Fourteen Elements of Starship Design for
Sci-Fi Gamers
By Jonathan Hicks
Interstellar sci-fi games often revolve
around one thing: starships. Many players of these types of games become
quite passionate about starship design and starship capabilities and this can
create various game related problems. Also, while most sci-fi roleplaying
games have their own systems for starship design and implementation, the
following tips might help further flesh out your game's starships and give
them some added character. 1. Harness Player Passion Players of the game, both GMs and attendees alike, love to
tinker, modify, and list the abilities of their starships. The great
space-battle type games cry out for such designs and players will want to
ensure that if they get into any trouble they have the vessel to do the job.
This can lead to all kinds of designs, even down to the smallest items,
systems, and capabilities that the designer can squeeze in to cater for every
eventuality. This is all fair and good--nothing brings a more genuine smile
than when the starship
successfully does something it was designed to do. To make your job of campaign preparation
easier, try to harness the enthusiasm and passion the players have for
starship design and let them tackle as much of this game aspect as possible. This
will include players at a higher level of game involvement and will greatly
increase their campaign satisfaction. 2. Ensure The Starship Design Serves The Game Player driven, detailed ship design can make
things a little problematic for the GM. If the ship has a system or gadget
for every eventuality, then the game is going to be a little predictable and
adventure challenges too easily solved. The GM should ensure that he/she
isn't giving into Player Pressure or the Cool Factor and that the design of
the ship suits the game. 'Player Pressure' is when the players either
continually badger the GM to allow them just 'one more addition' to the ship,
or they gang up on the GM with tables of rules, costs, and dice rolls to get
their own way. Don't fall for it! If you cave in and allow the modifications,
then the players will think they can always get away with it and maybe with
other rulings as well. If they want a great ship part make them work for it.
A high price, lack of availability, or even a series of adventures earning
the right to have the part will make them think
twice before pressuring you again. 'Cool Factor' is the GM falling into the trap
where they themselves think that the fast, sleek, manoeuvrable ship is a good
idea and allows the modifications, but then regrets their decision later on.
When the players get into trouble they easily get out of it, not once but
many times, until the encounters become repetitive and predictable. It's easy
to get caught up in the Cool Factor trap, but if you refrain from going
overboard in your design then you'll appreciate the vessel later on in the
game. It can make for a good game when the
players get protective about their ship, even if it is a dilapidated old
freighter, and it gives the vessel more character. 3. Vessel Purpose What the vessel is designed for will decide
many other factors of the design process. A simple hired transport will not
be large and will have a limited crew and cargo capacity. A destroyer could
be huge, with space for war machines and troops, serving a crew of hundreds.
A survey vessel might be large and have a crew of varying scientific skills
and abilities. Deciding what a vessel was originally built to do gives a sense of purpose and ability. 4. Size Vessel size will determine the crew
complement and capability and will influence many ship systems. A small
freighter might have half a dozen crew with several different responsibilities
divided between them. A great liner-type ship will have a crew of dozens,
even hundreds, with whole teams of people dedicated to a single ship's
operation, such as the engineering crew or attendees. Size will also help determine where the ship
can and cannot go. A smaller vessel could dock with a space station and land
on a planet while a larger vessel might have to park next to a station or
planet and ferry crew across in shuttles. A small ship will be able to
manoeuvre through an asteroid belt whereas a larger ship might be a sitting
duck. Size can also be an indicator of strength. A
small ship might take two hits and be destroyed whereas a larger vessel might
need to be hit a hundred times before the damage is regarded as severe. 5. Control Systems The command area of the vessel is the nerve
centre of the whole construction. As in the TV/Movie series Star Trek, the
bridge is the single most important part of the starship, so you'll have to
design what's required in the cockpit/on the bridge. If it's a small trading vessel, it might just
be a pilot and co-pilot taking care of business. A huge exploratory ship
might have a dozen or more workstations scattered about the bridge with
several personnel on duty taking care of tactical, navigation, or sensors.
Consider also, how much control does the bridge have over the rest of the
vessel? Decide what systems tie directly into the bridge/cockpit and what
systems will have to be travelled to directly to operate or influence. 6. Power Systems The heart of the vessel is its power core.
