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New Space Opera Game Ideas


SalmonMax

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As some of you know, I've been tinkering with the idea of running a game on this board. One reason I've been quietly paring down my PC responsibilities is in preparation for this.

I'm not quite there yet, but I'm close enough to start musing more concretely, and doing some market research.

This notion is one I introduced to some people in chat awhile back as a 'Mass Effect' game, but I kind of want to back away from that and say that this will be a science fiction 'space opera' game, which could be Mass Effect, but doesn't HAVE to be. Which brings me to the research questions.

I ain't doing a poll, because I want people to be obliged to give a little explication with their answers.

1) Would you be interested in a space opera game (loosely defined as a band of characters with a starship of their own, doing things in space and on different worlds)?

2) If so, would you be more interested in an entirely homebrew setting, albeit one with fairly extensive backstory and so on, or one that was based on existing intellectual property (eg, mass effect, star wars, traveller, etc)?

3) What system, of the following, would you find least objectionable for a science fiction setting?

- a) GURPS

- B) Mutants and Masterminds

- c) d20 Modern

- d) Other (specify)

More details to follow.

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1) Would you be interested in a space opera game (loosely defined as a band of characters with a starship of their own, doing things in space and on different worlds)?

Sounds fun.

2) If so, would you be more interested in an entirely homebrew setting, albeit one with fairly extensive backstory and so on, or one that was based on existing intellectual property (eg, mass effect, star wars, traveler, etc)?

Either way is fine. I've been working on incorporating the Trinity rule set into a Mass Effect setting. It wasn't to difficult once I finally found an easy way to work personal shields.

3) What system, of the following, would you find least objectionable for a science fiction setting?

Among the best Space Opera system to use IMO is Alternity, which no one knows how to play. Hehe.

D20 Modern offers a good system for it. D20 Star Wars is good to, not Sagas, it kinda sucks. d6 Star Wars kicks all kinds of ass. However, I've found the Trinity system easy to work with and customize. It's also d10, which everyone knows, all you have to is just change the time line.

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1) Jes. I would be. My preference would be that the characters be hard-hitting company (wo)men working for the government and conducting morally gray special actions. You know: go to interesting new lands, meet interesting new people, and kill them. A group of hard-bitten smugglers would also be cool. Hard-core. Hard-boiled. Hard...ladled.

2) I don’t feel strongly one way or the other. An already existent setting makes it easier on the GM and might be more immediately comfortable for players as well, but writing our own world would be a lot of fun, and the play-by-post environment seems like the best suited to do that.

3) I’d prefer GURPS over anything else. I’d be happy with M&M, too (and M&M might be the best/easiest for any ship to ship combat)

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I am down for whatever you wanna run.

If we have to go pre-existing, I'd go Mass Effect, because there is a chance I could chin-check this dude.

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Game systems wise, GURPS is I think bred for space opera. I'm good for what you're good for though, with the possible exception of FATAL - I don't want to know what FATAL would do with asari. (Or hanar.)

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Okay, thanks everyone for your answers. I just have one more 'guiding the GM' style question to ask, relating to the who the PC's are and touching on how they come to be together.

The PC's are:

1) Space Marines! Defend colonies! Attack the foes of Humanity! No guts, no glory...and there'll be PLENTY of guts. PCs are highly skilled and heavily armed and equipped. They perform a variety of high-risk missions from airdropping into hostile territory to establish zones of control, to anti-terrorist ops, to escorts and perimeter defense of colonies.

2) The Specialists. A handpicked team of the best of the best to identify and eliminate threats before they blip the radar of intel. Given latitude to pursue leads as discovered, but also expected to obey orders and perform specific tasks as may be assigned by high ranking officers with gruff voices. A wide range of skills and talents needed, very defined party roles. A team of Specialists can indulge in trading, military work, and still continue to perform assignments. They often are involved in clandestine activities such as theft, spying, and political machinations as well.

3) Free Traders. A ship, a crew, and as much money as you can make. There's a galaxy of opportunity out there waiting to be exploited! Despite the word 'traders,' this style of game isn't necessarily about buying and selling of goods (though that can go on). You can play this as mercenaries, or perhaps specialists for hire, if you like. Free traders don't get as much stuff for free...they have earn each piece and track each upgrade. On the flip side, no one but their captain and the guy holding a gun to their heads can tell them what to do.

4) Got ideas? Let me know!

-----

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Quote:
1) Space Marines!


Not my first choice, simply because it strips some of the PCs free will away when he have superiors barking orders or shooting down ideas simply because they didn't think of it or when one of the PCs is that superior and decides to lord it over others. There isn't much we can so in that case but take all their bullshit or be court marshaled for calling the guy an ignorant dick.

This would feel like Starship Troopers, which was cool, but I have issues with authority.

Quote:
2) The Specialists.


More my style with a bit more freedom, even if Admiral Hackett keeps calling us at all hours wanting us to solve his problems. The guy has hundreds of ships on his side and thousands of troops, but only three people have any hope of success!

This would feel like a Mass Effect game.

Quote:
3) Free Traders.


Again, more my style in the mercenary sense. The PCs are able to do as they please when it comes to what assignments they take on, who they screw over and what enemies they make without having 'The Brass' lord over them. This concept would make for a very 'Firefly'ish game.
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First choice is "the specialists." It allows for a diverse array of characters as well as a diverse array of things to do (look at all the places James Bond goes and the things and people he does.) It's be Mission: Impossible with space termites, and that's inherently cool.

Second would be the free traders, but it strikes me as having less inherent plot-direction than #2. #1 would probably get a bit repetitive, if everyone in the unit is gun-shoot guy and the major variances are what we're shooting today.

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Well, having played an awesome space marines game once upon a time (run by an actual ex-marine) I can say with some authority that military personnel are much more diverse than "gun guys." smile

That said, I understand the concerns about self-direction and so on. I wanted to present a sort of continuum that represented points of the conflict between 'self determination' and 'plot.'

Space Marines gives you control of your RP, but your objectives are all laid out for you. Free Trader gives you a sandbox, basically...unless the captain is an NPC...where y'all choose your own adventure. Either way has its flaws and strengths.

I also want to say that I'm open to other ideas entirely. Don't feel limited to those three. They're meant to get a feel for where most people are falling on the graph more than anything.

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