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Anonymous /tg/95992205#96004345
7/3/2025, 8:44:38 AM
>>96001364
>the scope of a several kilometer big ship with thousands of Crewmen is hard to handle in my opinion.
I'd have the various crew chiefs fleshed out and handle all interaction with the crew through them. That would cut down the amount of characters considerably and it would make sense that the command crew that the players are playing as would have regular meetings with the people responsible for running various parts of the shit

>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.
ehh if it's good enough for star trek it's good enough for us

>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.
I need to read through traveller (one of the versions anyway) at some point since it's such a classic game. Good to know that rogue trader is an option too