Space ships and starting characters?

jedion357's picture
jedion357
January 4, 2015 - 6:11am
There have been a variety of approaches:

1. Classic AD or default AD & KH: no space ships ie you or you employer pays for a ride.
This has been characterized as Beginning characters walk around doing stuff, mid level characters ride around in vehicles doing stuff, high level characters fly around ins space ships doing stuff.

2. Start characters with high level AD skills and beginning KHs skills and give them a space ship at start. Draw back is that beginning KHs skills give the players virtual auto skill hits their AD skills which is at least a challenge for the referee.

3. "Spacer Skills Revisited" From Star Frontiersman #? allowed for progressive quaulification of KHs skills and thus a near beginning character of the AD stripe could start out with KHs skills. AD was 2 levels of skills spread over 2 skills and this option is perhaps 4 levels of skills spread over 3 skills which is not much of an increase.

4. Start as AD characters with grunt work jobs on a ship run by high level NPCs

(if I've missed an option please do chime in)

Each of the above has pros and cons and at least one of the options requires tinkering with the cannon rule system (not really a bad thing).

I'm toying with a fifth option that could work with options 1, 3, and partly 4

For myself I would use Spacer Skills Revisited article and allow for KHs skills in low level characters simply because its my opinion that that is more fun for the player.

Characters are all low level possibly classic AD characters with 2 levels of skill spread over 2 skills.

Ship has a high level NPC that is the engineer simply because it has to have it if there is an atomic drive. The ship also has a Level 6 robotic brain that handles piloting and astrogation. The mission and functions of the robot brain's programming need to be written out along with some notes on the AI's personality. Almost a take on Farscapes "pilot" for their ship. Weapons, if any, have to be controlled by the PCs. After some problems with robotically controlled ships a law was passed that the weapon systems on such ships cannot be under the control of the robotic brain.

PCs are in charge and direct the operations of the ship. Note if the ship is powered by Ion drive there is no need for an actual engineer which might be preferable. or simply start one of the PCs with level 1 engineering skill under the above mentioned article.

Ship is paid for by an entity that will have hired the PCs for missions that they have some discretion on. This entity could be a scout service, mega corp, educational institution etc. Part of the Robotic Brain's programming is that it looks out for the interest of the entity that paid for the ship just in case the Players decide to be really foolish with the ship.

HS 5 ship and lander might be best for this.

Benefits are:
1. no high level characters for the PCs to use as a crutch
2. PCs start low and still have plenty of room to grow and develop
3. no complaints of "I want a ship"
4. Game doesn't start out over powered and difficult to referee
I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!
Comments:

Stormcrow's picture
Stormcrow
January 4, 2015 - 12:55pm
I look at spaceship skills like I look at domain rulership in D&D: it's something reserved for high-level characters. If I really want to run a low-level game based on spaceships, I'll make the PCs the landing party and have the ship run by NPCs.

If I must have a game in which PCs use spaceship skills, I'll start 'em with all the prerequisites. This is rather like skipping dungeon exploration in D&D and going straight to domain management.

Abub's picture
Abub
January 5, 2015 - 6:25pm
I am running a UPFS game and I flipped the character creation method upside down where they picked there ship function first.

I'm trying to C/P from my word document... don't know it will work on the forum

Star Frontiers UPF character generation

                Since we are creating United Planetary Federation Space Fleet characters as opposed to enrolling existing characters in the UPFSF, I present a modified character creation process. If you wish to go it the standard way that is also fine but also use the "standard creation" notes herein along with the regular rules as I’m not starting you as beginning SF:Alpha Dawn characters.

                You will be the crew of a not yet named UPF Space Fleet frigate. If some of you want to be fighter pilots we could have a very small number of fighters piggy backed on the frigate even though that isn't actually standard. Normally only space station and assault carriers have fighters and are equipped to rearm and repair a fighter during combat. Piggy backed fighters will be entered via space walk and cannot be rearmed during battle.  I'm neither encouraging nor discouraging you from making a fighter pilot; it's just that the setting isn't like Star Wars with massive numbers of fighters waging battle. If your Frigate had fighters it will be in very small numbers, as in less than four (and no extra fighters or NPC fighter pilots). The setting is somewhere between Star Wars and Star Trek in ship to ship combat tone.  It is definitely lower tech than both of those.

