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7/2/2025, 10:38:49 PM
>>96000476
>If anyone knows a set of rules that give you a good structure for handling large vessel logistics and fighting do tell.
I ran FFG starwars with smaller vessels and then bigger ones and Warhammer Rogue Trader.
Starwars was working quite well until the players upgraded and things became kind of clunky and difficult in terms of scope. It is where my statement from >>96000013 came from.
Rogue trader has rules for bigger ships and more goods which works well but the scope of a several kilometer big ship with thousands of Crewmen is hard to handle in my opinion.
You and your players always have to work on the basis of the PC group working in a closed group when going on their off-ship adventures even though I makes ZERO sense for the valuable Navigator to ever leave their chambers instead of the countless trained weapons-men that are on the vessel.
Ironically enough the smoothest experience with a big ship was when I ran a Barbarians of Lemuria campaign where the party consisting of sorcerers acquired a flying city like Laputa.
I handwaved and eyeballed every roll for the ship but it worked pretty well all things considered.
As for your question, I think I would suggest rogue trader with emphasis on the trading. I supports commerce with big numbers somewhat well.
I also hear good things about traveler but I haven't played it.
>If anyone knows a set of rules that give you a good structure for handling large vessel logistics and fighting do tell.
I ran FFG starwars with smaller vessels and then bigger ones and Warhammer Rogue Trader.
Starwars was working quite well until the players upgraded and things became kind of clunky and difficult in terms of scope. It is where my statement from >>96000013 came from.
Rogue trader has rules for bigger ships and more goods which works well but the scope of a several kilometer big ship with thousands of Crewmen is hard to handle in my opinion.
You and your players always have to work on the basis of the PC group working in a closed group when going on their off-ship adventures even though I makes ZERO sense for the valuable Navigator to ever leave their chambers instead of the countless trained weapons-men that are on the vessel.
Ironically enough the smoothest experience with a big ship was when I ran a Barbarians of Lemuria campaign where the party consisting of sorcerers acquired a flying city like Laputa.
I handwaved and eyeballed every roll for the ship but it worked pretty well all things considered.
As for your question, I think I would suggest rogue trader with emphasis on the trading. I supports commerce with big numbers somewhat well.
I also hear good things about traveler but I haven't played it.
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