Sunday, February 4, 2018

Defend the Ship!

A Kate and Kip Adventure

Lately I have been thinking about skirmish rules, specifically sci fi (but my ideas can be applied to other genres). Today, I decided to experiment with a 2D6 system.

I decided to run a short adventure for my sci fi heroes, Kate and Kip. I used my mission randomizer and rolled a 411 - Attack or defend a space ship from the law.

The Mission
Kate and Kip, secret agents for the Galactic Federation, are on a mission in the Fringe. On the planet Omicron Prime, they run afoul of a corrupt police force.

A squad of police officers (black) have been ordered to arrest Kate (red) and Kip (blue) and confiscate their ship (bottom).

The leading officer exits the terminal. Kate and Kip are waiting for them on the tarmac.

The officer orders our heroes to surrender. They refuse so he opens fire. Kate and Kip reply.

Kip takes out the lead officer but two more exit the building.

In a fusillade of laser fire, Kate and Kip take wounds but they hit the officers.

Two more officers go down. Another comes to the door and fires out.

He rushes out, seeking cover behind a hover cart.

Kate runs up to the cart, reaches over, and shoots down the officer.

The last officer flees! Kate and Kip jump on their ship and blast into orbit.

Thoughts
One issue I've had with a 2D6 system is frequent misses. With a dice pool mechanism, it is more likely that at least one of the dice will "hit." It's actually more satisfying to have a hit negated by a defense roll rather than have a clean miss. Early in this scenario, Kate and Kip had a few misses, causing me to worry that the scenario would drag. Fortunately, they found their aim and the game sped to a satisfying conclusion.

2 comments:

  1. "It's actually more satisfying to have a hit negated by a defense roll rather than have a clean miss."

    It's interesting that there are many gamers who think the reverse; they find hits constantly being negated by saves to be more frustrating, and prefer systems that resolve things with a single roll.

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  2. I used to feel that way until I played Mice and Mystics. Then I discovered that I felt less frustration if a hit was negated because I felt that I accomplished something (getting a hit in the first place).

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