Printable Version of Topic

Click here to view this topic in its original format

Dumpshock Forums _ Shadowrun _ Fleet Action on the High Seas

Posted by: Dez384 Nov 13 2011, 10:07 PM

I'm running a game set in the Caribbean and so far my players have been just doing jobs in the local islands. However after basically conscripting a pirate captain and his ship, my players are speaking of gaining a fleet of ships. Heading them off at the pass, I'm considering how to involve this in my games.

That being said, does anybody have any tricks, tips, or ideas of how to involve fleet action in fun, effective, and engaging manner?

Posted by: Christian Lafay Nov 13 2011, 10:11 PM

The only time there has been sea work we always went under and blast charged the boat/sub/floating door.

Posted by: Tanegar Nov 13 2011, 10:26 PM

Expect to handwave a lot of stuff. Shadowrun rules are written for a small team, and break down very quickly at larger scales (not that this issue is unique to Shadowrun, mind you). So yeah, if your players want to be the new Pirate Lords, have them gather up their pieces-of-eight (or pieces-of-whatever-they-happen-to-have-in-their-pockets, as the case may be), and handwave the shit out of it.

Posted by: Ascalaphus Nov 13 2011, 10:52 PM

We had a thread about pirate campaigns a few weeks back, dig it up, there's a lot of stuff in there.

Posted by: Dez384 Nov 13 2011, 11:15 PM

QUOTE (Ascalaphus @ Nov 13 2011, 05:52 PM) *
We had a thread about pirate campaigns a few weeks back, dig it up, there's a lot of stuff in there.


I read that thread when it was hot and its about that group of players having a boat and doing pirate shenanigans. My players aren't looking to become pirates, just Shadowrunners with a bunch of boats.

Posted by: Tanegar Nov 13 2011, 11:24 PM

QUOTE (Dez384 @ Nov 13 2011, 06:15 PM) *
I read that thread when it was hot and its about that group of players having a boat and doing pirate shenanigans. My players aren't looking to become pirates, just Shadowrunners with a bunch of boats.

Is there a difference?

Posted by: Dez384 Nov 13 2011, 11:31 PM

QUOTE (Tanegar @ Nov 13 2011, 06:24 PM) *
Is there a difference?


I would say yes. Pirates loot and pillage indiscriminately whereas Shadowrunners are commissioned for a certain job. That is the key difference.

My players aren't going to abandon terrestrial gameplay and focus of looting and smuggling; that would waste their talents. They are merely entertained with the prospect of owning their own fleet. The boats won't be the central tenet of their play style, merely a weapon in their arsenal.

Posted by: Tanegar Nov 14 2011, 12:03 AM

Ahh. So when you say "fleet" you are referring to the maritime equivalent of a garage full of cars: they will own multiple watercraft, but will only use one at a time, rather than hiring crews for each and deploying them as a single operational unit?

Posted by: Christian Lafay Nov 14 2011, 12:04 AM

I say they should start funding pirates. Become shareholders or Admirals. Anything you can get on a run that they could use, ship it to your pirates. Keep them the most well armed and inspire loyalty. Slowly it could be like a minor version of Trust Fund or less restrictive version of Day Job.

Posted by: Dez384 Nov 14 2011, 12:08 AM

http://en.wikipedia.org/wiki/Fleet_action

Posted by: Paul Nov 14 2011, 12:10 AM

Before I could super serious input I'd need to know more about the group-but in general:



That's just a list I put together while watching a TV show. I'm sure you can get more!

Posted by: Christian Lafay Nov 14 2011, 12:11 AM

If the odds are amazingly against you then hire up low grade runners who will surely die in the massive naval fight and use their failed attempts to cover up whatever your team is doing.

Posted by: Mercer Nov 14 2011, 01:00 AM

Cyberpirates was one of my favorite world books for SR3 (although the Caribbean chapter did lean to the silly), and an island-hopping style campaign is a neat idea, I think. It does seem like it'd be hard to hide though, particularly against satellites. I think I'd want a submarine if I could get one.

Vehicle combat has always been a troublesome aspect to the SR rules; it tends to be boggy and complicated and still pretty vague. I've always tried to strip it down to a few rolls to cover the immediate action and handwave the rest.

It would seem like in a Carib League based game, it would all be boats and aircraft. You'd probably want land vehicles on the larger islands and those trips to the mainland, so you could get a ship large enough to transport a few cars that would be nice. You'd probably also want to register your boats under different names with the different countries, so if your registration is challenged in the CL you could still dock in the CAS or Azzie ports.

Boats (and vehicles in general) are neat, but vehicles with spirits and spells backing them up are awesome. Even a weak spirit's Movement power is a pretty significant boost to a vehicle's speed. Put a powerful spirit on it and you can water ski behind a rowboat (although if you have a cybermonster rowing, you may be able to do that anyway).

The thing I like about the occasional run on a cruise ship or oil rig is unlike mainland runs, if things go sideways you can't just walk away (although you may cling to the levitating mage, which has happened a time or two in my group). If a vehicle gets damaged, it's not just about stopping it's also about sinking. It's everything that can wrong on a typical run plus everything that can go wrong on the sea.

Posted by: Tanegar Nov 14 2011, 01:24 AM

QUOTE (Dez384 @ Nov 13 2011, 07:08 PM) *
http://en.wikipedia.org/wiki/Fleet_action

Aha. So the boats will be the core element of the game. Let's be honest, here, even a modest "fleet" (a dozen or so fishing trawlers or equivalent) requires enormous amounts of time, effort, and money put into upkeep. If your runners have even the vaguest ambition toward fielding anything that even remotely resembles a paramilitary naval force, the game is going to be all about that force: where they're going to get it, how they're going to equip it, what they're going to use it for, and who they're going to hire it out to. Accept that fact now, and everybody's life gets easier. Also, I return to my original recommendation: handwave the everloving fuck out of the whole affair, because any attempt at realism will turn the game into BookkeepingRun.

Powered by Invision Power Board (http://www.invisionboard.com)
© Invision Power Services (http://www.invisionpower.com)