I'm assuming all officers have been instructed to at least be familiar with ship equipment even if they didn't learn it well enough to have the skill. This means the medic could fly a ship or the pilot could shoot the rocket battery

I want one of you to play the captain. The rules state that each space fleet rank you gain also needs to be coupled with you learning another level in a space skill. I'm going to ignore that.

Follow the steps below for generating your two characters.

Step 1

Pick a starting space skill which "package".  Space Ship Skills are found at KH pg 53.

<!--[if !supportLists]-->·         <!--[endif]-->Piloting (Level 2) 

<!--[if !supportLists]-->o   <!--[endif]-->Technological PSA

<!--[if !supportLists]-->o   <!--[endif]-->Technician (Level 2)

<!--[if !supportLists]-->o   <!--[endif]-->Computers (Level 2)

<!--[if !supportLists]-->o   <!--[endif]-->Bonus Experience Points: 0

<!--[if !supportLists]-->·         <!--[endif]-->Astrogation (Level 2)

<!--[if !supportLists]-->o   <!--[endif]-->Technological PSA

<!--[if !supportLists]-->o   <!--[endif]-->Computers (Level 2)

<!--[if !supportLists]-->o   <!--[endif]-->Bonus Experience Points: 18

<!--[if !supportLists]-->·         <!--[endif]-->Spaceship Engineering (Level 2)

<!--[if !supportLists]-->o   <!--[endif]-->Technological PSA

<!--[if !supportLists]-->o   <!--[endif]-->Technician (Level 2)

<!--[if !supportLists]-->o   <!--[endif]-->Robotics (Level 1)

<!--[if !supportLists]-->o   <!--[endif]-->Bonus Experience Points: 14

<!--[if !supportLists]-->·         <!--[endif]-->Gunnery: Energy Weapons (Level 2)

<!--[if !supportLists]-->o   <!--[endif]-->Military PSA

<!--[if !supportLists]-->o   <!--[endif]-->Beam Weapons (Level 2)

<!--[if !supportLists]-->o   <!--[endif]-->Bonus Experience Points: 24

<!--[if !supportLists]-->·         <!--[endif]-->Gunnery: Rocket Weapons (Level 2)

<!--[if !supportLists]-->o   <!--[endif]-->Military PSA

<!--[if !supportLists]-->o   <!--[endif]-->Projectile Weapons (Level 2)

<!--[if !supportLists]-->o   <!--[endif]-->Gyrojet Weapons (Level 1)

<!--[if !supportLists]-->o   <!--[endif]-->Bonus Experience Points: 20

<!--[if !supportLists]-->·         <!--[endif]-->Medical (not actually a Space Skill)

<!--[if !supportLists]-->o   <!--[endif]-->Biosocial PSA

<!--[if !supportLists]-->o   <!--[endif]-->Medic (Level 2)

<!--[if !supportLists]-->o   <!--[endif]-->Psycho-Social (Level 1)

<!--[if !supportLists]-->o   <!--[endif]-->Bonus Experience Points: 38

<!--[if !supportLists]-->·         <!--[endif]-->Gunner/Pilot: Rocket Weapons (Level  1)/Pilot (Level 1)

<!--[if !supportLists]-->o   <!--[endif]-->Military PSA or Technological PSA

<!--[if !supportLists]-->o   <!--[endif]-->Gyrojet Weapons (Level 1)

<!--[if !supportLists]-->·         <!--[endif]-->Standard Creation

<!--[if !supportLists]-->o   <!--[endif]-->Choose you PSA -- While I’m not using a commonly used fan house rule from the Star Frontiersman #9 article: Skill Frontier at this time I’m open to the idea of making up PSA’s.

<!--[if !supportLists]-->o   <!--[endif]-->Pick your first PSA skill. It starts at level 2.  Your second starting skill is the one in Step 2.

