Wishray Wiki

A central hub for intelligent game design and play.

User Tools

Site Tools


these_are_the_voyages

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
Next revision
Previous revision
Next revisionBoth sides next revision
these_are_the_voyages [2012/02/02 14:27] JasonPthese_are_the_voyages [2012/02/04 14:33] – [These are the Voyages...] JasonP
Line 1: Line 1:
 ====== These are the Voyages... ====== ====== These are the Voyages... ======
-This is a game about those old scifi movies where earth space ships explore the unknown of the universe. Earth ships manned by earth crew and the occasional humanoid alien embark from earth space and travel the frontier of space. Take on the role as ship leader one of the five command branches: Command, Medical, Security, Science, and Engineering and let the stories unfold in spectacular technicolor.+This is a game about those old scifi movies where earth space ships explore the unknown of the universe. Earth ships manned by earth crew and the occasional humanoid alien embark from earth space and travel the frontier of space. Take on the role as ship leader one of the five command branches: Command, Medical, Security, Science, and Engineering and let the stories unfold in spectacular technicolor. It is a [[:LUPOS]] game.
  
 ===== Creating The Ship ===== ===== Creating The Ship =====
Line 10: Line 10:
   * //Name//: Enterprise.   * //Name//: Enterprise.
   * //Class//: Battlecruiser.   * //Class//: Battlecruiser.
-The GM then picks one asset that is Notorious, meaning the ship has a reputation across the universe for it, and one asset that is Problematic, meaning it is likely to cause the crew difficulty during missions. +The GM then assigns two attributes to these assets. The GM picks one asset that is Notorious, meaning the ship has a reputation across the universe for it, and one asset that is Problematic, meaning it is likely to cause the crew difficulty during missions. 
-The class can be any of: Escort, Corvette, Assault, Frigate, Destroyer, Cruiser, Battlecruiser, Flagship, Explorer, and Dreadnought. You can picture this as a scale of size and strength, from small to large. Normally the ships of the game fall into the range of Frigate to Explorer. If you want you could roll a d6 and take: 1, Frigate; 2, Destroyer; 3, Cruiser; 4, Battlecruiser; 5, Flagship; 6, Explorer. +The class can be any of: [[LUPOS:Monitor]][[LUPOS:Cutter]], [[LUPOS:Corvette]][[LUPOS:Frigate]][[LUPOS:Destroyer]][[LUPOS:Cruiser]][[LUPOS:Battlecruiser]][[LUPOS:Flagship]][[LUPOS:Explorer]], and [[LUPOS:Dreadnought]]. You can picture this as a scale of size and strength, from small to large. Normally the ships of the game fall into the range of Frigate to Explorer. If you want you could roll a d6 and take: 1, Frigate; 2, Destroyer; 3, Cruiser; 4, Battlecruiser; 5, Flagship; 6, Explorer. 
-All ships also have a five part situation track, which counts the situations they experience. Each five situations gives them a moment, and this moment is a dramatic test that lets the ship upgrade further. The result of the dramatic test is one more asset for the character to add to their sheet.+All ships also have a five part situation track, which counts the situations they experience. Each five situations gives them a moment, and this moment is a dramatic test that lets the ship upgrade further. The result of the dramatic test is one more asset for the ship to add to it's record.
  
 ===== Creating The Crew ===== ===== Creating The Crew =====
Line 74: Line 74:
 The medical officer and science officer can create features for situations. These are helping or hinder details that give or take dice away from the rolls made against it, as the creating player sees fit. A helping feature always gives a die, but only when the creating player chooses. A hindering feature always takes a die, but only when the creating player chooses. Why would they choose to hinder? Simple, these dice all come from a feature pool. When each feature is created, one die goes in this pool. When a hindering feature activates it puts a die in this pool, and when a helping one activates, it takes one from the pool. A sort of balance must be maintained. The medical officer and science officer can create features for situations. These are helping or hinder details that give or take dice away from the rolls made against it, as the creating player sees fit. A helping feature always gives a die, but only when the creating player chooses. A hindering feature always takes a die, but only when the creating player chooses. Why would they choose to hinder? Simple, these dice all come from a feature pool. When each feature is created, one die goes in this pool. When a hindering feature activates it puts a die in this pool, and when a helping one activates, it takes one from the pool. A sort of balance must be maintained.
  
 +===== Creating Attributes =====
 +
 +This is the true power of the Foil. Attributes are fictional details that enrich the game and engage the imagination. These are concepts applied to characters and the ships that spark the imagination. The ship already has Notorious and Problematic attributes, but the Foil can create them for any character. They do this at their whim, but never creating more than one per session of play. An attribute for a character could be like "cassanova of the galaxy" for instance.
 +
 +===== Creating Interesting Fiction =====
 +
 +This is the job of all players, but a lot rides on the GM. 
 +First they need to use the power of attributes. Bring the game to life by creating fiction from an attribute. Take the ship's notorious attribute and decide how that might spark an interesting situation, and so on. When an attribute is embraced by the GM this way, situations get an extra advantage, but they don't get the use of the attribute.
 +Second the players need to read and learn parts or all of the [[LUPOS:Earth Fleet Officer's Handbook]] which describes standard operations (and game rules for these operations) of the earth fleet.
 +
 +===== Creating New Officer Abilities =====
 +
 +As officers progress, earning their moments, they also earn new abilities. They may take on ability listed from any other officer, but only ever one from each. They may also elect to take one from the following list. If they elect to take an ability, they do not earn an asset as well.
 +
 +==== Officer Earned Abilities ====
 +  * 1) **Survivor**. When disabled, the character may be revived for one advantage (regaining one square) if command allows.
 +  * 2) **Leadership**. The player may use other players dice as their own, if that player has equal or less dice than them.
 +  * 3) **Paragon**. The character's attribute is truly stunning, and they may use it if the GM wishes for an action to fill in a situation square, no roll needed for an action.
 +  * 4) **Peculiar**. The character is odd and other find it hard to work with them, but this means they are well adapted to it. They may use advantage dice as personal dice when the situation is dramatic.
 +  * 5) **Lucky**. The character may make one reroll per situation, or allow another to reroll as they wish once per situation.
  
these_are_the_voyages.txt · Last modified: 2012/02/10 13:25 by JasonP