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Space Campaign? OOC

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Post by PlatGreenThunda Tue Jul 23, 2013 5:22 pm

Hey guys, Pablo here.

I have been thinking for a while of having a space campaign. I really liked the idea of Mechs from AU (one of my current running campaigns), but I didn't like the implementation (especially since it wasn't fitting for the setting, but the entire point of AU was to be silly anyway). So below is a rough draft of an idea I have, which I will flesh out if there is significant interest.

Anyway I was thinking of a space campaign. This would be a more RP heavy campaign with less character combat and a greater emphasis on longer term planning and economic planning. Leveling would occur less frequently, but you'd gain more stuff per level. It would also be play by post on this forum in order to accommodate busy people.

There would be two combat fields. Large scale (ships in space) and Smaller (individuals), most battles will involve both combat scales as some people would be crew of large crafts and other pilots of smaller crafts (3 types of ships: Large ships (needs a new name), Fighters, Mech's). Boarding other vessels is a possible and therefore small scale battles are important. Repairs mid combat are also important.

Inspiration for the campaign will come from multiple different fantasy genres (and outright steal from some!).

Finally, the classes would nearly all be custom classes/roles, some idea's I'm tossing around are below.

Captain: The captain of a large ship, captains are the leaders of a crew and large vessel. They would be the tactical commanders, working mostly from the helm to provide buffs, relay commands, and discuss strategy. There can only be one captain per large ship. If multiple large ships are owned a captain may become a general of a fleet. Important Stats would be: Wis (decision making), Charisma (Diplomacy), Int (Knowledge)

Fighter Pilot: A pilot of a small fighter. Fighters would be small, fast aerial units with lowish maneuverability. In space they pilot fighters and on the ground they use laser guns. Fighter Pilots would be used for quick strikes against enemies since they are difficult to hit. Important Stats: Dex (reaction times), Intelligence (for the skills to handle a fighter)

Mech Pilot: A pilot of a Mech. Mech are larger and slower than fighters, but tankier and hit harder. Overall more versatile than fighters but harder to train. There are few Mech pilots for any large ship. Important Stats: Dex (reaction times), Int (skills to handle a mech)

Engineer: Not very skilled at piloting or leading, but extremely important for hacking/repairing/building new parts. Engineers have some combat skills, but are mostly important for their role out of combat. Without an engineer the Mech's/Large Ship/Fighter's cannot be improved. Important Stats: Str (lifting heavy objects), Int (For Engineering stuff)

Helmsman: One of the individuals who help pilot the large ship. Helmsman also have good ground combat and are somewhat proficient at piloting any vessel. Important Stats: Int (Piloting), Dex (reactions)

Jedi: Yes, I'm a sell out (I like laser swords). Jedi are excellent ground combat units but would have very few repair/piloting capabilities. Ideal for defense or combat in the small scale for defeating boarders or in the event of landing in smaller planets. Important Stats: Dex (reactions), Wis

Robots: Do robot things.

Format? probably D&D3.5/pathfinder
When would this begin? long after AU is over (or a month or two after everything is organized over here, I need to find a new apartment.)
Whose invited? The person reading this thread.
PlatGreenThunda
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Post by Caligstro Smith Tue Jul 23, 2013 9:07 pm

I already said this before, but YES IS INTERESTED.

Question: are you writing these classes all from scratch yourself?

Question 2: you said you're probably going 3.5/pathfinder, but what are you going to do about scaled-up combat (mechs/space fighters/large vessels?)

Question 3: you said magic DNE b/c SCIENCE, but wut about jedi? Are they going to play like psionics? Or a whole new/it's own system?

Question 4: Robots. Do they have stats like a normal character? Is it a class, a race, both? Something sorta different from either?

Question 5: Science. What kind of SCIENCE/tech level are we talking here? We have laser swords, but do we have beam-me-up-scotty? Wormhole "planeshifting?" Time travel? Dyson spheres? (lol) Genetic manipulation? Warp speed?

Question 6: Scale? Is this a solar system thing, multi-system, galactic, intergalactic?

Question 7: Do we need to watch Spice and Wolf and Spice and Wolf 2 to win at economics?

