Showing posts with label popomatic ships. Show all posts
Showing posts with label popomatic ships. Show all posts

Thursday, 24 July 2014

Ships in the Oort Cloud, part 3

Previously (add link later!) I've been musing on the idea of generating ships for my Oort Cloud hard-ish sci-fi hack of MotSP, and I had got as far as assigning dice to ship "stats" although really we might think of them as characteristics I guess. Wait, is there a distinction? One for the philisophers.

I have been musing over the last few days about whether or not seven tightly defined stats for ships might be an interesting thing: particularly because MotSP uses seven stats (adding Comeliness to the expected standard six). I like the idea of that, of a ship's basic capabilities mirroring something of the PC's stats. When I thought about it more though, I realised that while I could add a ship stat that would perhaps be about the "look" of a ship, it would feel a bit fake. I also started thinking that the stats/characteristics that I had didn't map to the other six stats neatly.

So I think that seven mirroring stats (treating the ship more explicitly as an NPC or party-PC) is out. For now I'll stick with the six I had previously. I've made a choice for now that the Range stat (which will be the d20 roll) will be multiplied by 10 to give the number of light seconds range that the ship has (assuming normal power usage and travel).

So I now have six stats/characterisitics/qualities(?) that are attached to the six dice, roll them, read them off and you have the basic capabilities of a little NPC-ship.

This has been helpful to me, having this idea and noodling on it, as I now have an idea for PCs and their ship(s) - they can either roll and get a ship's stats which they then spin some idea of what it looks like from, or I could give them an average ship, giving expected values or close to for the six ship stats, and then giving a couple of points for them to invest.

Thinking about being smugglers or traders? Spend a point in Capacity to get more space for hiding stuff!
Want to go really fast but probably get organ damage for constantly being under two gs? Spend a few points on Acceleration!
Expecting to come under heavy fire? Armour up and spend points on Hull Strength!
Want to, shave hours off destination orienting and combat evasion? Improve your gas jets by boosting your Manouverability score!
Expecting to put others under heavy fire? Add more Gauss guns by spending a couple of points on Weapons!
Want to travel further before having to pay for a new fuel rod crystal-mo-tron? Increase your Range!

Did I really just do those six questions and exclamations? Obviously not had enough caffeine this morning...

Onwards and upwards: next steps with MotSP hacking include
1. Typing up the skills/traits lists - particularly helpful as I'm tweaking the former and excluding about 20% of the latter.
2. Habitat generation tables - I have a basic space-grid and know where things are, but need something to fill in the blanks.
3. Character sheets - it makes sense to me to have separate, slightly tweaked sheets for the three classes I'll be using (mostly because the skill lists are different depending on classes)
4. Hangout or offline play - need players!

Monday, 14 July 2014

Ships in the Oort Cloud, part 2

Last night I actually slept pretty good, and we only got woke by the baby once really. I say baby, but she's ten months old nearly, and looks less and less like a baby every day. Time flies...

I don't need to worry about relativity in the Oort Cloud setting (which, if I had to sum it up neatly I suppose you could call a hard sci-fi hack of Machinations of the Space Princess), as the ships will never reach anything like relativistic speeds. I've definitely made some assumptions about the kinds of ships that are being used, and some of them are kind of arbitrary, but why not?

I am tweaking numbers now really, to make sure that I have something which makes a simple kind of sense. Ships can't just have infinite fuel, so I have to put some bounds on that - and when you put a boundary on something that stacks and knocks over a whole series of other dominoes. How much does fuel cost? Is it available everywhere, or could PCs get essentially stranded when they dock at an asteroid and are told "Next shipment is due in two weeks"?

The more I think about writing my own games/hacks/etc, the more I appreciate just how skilled other people are who have a successful back catalogue. Over on False Machine, Patrick was talking about designing adventures (link to be added here later!) and a few points really stand out. The big one for me is that you have to write and write and write and then edit and pare back: and I think I agree with this broadly, even if what you are doing is writing and re-writing notes to then be combined. The really big point in Patrick's post though is the idea of information being chunked (my word not his) into single or double-page spreads; if things go over pages it disrupts the flow, it makes your ideas less accessible and could actually make things confusing.

Which is why I value this habit that is starting to fall into place; this little place on the internet is a way to just mull ideas over, and then collect them later.

I have my formulae (or formulas, whichever you prefer), so I'm going to get Open Office to spit out a table of travel times; which will then give me some ideas as to whether or not I am on the right track with distances and acceleration in the setting.

This has been a bit of a ramble, but to finish I'm going to flesh out a "popomatic" schema for ships (PCs will have something like this, but with some tweaks to the options; this is for a general ship encountered, not some ultra-fast fighter)

Popomatic Ships
d4 - Capacity - add 3 to get the number of berths on the ship; possibly a cargo rating as well... (needs thought)
d6 - Acceleration - use as indexing for 0.5g, 0.75g, 1g, 1.5g, 2g, 2.5g
d8 - Hull Strength - use in conjunction with MotSP armour tables
d10 - Manouverability - a rating that will have two effects: first in terms of turning ship for long distance travel (will have a positive or negative effect on travel time); second, for evasion in ship to ship combat
d12 - Weapons - after coming up with some options, use this to index them; mostly about strength of railguns etc
d20 - Range - still working this one out! The domino has not toppled yet...

Thursday, 10 July 2014

Ships in the Oort Cloud, part 1

A night idea. I suppose in reality this is a couple of ideas that have been floating around for a while. On a recent train journey I started thinking about travel time between places in the Oort Cloud. I did some calculations on a series of Post It notes; I assumed that there was no instant travel, that unaltered humans wouldn't want to be subject to more than 1g of acceleration or deceleration. I also assumed that the drive in the ships wouldn't be explained using massive liquid fuel tanks (i.e., it will be totally hand-wavey in game; although some concept of range would be good).
These were in my head, have been for a few days. But at 2am when the baby woke up, the main thing that popped in was dice.
I like Zak S's Popomatic concept: so to come up with a random ship (not necessarily a ship owned/used by a group of PCs) why not roll a d4, d6, d8, d10 and d12 together, with the five numbers signifying different attributes or aspects of the ship.
There are a couple of things which dice could randomly select: weapons, armour, range, style of ship, cargo/berth capacity, maximum acceleration/deceleration. Off the top of my head this morning, I'm thinking:
d4: acceleration/deceleration (1g, 1.5g, 2g, 2.5g)
d6: berths and cargo
d8: armour
d10: weapons
d12: range
I'll have to expand on some of these ideas in the coming days. This is a departure from the way ships are handled in Machinations of the Space Princess, where the concepts/mechanics are much more closely aligned with the stats of PCs. That game as written is more sci-fantasy than I'm thinking for the campaign in the Oort Cloud. So: while I'll continue to do little "night idea" posts, it seems like last night's idea has nudged me in the direction of resolving this little gap that I currently have in my setting schema.
I'll see what the next night idea is, but the next part in this Popomatic Ships series will be saying more about acceleration - which will also, I guess, say more about where I'm coming from in the harder sci-fi setting. More later/tomorrow!