Vacerious
2013-05-23, 12:06 PM
Hello all,
I've recently been wanting to run a tabletop campaign designed around Mobile Suit Zeta Gundam . I want the game to be focused around character development and interaction, with a cinematic take on combat. (I want to avoid using a battle mat as much as possible.) That being said, I don't want players to feel like they have to play a Mobile Suit pilot to get a decent chunk of the action.
My problem is that I'm drawing blanks on what some of these non-pilot roles would be doing during vehicle/space combat. I want these roles to feel just as important to the conflict and story as the Mobile Suit pilots, but I also don't want the players to feel like their role in combat is being shoe-horned in. I have a couple of ideas for a few roles (Captains/officers would be coordinating Mobile Suit and ship movements, standard soldiers would have boarding action scenes), but how do I make these scenes exciting for someone playing an engineer or a medical officer without it just being a string of simple skill rolls? What kind of challenges do these support-role characters face when the hot plasma starts flying?
I eagerly anticipate your responses.
I've recently been wanting to run a tabletop campaign designed around Mobile Suit Zeta Gundam . I want the game to be focused around character development and interaction, with a cinematic take on combat. (I want to avoid using a battle mat as much as possible.) That being said, I don't want players to feel like they have to play a Mobile Suit pilot to get a decent chunk of the action.
My problem is that I'm drawing blanks on what some of these non-pilot roles would be doing during vehicle/space combat. I want these roles to feel just as important to the conflict and story as the Mobile Suit pilots, but I also don't want the players to feel like their role in combat is being shoe-horned in. I have a couple of ideas for a few roles (Captains/officers would be coordinating Mobile Suit and ship movements, standard soldiers would have boarding action scenes), but how do I make these scenes exciting for someone playing an engineer or a medical officer without it just being a string of simple skill rolls? What kind of challenges do these support-role characters face when the hot plasma starts flying?
I eagerly anticipate your responses.