Question 8: No magic. So how is gear working out since 3.5/pathfinder are really built around expecting players to have loads of gear?

Question 9: I forget question 9 now...

Question 10: Were most of the previous questions premature because you're just not ready for that level of detail yet?
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Post by PlatGreenThunda Tue Jul 23, 2013 10:41 pm

Caligstro Smith wrote:I already said this before, but YES IS INTERESTED.  

Question: are you writing these classes all from scratch yourself?
Yes, somewhat. Some things would be based on the system. Ex. A Fighter Pilot would get Fighter Feats like a Fighter.... except for piloting

Question 2: you said you're probably going 3.5/pathfinder, but what are you going to do about scaled-up combat (mechs/space fighters/large vessels?)
It would be something like "Mechs/fighters/large vessels" do x100 dmg to standard units.

Question 3: you said magic DNE b/c SCIENCE, but wut about jedi?  Are they going to play like psionics?  Or a whole new/it's own system?  
It would be a very limited psionic system. The powers would be cut immensely and moved

Question 4: Robots.  Do they have stats like a normal character? Is it a class, a race, both?  Something sorta different from either?  
I kind of like it being open for characters, but I think Engineers being able to make some is cool too.

Question 5: Science.  What kind of SCIENCE/tech level are we talking here?  We have laser swords, but do we have beam-me-up-scotty?  Wormhole "planeshifting?" Time travel? Dyson spheres? (lol) Genetic manipulation? Warp speed?
Warp speeds yes, time travel no, also probably gates between solar systems. Probably each large vessel would begin with a single use of personal Warp Speed (can be refueled for a huge cost) until you pay to upgrade.

Question 6: Scale? Is this a solar system thing, multi-system, galactic, intergalactic?
Whichever is biggest

Question 7: Do we need to watch Spice and Wolf and Spice and Wolf 2 to win at economics?
No, I bet you'll find glaring loopholes in any econ I plan anyway.

Question 8: No magic.  So how is gear working out since 3.5/pathfinder are really built around expecting players to have loads of gear?  
I mean, enemies wouldn't have it either.

Question 9: I forget question 9 now...

Question 10: Were most of the previous questions premature because you're just not ready for that level of detail yet?
Somewhat yes, I can type out a huuuuge elaborate post on everything I have thought of including specific ship parts/upgrade/classes etc, but none of it has been balanced at all.
 

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Post by Caligstro Smith Tue Jul 23, 2013 10:59 pm

Regarding gear: yeah enemies don't have either, but that's a HUGE part of what your character power progression is. If we're using a system like that but with slow leveling but somehow more gain/level, and a game centered on economics, then ostensibly if we're good/do well then we'll have even more money to be spending, but on what if there's no gear stuff?

That was just sorta my thought process.

Also are you familiar with any point-based systems (ie not level based? You have character points instead that you buy stuff with, and you get points like xp, but each point is worth way more than 1 xp in your general level based system)? That might also be worth looking at if you want us to get stuff often and feel like we have growth, but without the problem of frequent leveling quickly turning us into wuxia superhero legends. Just another thought.

Also I'm cool for reading any and all giant or small expositions on thoughts you had. If you want to save it for after you've thought it out more tho that's fine too, w/e you want to do.
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Post by PlatGreenThunda Tue Jul 23, 2013 11:04 pm

Caligstro Smith wrote:Regarding gear: yeah enemies don't have either, but that's a HUGE part of what your character power progression is.  If we're using a system like that but with slow leveling but somehow more gain/level, and a game centered on economics, then ostensibly if we're good/do well then we'll have even more money to be spending, but on what if there's no gear stuff?  

That was just sorta my thought process.

Also are you familiar with any point-based systems (ie not level based?  You have character points instead that you buy stuff with, and you get points like xp, but each point is worth way more than 1 xp in your general level based system)?  That might also be worth looking at if you want us to get stuff often and feel like we have growth, but without the problem of frequent leveling quickly turning us into wuxia superhero legends.  Just another thought.

Also I'm cool for reading any and all giant or small expositions on thoughts you had.  If you want to save it for after you've thought it out more tho that's fine too, w/e you want to do.

