Ship Combat in the APRPG

     There's nothing like the freedom of the open sea, or a post-apocalyptic desert, or the cold void of space. No matter the sea you sail, metaphorical or literal, there's always gonna be some asshole who wants what you've got aboard. In order to protect your cargo, your lives, and your paint job, you and your party must engage in Ship Combat. 

    Think of ship combat the same way you would think of regular combat. Every turn, you can move and perform an action, invoking as many Aspects as you deem necessary. The only difference between ship combat and regular combat is that the whole party acts as a single entity, each one taking a duty on the ship. For example, one player might control the movement of the ship, one player might control the weaponry, one player might be in charge of repairs. The team will need to work together in order to work effectively. Let's see an example.

    Let's say that a party is controlling a small spacecraft with thrusters, a rotary cannon, a control console, and a hull. The team can delegate duties between one another. The first player in the turn order (decided by player consensus) might choose to man the control console, controlling the thrusters. The second player might take control of the cannon to fend off enemies. The third might focus on repairs, patching up hull breaches and performing quick maintenance. In order to succeed, the players must synchronize and work together.

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