<!--[if !supportLists]-->o   <!--[endif]-->Bonus Experience Points: 50 if you are making a Spacer

<!--[if !supportLists]-->o   <!--[endif]-->Role your abilities or Use the ability array in Step 3

<!--[if !supportLists]-->o   <!--[endif]-->You still will need a reason to be on the ship.  While it is possible to be enlisted I wanted the PCs to all be officers in Space Fleet.  So the Standard Creation option should consider buying into one of the above Spacer skills (or Medical) or coming up with a good explanation as to why they are in Space Fleet while not actually possessing any Spacer Skills.  I’m using reduce prereq’s for Spacer skills found here http://starfrontiers.info/wiki/index.php/Spacer_Skills_Revisited.  This same article can also be found in Star Frontiersman #10 article: Spacer Skills Revisited.

<!--[if !supportLists]-->§  <!--[endif]-->Really the only reason I can think of you might make your character using this “standard creation” option would be if you wanted to make a Spacer out of some kind of Biosocial PSA character that isn’t the ship doctor.

Step 2

Choose another skill at level 1. This skill may be from any PSA.   The main skills section is at AD pg 40. 

 

Step 3

Place you attribute pairs using the following four pairs into the four attribute pairs. All officers in Space Fleet must have a leadership score of 51 or more. Personalize your pairs as you wish by sliding up to ten points from one side of the pair to the other.  FYI you can use experience points to increase ability scores in Step 5.   Ability scores are at AD pg 28.

Abilities Score pair array: 45/45, 50/50, 55/55, 60/60

Step 4

Choose your Race. 

<!--[if !supportLists]-->1.       <!--[endif]-->Adjust your ability scores by your racial modifier (AD pg 28)

<!--[if !supportLists]-->2.       <!--[endif]-->Record your starting Racial abilities if non-human

<!--[if !supportLists]-->3.       <!--[endif]-->Record your racial movement rate

<!--[if !supportLists]-->4.       <!--[endif]-->Optionally here are a few good articles about certain races.  Each race has a tremendous amount of diversity among individuals so don’t take these articles as any rule that your character has to be like this.

<!--[if !supportLists]-->a.       <!--[endif]-->Note for Marty – Look for “Core Four” project in the forum.

<!--[if !supportLists]-->b.      <!--[endif]-->Dralasite articles

<!--[if !supportLists]-->                                                               i.      <!--[endif]-->Mol

<!--[if !supportLists]-->c.       <!--[endif]-->Yazerian articles

<!--[if !supportLists]-->                                                               i.      <!--[endif]-->Frontier Explorer Issue 2 – The Family of One

<!--[if !supportLists]-->1.       <!--[endif]-->Even for non-Hentz yazirians the section starting with background might be interesting on a little racial history

Step 5

Spend your Experience. 

I’m starting you with the skills you have in the steps so far (which could vary from 2 or 3).  Each of the categories in Step 1 had a Bonus Experience Points value (ranging from zero to 50).  Add that bonus amount to 15 and then use that experience to “Improve” your character.  See pages 52 of the Alpha Dawn for the main advancement section and also Knight Hawks Page 53 for the costs of advancing your Space Skills.  Basically you advance your character by increasing abilities or buying or raising skill ranks.  The Skill Rank costs are at AD pg 40.

This amount of XP represents characters in the alpha dawn system as having been through 6-8 adventures.  I really don’t have a feel for if this will make you to powerful or just correct the old school starting character weakness so many of the games from that era liked.  Remember if you are building a “Standard Creation” you probably need to buy into your space skill or come up with an explanation why you are a leader in Space Fleet.  If you really want to play an enlisted person (as in a non-officer) then we probably would need to talk about it.  I’m thinking most of the enlisted are much lower in skills then fully trained academy graduates so I’ll probably start you with much less in the way of experience points.

Step 6

Equipment.

                Your ship is supplied with a defined list of equipment and supplies.  Each character would also have some small amount of personal belongings stowed away in your bunk  

 

 

 

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Abub's picture
Abub
January 5, 2015 - 6:45pm
So the lists above when I pasted and try to edit look correct without all the "if !supportLists" codes.  

It is important to my game that while there are NPC's on the ship, I want never to have the ship under thier control.  Just my game's concept, I could run some other game where they are knuckle draggers working for a captain.

