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Wyverndale Campaign >> Wyverndale Campaign general >> Quorum http://nolarpg.com/cgi-bin/NolaRPG/YaBB.pl?num=1277515702 Message started by hewhorocks on Jun 26th, 2010 at 2:28am |
Title: Re: Quorum Post by yle-kay on Jun 26th, 2010 at 7:22am
Here here, one-off games can be mighty entertaining. Plus I don't like dying.
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Title: Re: Quorum Post by elwyn on Jun 27th, 2010 at 8:09pm
I've never played Traveller, but I'd be happy to do that if we lack a quorum.
(My recollection is that we're not playing next Saturday, quorum or no, because people are doing holiday things -- is that right?) |
Title: Re: Quorum Post by hewhorocks on Jun 28th, 2010 at 12:26am
You are correct.
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Title: Re: Quorum Post by hewhorocks on Jun 28th, 2010 at 12:42am |
Title: Re: Quorum Post by OG on Jun 28th, 2010 at 5:42am
I glanced over that wikipedia article that you posted on traveler, it sounds like a really cool game and I'd love to play a sci-fi based game, even on a regular basis. The wikipedia article did mention that there are numerous publishers and versions of Traveler. What version should we be prepared to play and are there any books that you can suggest we purchase or at least read through to prepare for the game? Should we create characters for it?
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Title: Re: Quorum Post by OG on Jun 28th, 2010 at 5:57am
Cool history, I do dig that sort of thing. Gives a good perspective on the general world (universe?) we'd be dealing with.
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Title: Re: Quorum Post by OG on Jun 28th, 2010 at 6:57am
How about multiple gun ports and/or a standing damage control crew?
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Title: Re: Quorum Post by hewhorocks on Jun 28th, 2010 at 4:28pm
Yeah but its tough to keep that intresting as an rp oppurtunity while maintaing the flow of the "starship" combat... Will have to work it out.
Maybe depending on the scenarios have multiple encounters going at once??!! Hmmm... |
Title: Re: Quorum Post by Clutch on Jun 28th, 2010 at 5:28pm
Not that I think I would ever have time to run a game...
but I was looking at starmada as a way to do space combat too. In answer to your question, you have one guy piloting and the rest take up gunner slots. (You ship needs multiple gun turrets of course.) When you are short on people one gunner controls all the guns in tandem or the computer does it but when you have multiple people, each one can sit at a gun and fire on his side of the ship. (Think of the falcon in Star Wars.) You can also have a person doing the calculations for the hyperspace jump and/or people on damage control depending on how long the battle takes and how damage works. Or you could have fighters for a few people but I don't think Traveler has those too often. |
Title: Re: Quorum Post by hewhorocks on Jun 29th, 2010 at 3:51pm
The problem isnt really having tasks assigned to each character, rather its making those tasks meaningful and significant from both an Roleplay perspective and from a mechanics perspective. Sure you can be a gunner but if there is no meaningful choice in the scope of your actions, then its not really all that exciting.
Having damage control teams would be useful in RL but making those engadging roleplay encounters on par with piloting the ship on a game board takes some doing. It essentially be like running seperate encounters for each character. It could happen... |
Title: Re: Quorum Post by hewhorocks on Jun 29th, 2010 at 10:55pm
One benefit of savage worlds is that tom could use a whole lot more of his d12's!
Par of the appeal of Traveller for me is partly nostalgic another is that its d6. The game itself is fairly simple. On par with basic D&D. It also allows for easy expansions and home-rules etc. Well that and making star charts is at least as fun as making dungeons! |
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