Okay, first off, get Car-Fu. I'm finding it quite helpful for
visualizing ship fights in my Jedi-Fu game.
Regarding ship-to-ship, most of the fighters would be mooks, but you
would also see occasional flying aces among the enemy. Capital ships
could also be mooks. I'd use the rules (Sorry, can't recall who made
these) for adding to the successes needed when battling a large
ship. For example, the destroyer you're targeting might be a 20/3
obstacle. You need 20 Yin successes to take it out, but its
withering hail of fire requires three Yang successes every turn to
avoid.
In my own game, I'm using informal rules of scale, which no amount of
successes can overcome. You can't shoot a destroyer with a blaster
pistol. Or you can, but it won't even singe the outer plating.
Regarding technobabble, I have a two simple rules, one using the
stick, one using the carrot, depending on your style:
Stick: REQUIRE at least one technobabble detail any time someone
wants to do something technical. Without it, your attempt is doomed
to failure, or possibly doomed to develop interesting side effects.
Carrot: ALLOW anyone who does something technical to add one bonus
detail IF that detail is a bit of entertaining technobabble.
If you're running a more pulp style game, Traits
like "Inventor", "Science!", or "Gadgeteer" should apply
universally. In a more strict game, you might require the trait to
be more specialized, like "Starship Engineer," "Bio-xenologist"
or "Elite Hacker."
A Thousand Times,
LT
--- In wushurpg@..., E.T.Angelfire@s... wrote:
> Good Day;
>
> I've been looking at Wushu to run a Space Opera adventure (possibly
my favorite genre for gaming), and I'm appreciate if anyone can offer
general and specific insight.
>
> The general stuff is just that, how to do the big stuff that makes
Space Opera. I think I can see how to do Ship Battles, (fighters are
a mook fight, capital ships are nemesises), for instance, but I'd
appreciate any tricks.
>
> The specific thing is techno-babble. I think it is integral to the
genre that at least one character has to repair something each
adventure, and also that somebody modify or invent a device every
once in a while. The repair stuff is simple, a scab roll for the dull
stuff, a Mook situation for any dramatic "rebuilding the null-grav
flux just as the Delta 28 starts burning a trail of flame through the
atmpsphere." Inventing though, I've not thought up a mechanic yet. I
can see two tracks to take on this. Either the simple way, which just
means the character has some sort of "Inventor" Trait that they can
derive appropriate Details from when needed, or a whole new sub-
system for creating temporary Traits. Not sure about the later, as it
adds the sort of crunchiness Wushu relieves me from, but on the other
hand I can see some advantages.
>
> Feedback, please.
>
>
> Later;
> E.T.Smith