www.youtube.com/watch?v=CSkR1tQrAbc&list=PLHfroCDsMXeHTiY_0CWSUd5S27cJP7bon
Facebook group dedicated to Star Wars 1e only - https://www.facebook.com/groups/FirstEditionSWd6/ |
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cheshire Arbiter-General (Moderator)
Joined: 04 Jan 2004 Posts: 4853
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Posted: Thu Jan 16, 2020 7:30 pm Post subject: |
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There's also Fallon Kell's Starship Pricing System
https://drive.google.com/open?id=1yK2j1KE0k4IRayRCwHN_JEVegcTAfdLq
He's pretty thorough, and I've been told that the system can get you in the ballpark price-wise on a lot of WEG official ships. Which is saying something since they didn't have a consistent system for generating ships. _________________ __________________________________
Before we take any of this too seriously, just remember that in the middle episode a little rubber puppet moves a spaceship with his mind. |
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Whill Dark Lord of the Jedi (Owner/Admin)
Joined: 14 Apr 2008 Posts: 10436 Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy
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ZzaphodD Rear Admiral
Joined: 28 Nov 2009 Posts: 2426
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Posted: Sun Feb 09, 2020 6:43 pm Post subject: |
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There is also the problem of in game ships having next to no concistency.
Over the years I've owned a few sci fi rpg:s with starship design rules, from original Traveller to Spacemaster. And some later I can't remember.
I have also over the years at least three times created D6 SW rules for ship design. Started out with GG6 and built energy management (with power core rules) and then assuming the gg6 system was for a 'standard light freighter' which could be extrapolated.
In the end don't expect any system to create existing ships.. _________________ My Biggest Beard Retard award goes to: The Admiral of course.. |
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Whill Dark Lord of the Jedi (Owner/Admin)
Joined: 14 Apr 2008 Posts: 10436 Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy
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Grimace Captain
Joined: 11 Oct 2004 Posts: 729 Location: Montana; Big Sky Country
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Posted: Mon Feb 10, 2020 12:10 am Post subject: |
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Well, I'm glad he included the little bit on the third page, since he almost copied verbatim from what Krapou and I came up with way back when.
I was going to link my original, but since the above is so close you can just go with that. I also have this that someone else threw together back in the day. Not mine, but I saved it back in 2005.
https://drive.google.com/file/d/1vgFCK_GwyUlcBNAL4OJ06QVyzt2A6BmB/view?usp=sharing |
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Whill Dark Lord of the Jedi (Owner/Admin)
Joined: 14 Apr 2008 Posts: 10436 Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy
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Grimace Captain
Joined: 11 Oct 2004 Posts: 729 Location: Montana; Big Sky Country
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Posted: Tue Feb 11, 2020 10:39 am Post subject: |
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Stan Shinn wrote: | If you're looking for Traveller-style crunchy rules, Cepheus Engine (OGL Traveller Retroclone) as well as Cepheus Light (spinoff game, simpler) have Traveller style rules you could adapt. Would probably be a bit of work though to make it compatible with Galaxy Guide 6 upgrade rules. |
And if you're looking for a "crunchy" rules for starships that isn't shackled by Star Wars (but still uses the D6 system), I have a much more thorough Starship construction system that handles a wide variety of ship types and technology levels. |
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Whill Dark Lord of the Jedi (Owner/Admin)
Joined: 14 Apr 2008 Posts: 10436 Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy
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Posted: Mon Mar 16, 2020 2:03 am Post subject: Starship construction system |
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Grimace wrote: | And if you're looking for a "crunchy" rules for starships that isn't shackled by Star Wars (but still uses the D6 system), I have a much more thorough Starship construction system that handles a wide variety of ship types and technology levels. |
So this is something different than the ship design system that's in D6 Space Ships? I'm sure some people might be interested in seeing it even if it is not Star Wars. _________________ *
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Grimace Captain
Joined: 11 Oct 2004 Posts: 729 Location: Montana; Big Sky Country
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