Also since my game has been running I've colapsed the gunnery skills together... don't know if that means i would remake a general gunnery "package" or not.  Or just let the PC pick which one they want to use (lasers or rockets)
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Shadow Shack's picture
Shadow Shack
January 6, 2015 - 5:09pm
Stormcrow wrote:
I look at spaceship skills like I look at domain rulership in D&D: it's something reserved for high-level characters. 

Even D&D has a default for low level dominion settings. Look no further than B2 (Keep on the Borderlands) for a stronghold run by a 6th level fighter (one can argue that the Castellan is a ward of the Duke of Karameikos etc, nonetheless it's still run by a low level staff). The entire Keep staff is detailed enough to allow War Machine rules to be utilized. Low level characters, with sufficient recruiting efforts, could overtake the Keep. Granted the BFR between the Keep staff and the Caves of Chaos occupants weighs heavily in favor of the Keep by about three to one, it's still entirely possible for a group of characters far from reaching Name Level.
I'm not overly fond of Zeb's Guide...nor do I have any qualms stating why. Tongue out

My SF website

Abub's picture
Abub
January 8, 2015 - 10:07am
I look at it this way.

The main barrier to vessel ownership (or castle ownership) is money.  If the characrers have it from background, or from acces to it somehow let them have a ship.  The KH rules goes into to much detail of applying for a loan (how fun...) but what they outlines about tracer implants is valuable.  Just have the PCs decide who wants to be the ship captain and owner and they either have to have a background for it or they are the guy with the tracer impant.

Background being for it... doesn't have to be rich family (but it could)... it could be that you are in, or have contacts in a mega corp or even a smaller shipping company.  The background might impose some requirements (like delivery jobs, or family members who be imposing).

This all assumes that you are using the greatly reduced ship skills prereqs though.  The KH's ones are INSANELY HIGH.
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Stormcrow's picture
Stormcrow
January 8, 2015 - 10:46am

Dunno if this has been mentioned yet:

5. The players obtain a spaceship, then hire a crew to run it.

Salaries for spaceship skills appear in the campaign book, so players actually having spaceship skills is not strictly necessary.

This might be the least hand-wavy way of doing things, as it changes no rules and does not hand too much to the players for free. Send them on an adventure aboard a derelict spaceship, and let them salvage it for themselves, after beating whatever challenge is aboard. However they get it, the freebie ship should be a rust bucket.


Abub's picture
Abub
January 8, 2015 - 2:11pm
And they can become... Space Murder Hobos!  lol

How they get to the derelict is a question... like working for a salvage company?  Obtain it on the very cheap from a scrapyard of derelicts somewhere?  Abandoned there to die by pirates?
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Stormcrow's picture
Stormcrow
January 8, 2015 - 2:52pm
I was thinking more along the lines of them being hired by a corporation to retrieve a shady cargo abandoned with the ship. The corporation wants to keep the cargo so quiet that they won't peep if the players decide to salvage the ship for themselves.

Sargonarhes's picture
Sargonarhes
January 8, 2015 - 8:20pm
For spaceship skill I go another direction. Just because you are an expert with a laser rifle does not necissarily translate directly in to a gunner on a starship. So I treat starship skills as another new set of skills separate from their base skills.

I got this idea when watching a show about drones and how they rather take new people and teach them to fly a drone. Mainly because a pilot of an aircraft has a different set of skills that doesn't work when flying drones. So why can't a lvl 4 starship gunner be a poor markman with a hand held rifle, it's two different skills.

How player acquire the ship is another matter, and that's a part of champaigning and story telling. They'll never own a battleship and for good reason. A HS of their ship will depend on how much cargo they can haul, and even then they'll need a bookie to secure contracts to move stuff.

At the most, most players are only going to end up with a HS 3 ship. It's about all most will be able to afford, and it can land. Making missions of moving illegal cargo more than likely.
In every age, in every place, the deeds of men remain the same.

jedion357's picture
jedion357
January 9, 2015 - 12:37pm
I'm in favor of a skill called main guns or station gunnery. this would in effect be opperating weaponry from a gunnery station on a ship or in a vehicle. or emotely.
I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!

