cheshire Arbiter-General (Moderator)
Joined: 04 Jan 2004 Posts: 4834
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Posted: Fri Oct 17, 2008 8:17 am Post subject: |
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Ankhanu wrote: |
As for the complication tables... you don't need them. They're great for suggestions, but they are a supplemental rule set (even if they were core rules, the GM can choose to use them or not... part of the fun of being a GM). For mishaps and such, the GM's imagination is better than any random table. With that in mind, the idiosyncrasies of a temperamental ship can certainly be an awesome addition to the players' lives. Unreliable equipment makes for great adventure hooks. Yeah, you won't always succeed... but where's the fun in always winning? |
Oh, my players loved the ship I gave them. It was a relic left over from just before the Clone Wars (in the Rebellion Era), and they had a blast with the complications they were always getting. I never used a prescribed chart the whole time.
I think they'll remember the gravity shifting swiftly to port after taking a hit in combat. _________________ __________________________________
Before we take any of this too seriously, just remember that in the middle episode a little rubber puppet moves a spaceship with his mind. |
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