cchopps wrote:Warshield73 wrote:Pretty straight forward here, what does a player ship need to have for it to be considered good by the players and GM?
Now to be clear I am not asking which ship in the books makes the best player ship, although you can make that part of the discussion if you would like, but when you modify or create a ship for your player group what does it need to have in order to be considered good.
2- Every PC must have a role on the ship and something to do during combat.
So for players and GMs what does a good player ship in PW need?
I agree with all of this, but especially rule #2. And it is a struggle using RAW. Would you be willing to share what you've landed on? I've written and scrapped so many iterations for this and am still stuck. Ultimately, I just want
fun gameplay for all players with minimal handwavium that sticks to setting as much as possible.
Thank you!
First, I just want to say that the most important thing is having fun and while we all want to keep the handwavium to a minimum when you are doing something as ridiculous as a space battle with wizards and power armor...ehhhh you're going to do some handwaving. Just say this one goes here that one goes there or blame it on the tachyons and move on. I would argue that consistency in your handwaving is most important.
Second, you cannot play Phase World RAW. Don't try it will hurt you. First it is too old, needs a rewrite more than any PB property (maybe second after Heroes Unlimited). Second, and this is the worst part, it is now largely incoherent. It is just 7 books (plus a few Rifter Articles that are official), by 4 writers, over a period of 17 years. Now the shallow galaxy information and out of date OCCs are bad but for the ships our biggest problem is that the basic technology of CG is poorly defined and we have too few ships to build a universe this big.
As for my rules, I'm working on them. There are others who have sets of rules for building ships and running the combat so you can search for those or maybe they will post links. A few years ago I started posting a lot on these forums about Phase World (just look down the topics for my name) as my rules felt like a clunky mess, and they were or are a clunky mess because PW is a clunky mess.
As for Rule #2: This to me is the part that requires the most work, but is actually the easiest. You and your players sit down and simply discuss, what do they want the PC to be able to do on the ship especially during battle? Once you figure that out you build the ship accordingly.
So in one group I had:
- CAF Fleet Officer - He had a PA but mostly when we left the ship so when the ship went to battle he was Tactical officer. He had to have a bunch of skills like Weapon Systems, sensors, ECM, etc so when he built the character he did had those skills.
- Turbo-Jockey - She was a fighter pilot so most battles she was support but when on ship she used those EW skills from Robotech 2e to help defend the ship. She didn't shoot anything but she still had fun.
This part is actually easy, just time consuming. The hard part is taking the needs of all your players and making a ship that fits all my other rules which is ultimately why I created this thread and all the others but especially
Fixing Phase World Spacecraft Combat .
In February I will be running at OwlCon and I will, for the first-time in 7 years, be running PW. I am making changes to the OCCs to make them more fun but I am also want a really cool ship that the players will all like without creating a system that is too complicated.
I doubt that helps but all I have.