Abub's picture
Abub
January 9, 2015 - 10:13pm
Now that you point it out... I might be in favor of  Sargonarhes concept of just totally ignoring the skill prereq's.  

I mean ship skills are already more expensive in XP.
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Shadow Shack's picture
Shadow Shack
January 10, 2015 - 7:24pm
Abub wrote:
The main barrier to vessel ownership (or castle ownership) is money.  

While this is true, I have no qualms allowing anyone to own either via conquest or funding. If they can pull it off, more power to them. I've had low level characters acquire salvage/wrecks etc and throughout their early career fix them up. But they still need the skills to operate them upon completion.

As for the skills, ships are not common in the Frontier so it stands to reason that crew won't be common either. If the skills are to be made easy enough for anyone to operate one, then the Frontier needs to be adapted to a Star Wars flavor where anyone can burst out with "10,000 credits?!? We could buy our own ship for that much!" 
I'm not overly fond of Zeb's Guide...nor do I have any qualms stating why. Tongue out

My SF website

jedion357's picture
jedion357
January 10, 2015 - 7:24pm
Shadow Shack wrote:
Abub wrote:
The main barrier to vessel ownership (or castle ownership) is money.  

While this is true, I have no qualms allowing anyone to own either via conquest or funding. If they can pull it off, more power to them.

As for the skills, ships are not common in the Frontier so it stands to reason that crew won't be common either. If the skills are to be made easy enough for anyone to operate one, then the Frontier needs to be adapted to a Star Wars flavor where anyone can burst out with "10,000 credits?!? We could buy our own ship for that much!"


If you could almost buy a ship for that much it makes one wonder just how far in debt was Solo?
I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!

Shadow Shack's picture
Shadow Shack
January 10, 2015 - 7:33pm
jedion357 wrote:

If you could almost buy a ship for that much it makes one wonder just how far in debt was Solo?

Probably the not much more than the aforemenbtioned $10K. Solo exclaims to Chewie after the $2K now/$15 when we reach Alderaan" deal that 17 would save his hide.

The restored & remastered footage of the meeting with Jabba afterwards also details this when Solo begs with Jabba that he has a sweet charter but needs more time to pay him off and Jabba makes an exception for an extra percentage.
I'm not overly fond of Zeb's Guide...nor do I have any qualms stating why. Tongue out

My SF website

Abub's picture
Abub
January 12, 2015 - 10:04am
well, we don't know how much a credit is.  One credit might buy a whole speeder for all we know... or one credit might by... some deathsticks.
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jedion357's picture
jedion357
January 12, 2015 - 7:05pm
If 10,ooo Credits almost buys a ship I would imagine that a speeder can be had for less than a 1000, perhaps in the 500 range.



I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!

Malcadon's picture
Malcadon
January 13, 2015 - 12:09am
Yeah, the high skill requirements that are needed to run a ship means that charters would need to be high-level -- ether built-up form Alpha Dawn, or leveled-up off-the-bat. Lowering the required AD skill level per KH skill level would make the smaller ships more accessible to AD characters. Allowing more people to run a ship would be akin to how the crew of the Bebop (from Cowboy Bebop) are not highly skilled computer programers and engineers (although, Spike did have some know-how to try manual reentry).

Shadow Shack's picture
Shadow Shack
January 13, 2015 - 1:44am
Obi Wan suggested that Luke would "need to sell his speeder" and that the low-ball offer they accepted for it "would be enough". With the idea that they needed 2000Cr now and 15 later being the premise for what's worth what...we know a (used) speeder is worth 2K tops. My guess is they sold it for a grand or so and obi-Wan had enough for the balance.

Folks I've spoken with that are proficient in the WEG SW game freely state that used ships can, in fact, be had for 10K. The game writers obviously paid attention to the source movies. ;) IIRC a base model YT-1300 (which the Falcon is based on) runs 25K new in the game.

