What are the requirements for a good player ship in PW?
Posted: Sun Nov 27, 2022 7:37 am
Pretty straight forward here, what does a player ship need to have for it to be considered good by the players and GM?
Now to be clear I am not asking which ship in the books makes the best player ship, although you can make that part of the discussion if you would like, but when you modify or create a ship for your player group what does it need to have in order to be considered good.
I have to admit that a big part of this comes from watching Andor with the Fondor haulcraft and the Mandalorain with the Razor Crest. While both of these ships are cool, I found that both had limitations that would make them less than ideal for a Phase World group and I still think the best example of a player ship from Star Wars is probably the Ghost from Rebels. But I am curious what others thought.
General rules, examples or both would be great.
I have a few basic rules and they can be applied to a single group ship or to a fleet if the PCs choose to split up.
1- There must be room for all the players and what is necessary for there OCC.
2- Every PC must have a role on the ship and something to do during combat.
3- They PCs must be able to leave the ship as a group. We don't want players needing to miss the adventure to protect the ship.
4- It must be, for lack of a better term, upgradable. The players must be able to make improvements to it as time goes on.
5- It must be able to blend in and allow the player group to go to most systems. Give them a Warshield or a Berserker if you want but it will be hard to travel in those.
6- Combat and general performance. I try to have it so the ship can outrun anything it can't fight and fight (not necessarily destroy) anything it can't outrun.
7- The last point is subjective but it should have either personality or some sort of hook that makes the players want to use the ship.
So for players and GMs what does a good player ship in PW need?
Now to be clear I am not asking which ship in the books makes the best player ship, although you can make that part of the discussion if you would like, but when you modify or create a ship for your player group what does it need to have in order to be considered good.
I have to admit that a big part of this comes from watching Andor with the Fondor haulcraft and the Mandalorain with the Razor Crest. While both of these ships are cool, I found that both had limitations that would make them less than ideal for a Phase World group and I still think the best example of a player ship from Star Wars is probably the Ghost from Rebels. But I am curious what others thought.
General rules, examples or both would be great.
I have a few basic rules and they can be applied to a single group ship or to a fleet if the PCs choose to split up.
1- There must be room for all the players and what is necessary for there OCC.
Spoiler:
2- Every PC must have a role on the ship and something to do during combat.
Spoiler:
3- They PCs must be able to leave the ship as a group. We don't want players needing to miss the adventure to protect the ship.
Spoiler:
4- It must be, for lack of a better term, upgradable. The players must be able to make improvements to it as time goes on.
Spoiler:
5- It must be able to blend in and allow the player group to go to most systems. Give them a Warshield or a Berserker if you want but it will be hard to travel in those.
Spoiler:
6- Combat and general performance. I try to have it so the ship can outrun anything it can't fight and fight (not necessarily destroy) anything it can't outrun.
Spoiler:
7- The last point is subjective but it should have either personality or some sort of hook that makes the players want to use the ship.
So for players and GMs what does a good player ship in PW need?