In case you’re wondering about the next installment in our series, I’ve been musing about ships and space combat. I have one way of doing things based on staying as close as possible to the write-ups in The Expanse RPG, and another based on the ship rules from Tachyon Squadron and its supplements.
It’s going to come down to what my players want for a series framework: if they’re going to go have a lot of ship-to-ship battles where their PCs are in charge of the action, then I want solid rules – meaning derived from Tachyon Squadron. But if they are going to be mostly bystanders like the captured crew of the Knight aboard the Donnager, then just lightly adapting the AGE System rules and using them in broad strokes suffices.
Both approaches can be used in parallel. I can write up both sets of rules and make them available for fellow fans; however, as GM I want to start with what’s immediately useful to me and will not confuse my players. That said, I promise you I will give you both, in time.
Finally, if you do not care about staying close to the published game The Expanse RPG but only about the books or television series (e.g., if you don’t already own the RPG nor plan to), and want a Fate solution, you might want to take a look at Evil Hat’s Fate Space Toolkit. It contains a handful of ready-to-go campaign settings and one of them, called Mass Drivers, would be a good fit for The Expanse and particularly for a Belter campaign If you’re starting from scratch, it’s an excellent choice.
That said, I love the amount of useful material in The Expanse RPG and its supplements so I will continue to use it a lot in my Fate version.