Now in Star Frontiers, a skimmer goes for 8K new. Meanwhile a basic HS:1 system ship is going to run you around 200K (the hull and chemical drive alone are half of that). The demographics are obviously much further apart in SF...5-10 speeders worth of credit won't even get you the basic hull and propulsion for space like they will in Star Wars.
I'm not overly fond of Zeb's Guide...nor do I have any qualms stating why. Tongue out

My SF website

Stormcrow's picture
Stormcrow
January 13, 2015 - 9:15am
In Star Wars, a small spaceship is basically a big automobile in space for all the price and technical skill it requires to operate.

In Star Frontiers, a small spaceship is roughly equivalent to a cheap US space shuttle for those same terms.

Han Solo could not fly a space shuttle given merely a couple of days instruction. Flying a space shuttle requires realistic, in-depth knowledge of the mechanics of the ship and of physics. Shuttle pilots have the benefit of ground control and fixed mission objectives to back them up; Star Frontiers characters have no such benefits.

Star Frontiers goes for the more realistic approach. I, for one, appreciate that much more than the automobile expertise needed in Star Wars.

Stormcrow's picture
Stormcrow
January 13, 2015 - 9:17am
Oh, and don't forget: in some versions of Star Wars, eight year old kids can ACCIDENTALLY fly spaceships, they're that user-friendly.

jedion357's picture
jedion357
January 13, 2015 - 11:47am
Stormcrow wrote:
Oh, and don't forget: in some versions of Star Wars, eight year old kids can ACCIDENTALLY fly spaceships, they're that user-friendly.


LOL
I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!

Shadow Shack's picture
Shadow Shack
January 13, 2015 - 12:33pm
Anakin was a pilot, "all my life" according to the junk shop scene.

But this does reflect the simplicity factor in Star Wars that was mentioned, if even a kid can do it (since birth, at that). Also the ships have "navi-computers" to plot the jumps so you don't even need an astrogator, and astro-mech droids basically replace the engineers. All that's left is someone to man the yoke and trigger the guns.
I'm not overly fond of Zeb's Guide...nor do I have any qualms stating why. Tongue out

My SF website

rattraveller's picture
rattraveller
January 13, 2015 - 4:56pm

When written the only thing starships needed to do in Star Wars was get the characters from place to place and look good blowing up. Then the movie got bigger than anyone could imagine and roleplaying games and other games came out that needed details like pricing.

Nitpicking this minor plot point is fun but you should expect to get the same final answer as to "What is a Gorillian?" Not sure since it was not that important to the big picture.

Sounds like a great job but where did you say we had to go?

Shadow Shack's picture
Shadow Shack
January 14, 2015 - 12:31am
It's not nitpicking...I used Star Wars as an example of what Star Frontiers is not: a sci-fi setting where spaceships are as common as water in the ocean. The discussion sidetracked toward reasons why ships are more common in Star Wars, and again none of those reasons exist in Star Frontiers.

As such the ship crews will be equally rare, hence the "ridiculous" PR requirements for spacer skills. I personally feel the "ridiclous" requirements are spot-on considering the frequency of locales where those skills can be used, but others feel differently and prefer quicker routes to gaining skills. Simple fact is there's already a quick route in canon: join Gollwin Academy. Or simply offer an alternative method for a spacer skill quick-wash, like my Star Fighter Corps game. What's a couple years of a character's 150+ year lifespan learning a skillset and a mini-campaign to play along the way?
I'm not overly fond of Zeb's Guide...nor do I have any qualms stating why. Tongue out

My SF website

jedion357's picture
jedion357
January 15, 2015 - 6:54pm
Since the backbone of the Sf community is a middle age demographic I think the trend has been one off games or the shorter adventures that are not a part of a campaign as many of us find ourselves time poor. Under this dynamic a shorter path to star ship piloting is better. Especially since the pre-requs make the PCs one hit wonders in those skill. this creates a challenge for running games as the ships gunner, especially the beam weapon's ship's gunner is going to wipe out any opponent in 2 rounds of combat with a laser plugged into a belt or backpack and set to high SEU. 

these days I think back to WW2 where the US government was able to take a farm boy from Iowa put him through a training course and he was manning ships systems on naval ships. the gunnery crew were not likely to be dead shot killers with a rifle or pistol but certainly could follow their training and operate the guns of the ship. Even piloting the ship. The example breaks down a little with engineers as they were certainly senior personnel with a lot of techs under them.

