DrTemp brought up something I thought I'd comment on. I would have mentioned this on the original thread, but they are all throwing formulas at each other and I didn't want to get hit![]()
Anyway, here goes. While I don't think StarHero itself needs a "plug and play" starship contruction system. I feel the lack of one in AlienWars and Terran Empire is decidedly weak. Yes they have several charts containing "drives" and such, but no coherant discussion of "space" or "volume" needed. I also think that the lack of any deckplans of common ships is one of the things driving the proverbial nail in the coffin. A starship battle game doesn't need deck plans but RPG's need them in a very bad way. If a group of PC's are just traveling then having maps and deck plans are not that critical and can be adlib'd as required. But if the PC's are playing "crew" they need to really know where everything is.
For example:
The scene - the PC's are on a merchantman that has been overtaken by pirates. They were outgunned and not able to outfight or outrun the enemy ship. So the plan is to let them dock and turn the tables by taking out the pirates during the boarding action.
With no deck plan.
PC#1: We'll set up ambush points in the ship. When they come aboard we'll let them move into the ship proper and then hit them. GM are there good ambush area's?
GM: Lets see (rolls dice) yep.
PC#2: Good we do that. Let us know when we are fighting.
With a deck plan.
PC#1: We'll set up ambush points in the ship. When they come aboard we'll let them move into the ship proper and then hit them. The main airlock is here (points on plan). Upon entering they can go straight or imediately to their left.
PC#2: We need to draw them left. That leads to crew quarters and commons. If they go straight they hit main life support, the computer core and medical. I really wish these merchant ships were laid out with a little more thought about defense.
PC#3: Do you think we could get them to use the ventral maintenance access somehow?
PC#1: I wish, but pirate doesn't mean stupid.
With a deck plan the players have the "common knowledge" they would have. If they are crew they know the ship, like you know your house. Remember in StarWars when they hid under the deck plates in the smuggling storage to avoid the Deathstars troopers? That would never have happened in a normal game because no one would have come up with it on the fly unless they had seen it before. But a group of PC's who have plans of their ship, and who engage in smuggling would probably have hidden compartments drawn in where ever they could get away with it. That level of detail simply does not exist without deckplans. and without some kind of starter examples the large majority of people simply don't know where to start in transferring a ships "stats" to a paper "map".
I know that there are just too many different ways with hero that a starship can be done to be able to make deck plans of them all. But a few deckplans of the "standard" small ships. Say a small scout and a small merchantman. say the IES Gagarin (TE pg176 ) for one and a merchant. Especially a merchant. I know of many more games that revolve around adventurers that own/use a converted merchant vessal than any games where the PC's are military. I am really confused by the predomenance in TE of massive warships while the small ships that can be crewed by a player group are virtually nonexistant and trying to find the mainstay, merchantmen, is almost nonexistant.
I would love to see a supplement along the line of "Merchanter" or "FreeTrader". with a few basic deckplans and suggestions of how to go from "stats" to "deckplans".
just a thought.


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