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Post by blackbat242 on Apr 21, 2011 22:08:12 GMT -5
Over on CotI, this was posted. Anyone tried this out? Scarecrow Something I love (but have actually yet to try properly) is Mike 'Pfr Fate' Callahan's Red Alert Start Trek ship combat for Savage Worlds.
Red Alert by Mike Callahan
The key philosophy behind it is that like the TV series, starship combat is character driven from the Bridge. Therefore, no miniatures and no complex energy point allocation etc. It simplifies the ships down to half a dozen types and simplifies weapons to phaser and torpedo. On it's turn, a ship gets to fire and perform an action. That action might be to close/open range, repair ship or shields, evasive maneouvre etc etc. The player who's character fills the relevant department role on the bridge/ship gets to roll for the action. Multiple actions can be taken but at a -2 per extra action.
Simple and brilliant. I'd love to convert this for use in systems like Classic Traveller but it would, I think require some work.
Crow
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Post by Alex on Apr 25, 2011 9:04:08 GMT -5
Some good philosophies. Would run well for a Savage Star Trek game that involved space combats. I wouldn't use it just for a starship combat game on its own and I wouldn't tack it onto other systems, but I'd take the philosophies and try to find ways to use them in the other system.
Let's see what I can do with Traveller. Keep the simplicity of weaponry (beam vs missile). Traveller already has range bands but they are more numerous. I don't see why that can't be kept for familiarity's sake but if you want to use Short/Medium/Long you could use DM 0/-1/-2. In Savage Worlds the goal is to roll 4+ on your variable types of dice. In Traveller you'd make the goal to roll 8+ on 2d6. Targeting, Evasion, etc can be handled by PC skill rolls through Traveller's stats already. Actually, the ship combat in Traveller is pretty simple if you ignore the complicated phasing and just run each ship fully on its initiative. It would also be good to replace any the tables with a simple hit/damage mechanic like Red Alert/Savage Worlds uses.
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Post by Falconer on Apr 25, 2011 11:35:23 GMT -5
I, too, liked the reasonings given at the beginning of the document, but wasn’t excited by any of the actual rules. Still, thanks for the heads-up. Never hurts to have more ideas to go into my homebrew...
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