Its not about Star Wars vs Star Frontiers but about whats fun and will keep the game flowing. I do like the progressive pre-requs of the Spacer Skills Revisited article in SFman (they may not be realistic but certainly they work as a compromise).

This is simply how I see it.

To counter the arguement that since ships are scarce crews would be scarce: I dont think this is neccessarily correct. Take for example History degrees- easy enough to get one but why are we not overrun with History professors? Simply because there are only so may positions available for History Professors. If the path to spacer skills was easier but the number of ships still scarce I dont really see a problem with this. There will be out of work star ship crews, but then that is almost an archtype in itself so why not allow it? It also plays into the whole evil mega corp theme- you dont like what the corporation is doing? well then we'll just get someone else to fly the ship after all pilots are easy enough to come by.
I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!

dmoffett's picture
dmoffett
January 25, 2015 - 5:27pm
Sargonarhes wrote:
For spaceship skill I go another direction. Just because you are an expert with a laser rifle does not necissarily translate directly in to a gunner on a starship. So I treat starship skills as another new set of skills separate from their base skills.

I got this idea when watching a show about drones and how they rather take new people and teach them to fly a drone. Mainly because a pilot of an aircraft has a different set of skills that doesn't work when flying drones. So why can't a lvl 4 starship gunner be a poor markman with a hand held rifle, it's two different skills.



 I totaly agree here with all points made. From my own military experiance. A pistol is not a rifle. A tank canon has nothing to do with my M16 or my M4 Carbine or my pistol. A howitzer has nothing to do with a tank canon except that they are both canons. They have different missions and skill sets involved. Starship gunnery should have nothing whatsoever to do with rifle marksmanship laser or otherwise.
 It takes two people to operate a tank canon with any kind of speed and efficiency. It takes four people to operate a howitzer, without including the people in the Fire Direction Center or the Forward Observers. Fireing a rifle is a common task for all soldiers. Operating a Howitzer is a Military Occupational Specialty.

An engine mechanic is not the same as an engineer. Totally different. The engineer on a ship is not always a mechanic. He may manage several mechanics but is not always one himself.

I too think that they should be seperate skill lists and not linked to each other.
The bombing starts in five minutes.

Sargonarhes's picture
Sargonarhes
January 29, 2015 - 9:17pm
jedion357 wrote:

these days I think back to WW2 where the US government was able to take a farm boy from Iowa put him through a training course and he was manning ships systems on naval ships. the gunnery crew were not likely to be dead shot killers with a rifle or pistol but certainly could follow their training and operate the guns of the ship. Even piloting the ship. The example breaks down a little with engineers as they were certainly senior personnel with a lot of techs under them.
 


It was more than just that, they taught farm boys how fix and salvage the busted up tanks and get them back into the fight. So they were rebuilding from scratch a tank it took engineers a few months to years to design and build. Now days they say the fighters are flown by guys with a college education, designed by people with a bachlor's degree, and manitained by people with a high school education.

It's also a matter of experience. Kids today are growing up with this new technology, they addapt to it faster than some one that grew up with vinyl records and type writers. But in a SF universe it is entirely possible a character grew up in a local that gave them access to tech they learned the basics, so the rest just comes easier for them.

Even anime series have this same problem of kids just jumping into a giant robot and piloting it successfuly the very first time. How? The kid built robots as a hobby, or grew up on a space station. Either way they've had exposure to the tech at a young age. Sure it is a large jump to go from pod racing to piloting a star fighter, but then almost everything in Star Wars flies.

The larger ships might be rare, but I'll bet a space port planet side has any number of HS 1-3 ships setting around. They'd almost be like airplanes, mostly shuttles moving cargo back and forth from orbiting stations. Every company that moves things would want to hire or train crews for such small ships.

I used this as a plot hook, created a character that got a job that trained him to fix shuttles. May have been all he could do, but it was a start. Players wanted to take him with them as he had the skills they lacked and should get themselves first. But every one wanted to be a pilot or gunner, no one wanted to be an engineer.
In every age, in every place, the deeds of men remain the same.