Well, there wouldn't be much in terms of personal gear I imagine, but a lot in Mech parts, Fighter parts, Large vessel parts. That would be the "gear" in a sense, except instead of your characters having it your ship would instead.

I would imagine the idea of "party wealth" would become a lot more important than "personal wealth"
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Post by Neffarias_Bredd Wed Jul 24, 2013 11:28 am

Would you be doing this all by PbP or would you do virtual tabletop stuff as well?

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Post by Neffarias_Bredd Wed Jul 24, 2013 11:30 am

Rifts or Dark Heresy would be good options as a system as well. Could someone link to or describe Dark Heresy for me? I'm not that familiar with it

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Post by PlatGreenThunda Wed Jul 24, 2013 11:31 am

Neffarias_Bredd wrote:Would you be doing this all by PbP or would you do virtual tabletop stuff as well?

Edit: And I replied to it

Well, I think PbP is best because some people are going to become extremely busy with time.

That being said, I wouldn't mind virtual table topping important battles and stuff if no one else minds.
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Post by Caligstro Smith Wed Jul 24, 2013 11:35 am

I would be fine w/ virtual tabletopping for big battles too, but mostly I support doing PbP for most everyday type play. Especially if we have more than just a couple people.
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Post by Neffarias_Bredd Wed Jul 24, 2013 11:37 am

Yeah that's what I was thinking. We're all busy so doing PbP for most things but Virtual Tabletop for special occasions, especially since we're all across the country now and this is the only time we'll get to "see" each other

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Post by PlatGreenThunda Wed Jul 24, 2013 11:40 am

Wow, my post count is above Kyles O_o.

I think I would be comfortable having quite a few players.
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Post by Neffarias_Bredd Wed Jul 24, 2013 11:44 am

Makes sense if it's going to be on the scale you're talking about

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Post by PlatGreenThunda Wed Jul 24, 2013 11:49 am

Neffarias_Bredd wrote:Makes sense if it's going to be on the scale you're talking about

Inb4everyonewouldwanttobecaptain
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Post by Neffarias_Bredd Wed Jul 24, 2013 11:59 am

Of the classes you listed Captain or Engineer float my boat the most... but the economics bit sounds the most interesting to me in general so I'd want to do something with that

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Post by PlatGreenThunda Wed Jul 24, 2013 12:03 pm

Well Engineer would probably be the most economic focused since they would have to decide where money get's spend in terms of weapon upgrades, additional ships, repairs, etc. Captain would have a more minor economic focus when it comes to discussion for payment (both to your group and for hiring additional units) and minor resource allocation (food?)

Pilots are more combat based as are jedi. Kyle suggested a bounty hunter class (and I like the idea).

A Helmsman is more a mix. They are involve in combat in that they would control the large vessel which has minor space combat abilities, additionally they would be decent vs boarding invaders.

Kyle said he'd send me a rift's handbook tomorrow. I'll try to find a DH one to look at.
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Post by Neffarias_Bredd Wed Jul 24, 2013 12:10 pm

When you say Economics did you mean like resource allocation or actual economics EVE type stuff?

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Post by PlatGreenThunda Wed Jul 24, 2013 12:14 pm

Neffarias_Bredd wrote:When you say Economics did you mean like resource allocation or actual economics EVE type stuff?

I've never played EVE.

But I'm assuming both?
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Post by Philliam Wed Jul 24, 2013 6:18 pm

@ Pablo: I am definitely interested.  I don't know that much about different systems to help with what you should look into though.

@Tony: https://www.dropbox.com/sh/uovbi4xm7rfde07/lVcGvDYlgj
Try this.  I didn't have as much space as you, so I separated the folders in an attempt to get at the D&D books a while ago.  I sent you a link to this folder way back then, but you probably missed it or something.

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Post by PlatGreenThunda Thu Jul 25, 2013 9:40 am

PHILLIP YOU'RE THE BESTEST PERSON EVER
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Post by PlatGreenThunda Wed Aug 14, 2013 12:24 pm

So, I'm just starting to look through systems today (hooray!), starting with rifts.

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