Basic Roleplaying Forum

Home Forum Downloads Reviews Wiki Gallery Links

Go Back   BRP Central > The Basic Roleplaying Forum > Basic Roleplaying
Register Gallery FAQ Members List Calendar Search Today's Posts Mark Forums Read


Looking for starship design and combat rules you can adapt to BRP?

Post New Thread  Reply
 
LinkBack Thread Tools Display Modes
  #1 (permalink)  
Old November 9th, 2007
The Tweaker's Avatar
Member
 
Join Date: Sep 2007
Location: Near Madrid (Spain)
Posts: 78
Default Looking for starship design and combat rules you can adapt to BRP?

Well, you can do worse than have a look here.

Now you are set for a few hours' reading looking for something which might suit you.

Have fun!

Now, seriously, I think there are some interesting looking rulesets in there...
Reply With Quote
  #2 (permalink)  
Old November 9th, 2007
Senior Member
 
Join Date: Sep 2007
Posts: 104
Default

I've always thought that the ship rules from Sailing on the Seas of Fate could easily be adapted to spaceship rules.

(I've also thought that they could be adapted for mecha and for mass combat rules.)

Edit: There are a lot of links there. Anything that jumps out at you?
Reply With Quote
  #3 (permalink)  
Old November 10th, 2007
The Tweaker's Avatar
Member
 
Join Date: Sep 2007
Location: Near Madrid (Spain)
Posts: 78
Default

Quote:
Originally Posted by Chaot View Post
There are a lot of links there. Anything that jumps out at you?
Well, it really depends on the flavour of space combat you are after.

If, for instance, you are looking for something like Traveller, you may visit the British Isles Traveller Support Group (www.bits.org.uk) and download a full set of starship building and combat rules from the Archive/Rules section of their website.

For something more 'hard'-ish (think 2300AD, by GDW) - including vector-based movement - there is another complete ruleset here.

Here, you can find the complete 2nd ed. Interceptor rules for starfighter combat, originally published by FASA.

And finally, you can also download the Full Thrust rulesets from the Ground Zero Games website.

It is not in the list, but I just remembered that you can find a summary of the Space Opera Combat System (SOCS) for GURPS in this link. It is a very streamlined and abstract combat system originally published in GURPS Lensman. I think it should be easy to adapt to BRP.
Reply With Quote
  #4 (permalink)  
Old November 10th, 2007
Atgxtg's Avatar
Senior Member
 
Join Date: Sep 2007
Posts: 1,454
Default

Quote:
Originally Posted by Chaot View Post
I've always thought that the ship rules from Sailing on the Seas of Fate could easily be adapted to spaceship rules.

(I've also thought that they could be adapted for mecha and for mass combat rules.)

Edit: There are a lot of links there. Anything that jumps out at you?
That's the best idea I've read all week. It's so simple, it makes me wonder why no one brought it up before.
Reply With Quote
  #5 (permalink)  
Old November 10th, 2007
NickMiddleton's Avatar
Senior Member
 
Join Date: Sep 2007
Location: City of the Sons of the Yew aka Eboracum
Posts: 221
Default

Quote:
Originally Posted by Atgxtg View Post
That's the best idea I've read all week. It's so simple, it makes me wonder why no one brought it up before.
I've noodled away at something on that basis, actually based of the stuff in the RQIII GM's book, which also formed the basis of the stuff in Sailor on the Seas of Fate and IIRC I believe Jason has also done the same briefly at some point.

The problem comes when you try and apply the rules to multiple settings. How do you generalise from those rules in such away that they are useful for most SF settings? Even ignoring setting with no ships, or where ships are irrelevant in immediate play (there's no starship combat in Dune for example...), how do you generalise a set a rules to cover Babylon 5, Star Wars, Farscape and Alastair Reynold's The Prefect?

The answer is you don't, because you can't. Any combination of Starship design and combat system has to make assumptions about ship and weapon performance, irrespective of the techno-babble used to justify how the ships behave. Small ships in the B5 need to use Jump gates to enter and exit Jump space; in the Revelation Space setting no human faction in the main timeline has FTL (well, Skade's Conjoiners try to experiment with it with disastrous results).

I think a far better approach to trying to come up with generic systems that are inevitably NOT generic is to design some example systems: spell out some criteria (both from a setting point of view and from a a game play point of view) and then provided a BRP compatible system that meets those criteria: that's always been BRP's strength in the past, that it has concrete solutions that are easily adapted or rebuilt for different situations...

Cheers,

Nick Middleton
Reply With Quote
  #6 (permalink)  
Old November 10th, 2007
Senior Member
 
Join Date: Sep 2007
Posts: 880
Default

Quote:
Originally Posted by NickMiddleton View Post
I think a far better approach to trying to come up with generic systems that are inevitably NOT generic is to design some example systems: spell out some criteria (both from a setting point of view and from a a game play point of view) and then provided a BRP compatible system that meets those criteria: that's always been BRP's strength in the past, that it has concrete solutions that are easily adapted or rebuilt for different situations...

Cheers,

Nick Middleton
This is a fair cop, I think; you run into this problem with pretty much any "counterfactual" subsystem; its why games with embedded magic systems always make assumptions too.

