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these_are_the_voyages [2012/02/02 14:40] JasonPthese_are_the_voyages [2012/02/10 13:25] (current) – [Creating Situations] JasonP
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 ====== 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. 
 + 
 +You can find online playtest records of this game on the wiki here: [[Game Play:These Are The Voyages]].
  
 ===== Creating The Ship ===== ===== Creating The Ship =====
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   * //Class//: Battlecruiser.   * //Class//: Battlecruiser.
 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 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 =====
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 ===== Creating Situations ===== ===== Creating Situations =====
  
-First, the GM must establish the parameters of the situation. This is done with keywords. First the GM decides if the situation is going towards resolving the mission, if so its a **mission** situation. Next the GM attaches any of the following: **dangerous**, **harrowing**, **unknown**, **dramatic**, or **shiptied**. Each of these changes some of the rules of the situation. A dangerous situation is one that will, once per round, create a threat to the characters present. A harrowing situation is like dangerous, but when an action fails there is a threat roll in response. An unknown situation has a strong element of mystery which can be resolved for dice. A dramatic situation has tension between characters, which could result in a battle or other confrontation. Shiptied situations involve the ship itself, perhaps in addition to the action or perhaps that is the sum or it. The latter means a bridge scene with everyone playing their officer.+First, the GM must establish the parameters of the situation. This is done with keywords. First the GM decides if the situation is going towards resolving the mission, if so its a **mission** situation. Next the GM attaches any of the following: **dangerous**, **harrowing**, **unknown**, **dramatic**, or **shiptied**. Each of these changes some of the rules of the situation. A dangerous situation is one that will, once per round, create a threat to the characters present. A harrowing situation is like dangerous, but when an action fails there is a threat roll in response. An unknown situation has a strong element of mystery which can be resolved for dice. A dramatic situation has tension between characters, which could result in a battle or other confrontation. Shiptied situations involve the ship itself, perhaps in addition to the action or perhaps that is the sum or it. The latter means a bridge scene with everyone playing their officer. Handling situations, keywords, and so on is explained more in [[lupos:Black of Space GM's Toolbox]].
  
 After you setup keywords, you establish advantage for the situation. Advantage are a pool of red 10 sided dice in play. When a situation starts, each officer present creates one advantage, so one is placed into the pool. If it is shiptied, the advantage pool grows one for each applicable asset of the ship, as decided by the GM and Foil (roll off if agreements can't be made). After you setup keywords, you establish advantage for the situation. Advantage are a pool of red 10 sided dice in play. When a situation starts, each officer present creates one advantage, so one is placed into the pool. If it is shiptied, the advantage pool grows one for each applicable asset of the ship, as decided by the GM and Foil (roll off if agreements can't be made).
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 ===== Creating Interesting Fiction ===== ===== 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.+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 Office Abilities =====+===== 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.+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 ==== ==== Officer Earned Abilities ====
these_are_the_voyages.1328222406.txt.gz · Last modified: 2012/02/02 14:40 by JasonP