Have you ever run an RPG where the players are the entire crew of a small starship? Like a systems engineer, pilot, captain, ect.
A space adventure like interstellar but less sappy sounds like it could be really interesting
It sounds like it could be really cool but I have no idea how to make running the ship interesting besides telling people to roll skill checks when problems occur.
>>51370819
also post cool space suits if you got em
>>51370819
If you want to make the shit more interesting, check some of the space superstition threads, create a sailor like mythos for things you should and should not do aboard your ship. And make sure the captain pisses on the wheel before take off, it's a must.
Also, because it's space, mix in a little horror, like the lost cosmonauts coming a knocking'.
>>51370819
Will checks.
LOTS of will checks. Make em roll dice even when nothing is happening just to get your players paranoid. Pass lots of notes around, separate them frequently. Try and get them to believe that the others are plotting to kill them.
>>51370819
Hey OP, what's your pic related?
>>51370857
>that tentacle sneakily slipping over the pod
>>51370819
I've dabbled with the idea of a game in which the players are important members of a small starship shared with a handful of NPC's. It's an idea I keep going back to but don't know which system I can convince my player's to learn.
>>51373532
Run it in Traveller, they just have to roll d6's and make choices in character generation.
Run it in Stars Without Number, they have to roll 3d6 for stats and a d20 for everything else, like in D&D.
>>51370819
Watch more Star Trek for ideas.
>>51370819
Even though they're in command of tens of thousands of people, Rogue Trader plays a lot like this. Each class has their own role on the ship like Captain, Navigator, chief engineer, Weapons control etc. The crew are basically just one of the hit points of the ship, and what you throw into melee combat every now and again, the players are generally pretty separated from them.