Ship design is important and I like it
Title:
Ship design is important and I like it
Summary
If you prefer or deny rules for ship construction and ship combat is just the old question if you prefer simulation or storytelling.
Storytellers do not need numbers, uncertainties, tables for constructing objects.
Simulators need numbers beside rules and tables for interpreting this numbers.
A compromise could be a list of 20 nice, typical, useful ships and an app that builds ships like. This app can build some ships:
http://bilbo.ilan-neidhardt.de/SPOTS/starships/71-civil-ship-diseigner.html
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Hello
As far as I remember Traveller is one of the first games that provided a system that
was later called a sandbox system. And you can read in many blogs, that in a
authentic sandbox system the construction tools and the random tables provide a deep insight into the background.
A local description could explain the distribution of ethnic groups and the development of different neighborhoods around the starport. But a random encounter table with a dice modification let you play and learn the effect of this distribution.
A global description could explain that there is a class M world subclass desert like Tatoine. But with some world building rules you play and learn that only large worlds can have dense atmosphere and high populated planets tend to have more an anonymous or more totalitarian political systems.
A catalog of ships or items provides you with a limited parade of treasures. But even with a small design system you can play and learn the diversity and the limits of the starships. With a strict system you prevent problems like the famous Annic Nova Drive, Jump Torpedos or Lhyd Tanks
If you play small or limited games, like on conventions, it is a good idea to have just 12 characters, 12 worlds, 12 typical adventure locations, 12 companies, 12 weapons, 12 gadgets and 12 ships.
But if you want to play and learn about the plethora of the third imperium or whatever background you prefer, it is very good to have tools that provide you with coherent objects of play.
If you want to play the latest transhuman scifi story you just read or you want to battle a group of wild space pirates through latest Warship Jolly Rogers episode you maybe feel restricted by these rules, because they do not provide you with a DeathStar or a SchwarzSchildDetonator that you need for your story.
If you are a GM and you have a railroaded story to work through all these numbers in the rules for world design and ship design and all these uncertainties in random tables can distract you from doing your job to reach the final scene of your blockbuster adventure.
If you are a GM that drifts with your players through the random generated universe to be astonished and entertained what can happen from it, then you need the tables and construction rules,
to shape a coherent world. If you share your GM powers with the players, then it happens that some player want to design her home world or some other want to design the space-yacht he ever dreamed of and that blueprints are fixed as a picture on his cabin wall.
I like the ship construction rules so much I give you a link to my little online space shipyard.
http://bilbo.ilan-neidhardt.de/SPOTS/starships/71-civil-ship-diseigner.html
MCutter