That said, often the specifics of space combat aren't that important to a setting, or at least are within broad parameters. That doesn't mean the combat and ships themselves aren't important, but that the details can be fit into a number of worlds without otherwise impacting the world, unless the system is extremely quirky (a Star Trek-like ship construction and combat system will be able to be fitted into more settings than a system where all FTL travel is dependent on psionic pilots and peculiarities of mindspace, for example).

This also parallels magic systems where some are more portable than others; its why I always thought D&D's fire and forget magic system could be problematic, not only because it was specific, but because it was quirky.
Reply With Quote
  #7 (permalink)  
Old November 10th, 2007
soltakss's Avatar
RQ Fogey
 
Join Date: Sep 2007
Location: Birmingham, UK
Posts: 515
Default

I've always wanted to treat Starship Combat very simply.

Having played and loathed Traveller and played Ringworld, I am not that experienced in Sci Fi games, but ...

What do Starships do in combat?

They move.

They shoot.

They get shot at.

They damage other Starships.

They take damage themselves.

One bugs out or one gets destroyed/disabled/boarded/whatever.

Now, what do people do in combat?

They move.
They shoot.
They get shot at.
They damage other people.
They get damaged themselves.
One runs away or gets wounded/disabled/killed/captured.

Can anyone see the similarity?

I'd treat Starship combat the same as normal combat.

Starships have locations, AP and HP. They have weapons that do damage. They have forcefields that absorb damage.

Sure, there are extra things to think about. You might be able to do Precise Attacks and target particular subsystems (Drives/Weapons/Life Support) you might even have to have rules for what happens if the hull in penetrated, with air leaks and so on. You'd certainly have rules on the number of charges a weapon has, recharge rates, batteries, how much power a ship has and how much can be fed into shields/weapons.

But, when it comes down to it, you have someone with 60% Pilot Starship, someone with 55% Starship Blaster, a Blaster doing 1D10 damage and a Starship with 6 point Hull and 10 HP in every location. The opponent can't dodge a Blaster but can dodge a Quantum Torpedo using his Pilot Starship. Some Starships might have modifiers, one might be Manouverable and give +20% to Pilot Starship for dodges, another might be Tough and have extra APs, another might have resealable skin or whatever.

Anything a lot more complicated than that is going way too far, in my opinion.
Reply With Quote
  #8 (permalink)  
Old November 11th, 2007
Senior Member
 
Join Date: Sep 2007
Posts: 513
Default

You can give them stats like STR and so forth, too, like in the armies in 'Warlords of Alexandria', or ship 'personalities' like in 'Serenity'. Loads of ideas to get started, anyway.
Reply With Quote
  #9 (permalink)  
Old November 11th, 2007
Conrad's Avatar
Space Pirate
 
Join Date: Nov 2007
Location: The Dark Nebula
Posts: 64
Default

This post has been deleted due to it being about an actual BRP game with space combat rules in it. This is the wrong thread for such a thing. Keep supporting BRP games you guys!
__________________
As my uncle Neddy used to say "Space be GOOD!"

Last edited by Conrad : November 11th, 2007 at 22:24.
Reply With Quote
  #10 (permalink)  
Old November 11th, 2007
Enpeze's Avatar
Senior Member
 
Join Date: Sep 2007
Location: Vienna
Posts: 360
Default

Quote:
Originally Posted by soltakss View Post
I've always wanted to treat Starship Combat very simply.

Having played and loathed Traveller and played Ringworld, I am not that experienced in Sci Fi games, but ...

What do Starships do in combat?

They move.

They shoot.

They get shot at.

They damage other Starships.

They take damage themselves.

One bugs out or one gets destroyed/disabled/boarded/whatever.

Now, what do people do in combat?

They move.
They shoot.
They get shot at.
They damage other people.
They get damaged themselves.
One runs away or gets wounded/disabled/killed/captured.

Can anyone see the similarity?

I'd treat Starship combat the same as normal combat.

Starships have locations, AP and HP. They have weapons that do damage. They have forcefields that absorb damage.

Sure, there are extra things to think about. You might be able to do Precise Attacks and target particular subsystems (Drives/Weapons/Life Support) you might even have to have rules for what happens if the hull in penetrated, with air leaks and so on. You'd certainly have rules on the number of charges a weapon has, recharge rates, batteries, how much power a ship has and how much can be fed into shields/weapons.

But, when it comes down to it, you have someone with 60% Pilot Starship, someone with 55% Starship Blaster, a Blaster doing 1D10 damage and a Starship with 6 point Hull and 10 HP in every location. The opponent can't dodge a Blaster but can dodge a Quantum Torpedo using his Pilot Starship. Some Starships might have modifiers, one might be Manouverable and give +20% to Pilot Starship for dodges, another might be Tough and have extra APs, another might have resealable skin or whatever.

Anything a lot more complicated than that is going way too far, in my opinion.
I think you are right. But one thing you forgot IMO: sensors. To "see" another ship or not is a matter of life and death in some space opera settings. This could be modelled like spot hidden skill or on the resistance table. (eg. sensor power 23 vs. ECM 20 or so)
Reply With Quote
Reply Post New Thread



Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

vB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are On
Pingbacks are On
Refbacks are On



Powered by vBulletin® Version 3.6.8
Copyright ©2000 - 2008, Jelsoft Enterprises Ltd.
SEO by vBSEO 3.1.0
Powered by NuWiki v1.3 RC1 Copyright ©2006-2007, NuHit, LLC