Major Matt Mason
SOC-7
Another game to build from the basic CT set.
Again, the mechanics are all pretty much there and straight forward. The jump drive becomes a hyperdrive, the reactionless thrusters are perfect, and the basic ship hull is a flying saucer type. (Personally I think the blasters and blast rifles should be downgraded to pistols and rifles.)
(I wonder about the old rpg Space Patrol and Star Patrol, whether they have any parts germane to a Forbidden Planet type of game? Maybe a table of missions or something.)
An article by Jim Davenport in "Knights of the Dinner Table #147" is specifically about using Forbidden Planet as a universe for gaming. It points out that it is basically US Navy (post-WW2/pre-Cold War) in Space. True enough -- elsewhere (the "Forbidden Planets" anthology) it has been posited that FP is more specifically PT-boats in the South Pacific. (Which then bleeds into the Earth-based anime series of PT-boat adventurers in "Black Lagoon," fwiw.)
Anyway, the detail in the article that was different for me was in the second sentence of this bit:
"Stereotypes of naval personnel from the Second World War would work well here. They are ready to do their duty but also not above shirking work, goldbricking, scheming to find a way around regulations, looking for women, booze, gambling, and other transitory comforts" (p. 67).
Okay, now =that= seems like a challenge to me. How to simulate such behavior? Sure, "carousing" and "gambling" skills cover some, but shirking, goldbricking (fake working), and scheming? Buck passing, etc.?
It isn't entirely trivial, either, since "skirt chasing" causes a lot of mischief in FP, if it doesn't actually drive the whole thing; and Cookie's antics, while mainly for humor, also drive the story along.
For the Skipper, the skirt chasing proves a challenge to discipline and his command (maybe only among the officers). Cookie's antics sometimes challenge discipline and whatnot among the ranks, but also a bit of jokes played on Cookie reduce tensions.
Still, such things are best used in moderation, since it is the stuff of Military Comedy. Or it becomes the stuff of High Drama, with clash of personalities, punishments, court martial, muttering of mutiny, and who ate the strawberry jam?
Again, the mechanics are all pretty much there and straight forward. The jump drive becomes a hyperdrive, the reactionless thrusters are perfect, and the basic ship hull is a flying saucer type. (Personally I think the blasters and blast rifles should be downgraded to pistols and rifles.)
(I wonder about the old rpg Space Patrol and Star Patrol, whether they have any parts germane to a Forbidden Planet type of game? Maybe a table of missions or something.)
An article by Jim Davenport in "Knights of the Dinner Table #147" is specifically about using Forbidden Planet as a universe for gaming. It points out that it is basically US Navy (post-WW2/pre-Cold War) in Space. True enough -- elsewhere (the "Forbidden Planets" anthology) it has been posited that FP is more specifically PT-boats in the South Pacific. (Which then bleeds into the Earth-based anime series of PT-boat adventurers in "Black Lagoon," fwiw.)
Anyway, the detail in the article that was different for me was in the second sentence of this bit:
"Stereotypes of naval personnel from the Second World War would work well here. They are ready to do their duty but also not above shirking work, goldbricking, scheming to find a way around regulations, looking for women, booze, gambling, and other transitory comforts" (p. 67).
Okay, now =that= seems like a challenge to me. How to simulate such behavior? Sure, "carousing" and "gambling" skills cover some, but shirking, goldbricking (fake working), and scheming? Buck passing, etc.?
It isn't entirely trivial, either, since "skirt chasing" causes a lot of mischief in FP, if it doesn't actually drive the whole thing; and Cookie's antics, while mainly for humor, also drive the story along.
For the Skipper, the skirt chasing proves a challenge to discipline and his command (maybe only among the officers). Cookie's antics sometimes challenge discipline and whatnot among the ranks, but also a bit of jokes played on Cookie reduce tensions.
Still, such things are best used in moderation, since it is the stuff of Military Comedy. Or it becomes the stuff of High Drama, with clash of personalities, punishments, court martial, muttering of mutiny, and who ate the strawberry jam?