[Diaspora] Mini-Game Help
Jeffrey Hosmer
jhosmer1 at gmail.com
Fri Nov 13 11:08:59 MST 2009
I might use that as a House Rule for my campaigns. I think my solution for
this mini-game scenario will be to introduce another friendly ship, one with
a better V-shift, that can act as a defender for the larger, slower vessel.
Then the PCs can crew both ships and feel like they al have a chance to
shine. Of course, there will have to be one or two more torpedo boats
chasing after them... :)
When I'm done running this, I'll post the scenario for everyone to see. I
won't pretend that it is the best game ever, but someone else might want to
use it as a starting point to showcase the mini-games.
On Fri, Nov 13, 2009 at 12:47 PM, Brad Murray
<bjmurray.halfjack at gmail.com>wrote:
> On Fri, Nov 13, 2009 at 7:42 AM, Jeffrey Hosmer <jhosmer1 at gmail.com>wrote:
>
>> The major complaint we had about the pilot was this: Since the ship had a
>> V-shift of 1, it didn't matter whether he had a Pilot skill of 5 or 1. The
>> V-Shift limits his skill, so the extra skill was lost. And since it's a
>> mini-game, I don't know if the Pilot 5 could bring any of his aspects (such
>> as "Natural Pilot") into play to improve things (I think an allowance could
>> be made for such an obvious link).
>>
>> So, looking at the rules, it seems that a better pilot would NOT have a
>> better chance of getting away from Pirates. He's completely limited by his
>> ship. This is realistic, I guess, but it definitely doesn't reward someone
>> for having Pilot as their Apex skill.
>>
>
> Yup this is absolutely true. The best pilots are the only ones that can
> make the most out of very hot ships. If it doesn't satisfy, changing to an
> "amplified by" relationship (which is I think what Toph was guessing it was)
> will at least give him a little edge and tell a different story. Being as
> that's the way it is in my head (and not in the book) that's probably errata
> we should consider.
>
> --
> Brad Murray (halfjack)
> VSCA Publishing
>
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