The core's job is to supply energy throughout the vessel so it's important to
determine: a) What is the vessel's power source? b) How dangerous is it? Perhaps it's a new form of clean fusion that
presents very little danger, or maybe it's concentrated fusion that emits
high levels of radiation that need to be heavily shielded to protect the
crew. The energy core, and the auxiliary systems in
case things go wrong with the main power, should be designed with two things
in mind: a) What would happen to the ship if the core
shut down? b) What would happen if it leaked or got
damaged? Power is a requirement on starships, but the
dangers of harnessing that power should be considered. 7. Life Support Crew requirements need to be taken into
consideration. Mainly, these requirements are the simple things in life, that
of air to breathe and an acceptable temperature to survive in. Gravity is also
a necessity on long voyages to avoid muscle and bone degradation but may not
be possible in your game's setting. Either way, the life support system will
need to be considered to keep the crew alive. Depending on the setting and on what species
of crew you have on board, the life support ability may vary from one section
of the ship to another. It's all fair and good taking on alien passengers,
but if your atmosphere is lethal to them it's not going to be a very long
stay. 8. Sensors/Communications It's all very well going off on deep space
adventures, but it makes things difficult when you don't know what's around
you or not being able to let other people know what's going on. Sensors come in varying packages. Either they
have a long range and give you full details of what's around you, or they
have a limited range and simply pre-warn you of any approaching objects. The sensor ability will depend on the
vessel's purpose. A warship will have multiple sensors that will identify
threats and targets, with tactical details of the targets being presented to
the viewer. Research vessels may have a broad spectrum of sensors that may be
able to track and probe life forms, minerals and atmospheres. A smaller
vessel may have a simple
proximity-warning sensor that bleeps when something comes too close. Communications may vary also, depending on
the technology level you're gaming in. The signals sent by a starship may
take weeks to get to their intended target, meaning the vessel really is
alone in space. Alternately, the signal might get to the target
instantaneously, using subspace/light speed technology to relay the message. Communications will help determine risk. If
the players get into a dangerous situation and a distress call will take two
weeks to reach a friendly location, is it worth it? 9. Sublight/Supralight
Drive System Starship speed is an important game factor,
especially during those exciting chase sequences, or cavalry type 'to the
rescue' scenes. Speed takes two forms: a) Sublight speed, which determines how fast a vessel can cover distances
between planets within a solar system. b) Supralight speed, which, if the vessel is capable of such
a thing, determines how fast a vessel can travel between solar systems. Sublight can take the form of
thousands, even millions, of kilometres per hour depending on the capability
of the ship. Smaller ships may get to certain places faster but have a
limited fuel supply whereas larger vessels may have a longer range and a huge
supply of energy to burn up. Supralight is the speed that
enables the vessel to get between stars. This can be any speed the GM wants,
with a drive that enables the vessel to get to a star in weeks, or a drive that might
enable the journey to be completed in days or even hours. There are also
drives that could enable a vessel to instantly appear within a solar system,
taking no time at all. It
depends on the GM and what he/she thinks will work for their game. Long voyages
can be adventures in themselves. 10. Crew Support The crew can breathe and walk about your
ship, but what do they eat? Where do they sleep? Is there anything for the
crew to do to relax? Long journeys can be tiring, especially cooped up in a
vessel, so the crew will want to be able to relax between shifts, especially
if it's a large crew on a large ship. A small ship may have a few music/video
programs or games to keep the players entertained (like the holochess board on the Millennium Falcon in the original
Star Wars movie), or entire decks may be put aside for rest and relaxation on
larger vessels (as in the holodecks in the Star
Trek TV/movie series). Food is a concern, especially if more than
one species is working on the ship. Does the vessel have a galley or do the
crew quarters each have their own kitchen/dispenser?
What do they eat? Concentrated food, tablets, or full meals from a stocked kitchen? When resupplying at a station you can top up fuel or get
repairs, but food is also a necessity. Also decide how and where the crew has
downtime for sleep and personal chores.
They may all share dormitories, have their own quarters, or share with one or
two other people. They may even be jammed in like sardines, like on a submarine. 11. Extra Vehicular Support Getting on and off the vessel is important in
both duty and emergency. Duty involves the normal boarding/disembarking from
a starship in various ways. Perhaps the crew is shuttled in on smaller
vessels that are permanently stationed in a hanger in the starship on large
vessels. Shuttles and landing craft may be used to get
to and from planets and stations, but perhaps the crew is 'beamed' to their
destination by matter transporters instead. What about an emergency? Does the vessel have
enough lifepods or lifeboats to get everyone off?
How long would it take? Smaller vessels may have one or two lifepods to cover the crew, whereas bigger vessels may
utilise lifeboats so large that they are small starships in themselves.
Decide on entry and exit points on your starship and what they are used for. 12. Offensive/Defensive Systems So, the ship is flying about the cosmos when
- gasp! - Pirates/Enemy Ships/unsociable aliens suddenly attack it. So, what
is the starship you have designed capable of in a fight, and how well
protected is it under fire? Offensive weaponry can come in many forms, as
in missiles and lasers, but what does your ship have to offer? Again, this
goes back to the purpose of the vessel. Warships may be bristling with gun
emplacements and torpedo tubes, a research ship may have a few weapons for
defensive purposes, and a smaller trading vessel or a fighter may have one or
two weapons suited to the kind of enemy it may encounter. What can a ship do to protect itself? Does it
have armour plating? Energy shields to block shots? Perhaps it can launch
countermeasures to confuse targeting computers and missile guidance systems?
It sometimes pays to think beyond what damage a ship can do and consider what
damage a ship can take. 13. Ship History To give the vessel some character consider
what other adventures and missions the vessel has been involved with before
it appeared in your game. If the ship is brand new then this is not a
consideration and the game itself will determine the ship's story. Older vessels, either second-hand ones or
ships the PCs have been stationed to, may have a long history however. Has there been many previous owners? What adventures has
the original crew had in the ship? The age and any modifications done to the
ship since its launch date might be worth looking at as well. An old,
dilapidated warship may be no match for a modern battleship, like matching a
World War One frigate against a modern day aircraft carrier or destroyer. But
the age of the ship, and what it's been involved in, makes for great
character. If you give it the same kind of character history as you do for NPCs and PCs the ship takes on a life of its own. 14. Visual Design Visual design can certainly vary, but take
one thing into consideration - aerodynamics is not a problem! The vacuum of
space means no friction, meaning any ship of any shape, no matter how
outlandish, can travel the stars. Visuals can be determined by yourself (if
you have artistic tendencies) or pictures can be utilised out of most science
fiction books and even space science websites, such as http://www.nasa.com. Again, that's GM discretion. If you want to
take a jumbo jet, knock off the wings, and slap a great
big cannon on top of it, then there's a spaceship straight away. |