Power Projection: Escort

11 posts ยท Jun 16 2005 to Jun 24 2005

From: Roger Books <books@m...>

Date: Thu, 16 Jun 2005 10:20:00 -0400

Subject: Power Projection: Escort

Has anyone played PP:E? For those that don't know it is a space combat game in
the Traveller Universe based on FT. I'm thinking about using it for my
Traveller RPG but am wondering how the game plays.

From: Roger Burton West <roger@f...>

Date: Thu, 16 Jun 2005 15:46:58 +0100

Subject: Re: Power Projection: Escort

> On Thu, Jun 16, 2005 at 10:20:00AM -0400, Roger Books wrote:

Very much like Full Thrust, really. Ships do die pretty fast; I wouldn't use
it for a ship full of PCs.

R

From: Robert W. Eldridge <bob_eldridge@m...>

Date: Thu, 16 Jun 2005 11:05:21 -0400

Subject: RE: Power Projection: Escort

In all fairness, ships die fast because the rules system is written to allow
for very large ships (see Power Projection: Fleet for the battleships,
etc.)
and so escort size ships are pre force very small and fragile. I think overall
the Power Projection series (Escort nd Fleet) are excellent games, but maybe
not suitable for an RPG.

[quoted original message omitted]

From: Roger Burton West <roger@f...>

Date: Thu, 16 Jun 2005 16:10:40 +0100

Subject: Re: Power Projection: Escort

> On Thu, Jun 16, 2005 at 11:05:21AM -0400, Robert W. Eldridge wrote:

Oh, absolutely. They're great fun, but they're not particularly suitable for a
typical RPG situation.

From: Laserlight <laserlight@q...>

Date: Thu, 16 Jun 2005 11:17:00 -0400

Subject: Re: Power Projection: Escort

> On Thu, Jun 16, 2005 at 11:05:21AM -0400, Robert W. Eldridge wrote:

RBW:
> Oh, absolutely. They're great fun, but they're not particularly

Well, that depends on how cruel the GM is.... But you could double or triple
the hull boxes to make the ships less fragile.

From: Roger Books <books@m...>

Date: Thu, 16 Jun 2005 11:22:57 -0400

Subject: Re: Power Projection: Escort

Traveller/Mayday is pretty hard on PCs also.

"4 hits in one turn causes the ship to explode." "3 hits on 3 consecutive
turns causes the ship to explode."

Roger Books

> On 6/16/05, Roger Burton West <roger@firedrake.org> wrote:

From: Michael Brown <mwbrown@s...>

Date: Thu, 16 Jun 2005 08:30:30 -0700

Subject: RE: Power Projection: Escort

Or, use it once to let the players know it is not a bright idea to tangle with
the "Navy". Players should always feel outnumbered and under gunned.

Michael Brown mwsaber@comcast.net
(707) 763-1708
(707) 344-1075

[quoted original message omitted]

From: Ground Zero Games <jon@g...>

Date: Thu, 16 Jun 2005 17:32:08 +0100

Subject: Re: Power Projection: Escort

> On Thu, Jun 16, 2005 at 11:05:21AM -0400, Robert W. Eldridge wrote:

Or you (the GM) just ensures that the PCs always make it to the escape pods in
time.... but how they then get out of THAT situation
(especially if the other side won the battle) is up to them....  ;-)

From: Roger Books <books@m...>

Date: Thu, 16 Jun 2005 13:56:49 -0400

Subject: Re: Power Projection: Escort

If my players are stupid enough to attempt to go up against a 5000 ton Kinuner
class battlecruiser in a 400 ton Gazelle class close escort then I will,
without hesitation, kill everyone.

What I am more concerned with is when faced with a 400 ton pirate can their
100 ton scout survive a few turns to give them time to roleplay out of the
situation or even have a chance of winning because of excellent gunnery, and
piloting skills of PCs.

I'll have to order the game, I can't resist another FT variant.:)

Roger Books

> On 6/16/05, Michael Brown <mwsaber@comcast.net> wrote:

From: Laserlight <laserlight@q...>

Date: Thu, 16 Jun 2005 14:12:38 -0400

Subject: Re: Power Projection: Escort

> What I am more concerned with is when faced with a 400 ton pirate can

You'll want to give them some extra hull boxes.

From: Dom Mooney <cybergoths@d...>

Date: Fri, 24 Jun 2005 19:43:17 +0100

Subject: Re: Power Projection: Escort

> On 16 Jun 2005, at 16:17, laserlight@quixnet.net wrote:

> On Thu, Jun 16, 2005 at 11:05:21AM -0400, Robert W. Eldridge wrote:

Personally, I'd recommend multiplying the hull boxes by 10, but keeping the
damage the same.

Actually, as each hull box is 500 dT you could just multiply boxes by 5. May
be a better ratio!

Cheers,