Last week we started to address the problem with space travel and combat in RPGs by addressing the "tactical mini-game" sequence most TTPRGs seem to use. The reasons for the mini-game approach as I see it are as follows:
- First you have the hobby’s wargame origins, which can be exacerbated by RPGs with board game tie-ins.
- SF games that are licensed from or inspired by movies and television. These games attempt to model the epic eye-candy of space battles on the macro-scale.
- A simulationist approach to the game that requires specialized rules to resolve a spacecraft in a vacuum (or any vehicle) as a different system from characters in a dungeon (or whatever).
| A Unicorn, if you will. |
RPGs are a special animal in ways that are hard to define. After years of playing (and decades of not playing), I can't say that I'm any closer to determining what set of traits make specific games or campaigns fun in general,but I remember the legendary ones I've run or played in. The ones that I still think about. They had two things in common:
- The plot was a situation - either by design or as the supposed plot disintegrated.
- Players' were allowed to plan, discuss and engage with the world and one another.
- Player's took initiative.
That's what I want in Project NEPTUNE. My friends, family and fellow players gathered around discussing the situation and what they can do about it. I have seen genius there, and engagement. I wanna encourage that.
In my proposal that all characters are Damage Control on a starship creates that situation. The anticipation of an upcoming combat or hazard provides opportunities for planning and engagement, even if the characters don’t have space-faring skills. Player Characters have an entire spacecraft's worth of resources to utilize in their planning.
Now we have to get organized.
ACRONYMS & ANARCHY
In my Damage control model, I'm using a few arbitrary assumptions:
- Consideration for a game group's average size of 2-4 players
- Finally finally dealing with my unresolved love-hate relationship with the Frigate design in Starships & Spacemen 2nd Edition which assigns a crew of ten to a starship.
- No built-in Hierarchy that puts one PC or NPC in charge.
The crew is divided into three Damage control parties, each with three crew assigned. These DC parties operate out of three Flight Control Rooms (FCRs) dispersed around the spacecraft. These are called FCRs instead of DC central(s) because they also house the computers that fly and fight the ship in the same armored compartment. I chose three at first as an arbitrary reference back to Northshield's Triumvirate but kept it when I realized that with three FCRs, no single shot from an enemy could take out all three.
- I am fully aware that actually pirates were ruthless and amoral at best and sadistic psychopaths at worst. They were declared hostis humani generis for a reason. That said, I figure that any system of governance that can keep The Enemies of All Mankind organized and effective will work even better for regular people.
- Forget what you've seen in Pirates of the Caribbean. A Pirate Captain served at the sufferance of their crew and could be replaced at any time by a vote of no-confidence - no mutiny required. The only time a Pirate Captain had absolute authority was during an actual battle. This is clearly laid out in the Ship's Articles.
What follows is a flight of fancy to give an idea of what I'm thinking of; a setting that supports the play style of TTRPGs, is functionally plausible, and keeps the focus of the Player Characters.
- They may call for a vote of no-confidence in the Captain's leadership at anytime the ship is not in direct or immanent danger.
- They have a Mission Abort option, where the PCs my at anytime elect to call for a bug-out in battle to save the ship. They may have to answer to the ship's company for using this option, but that will be after the fact.
- They may stand for election to Caption or Quartermaster at any time the incumbents lose a vote of no-confidence.

