On with our adaptation of The Expanse to Fate! Along with character creation and ship combat, spaceship construction is one of the most important pieces in this system conversion. Compared to character creation, however, we don’t have as good an internal blueprint for how ships should be modeled in a role-playing game.
As I explained in my interlude, how detailed the ship rules should be in a specific campaign depends on how interested your group is in directly controlling ships and how often this element will show up in the story. At the most basic, ships may be a backdrop, important but more of a scenery aspect the way space stations or planet-side locations may be. At the other end of the spectrum, ship-to-ship combat may be a your characters’ bread and butter.
I gave my players a mini-survey to see where their interest lie: Political intrigue, Action and suspense, Character drama, Spaceship combat, Mystery and investigation; Horror, Espionage, or Other. The two options that go no votes were horror, which didn’t surpris me, and spaceship combat, which did. I had my answer: keep the spaceship combat rules light for my players, don’t burden them with detailed mechanics they’re not interested in using. (Good thing I asked first!)
Therefore, I will use the lightest version possible in my own campaign; in essence, I will treat the AGE System ship profiles as narrative descriptions. Does it say the ship has a med bay? OK, your PC gets a bonus for recovering from appropriate conditions such as Injured or Wounded. Does it have an advanced sensor package? You’ll see other ships coming a little earlier in the fiction.
However, I promised you a more detailed version and here it is. I largely based it on Tachyon Squadron and its supplement, the Spaceship Construction Toolkit, but I do follow The Expanse RPG as closely as I can, especially in the technology lingo.Continue reading “The Expanse in Fate: Ship-Building”