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Starship: Role-Playing Game Guide

This game document introduces a role-playing game called Starship that involves exploration and cooperation among stars. Players take on roles as crew members of a starship with different skills and stats. The game uses dice rolls to resolve challenges and ship-to-ship encounters. Players create characters by assigning stats, choosing a role on the ship, and selecting the class of starship. The document provides details on character creation and an overview of how challenges are resolved through dice rolls and thresholds during encounters.

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Tristan Trotter
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0% found this document useful (0 votes)
42 views11 pages

Starship: Role-Playing Game Guide

This game document introduces a role-playing game called Starship that involves exploration and cooperation among stars. Players take on roles as crew members of a starship with different skills and stats. The game uses dice rolls to resolve challenges and ship-to-ship encounters. Players create characters by assigning stats, choosing a role on the ship, and selecting the class of starship. The document provides details on character creation and an overview of how challenges are resolved through dice rolls and thresholds during encounters.

Uploaded by

Tristan Trotter
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

A VESSEL GAME BY SAMUEL E H YEAGER 

STARSHIP 
A role-playing game of exploration, missions, and cooperation 
among the vast and varied stars. 
This work is licensed under the Creative Commons Attribution 4.0 International License. To 
view a copy of this license, visit [Link] or send a letter 
to Creative Commons, PO Box 1866, Mountain View, CA 94042, USA.h 

   
CHAPTER 1: ENGINE CHECK 
THE SHIP ITSELF 
STARSHIP is a role-playing game. To play this one, you need friends (at least three, 
and yourself), dice (six-sided, enough for every player to have at least eight), pencils (one for 
every player), and paper (plenty for everyone). When you sit down at the table to play, or 
when you’re planning when you’ll meet, decide which of the players will be the Game 
Master (or GM). This player will be in charge of narrating much of the world, bringing 
threats to bear against the other players, and deciding how difficult to overcome those 
threats will be. The other players at the table will narrate the actions of their characters, and 
just their characters. They describe how they interact with the world around them, and they 
roll their dice to see how effective they are. 

Through the course of your adventure, your crew will come upon challenges that 
demand they risk life, limb, and legend to succeed. When something threatens the crew, or 
when any member of the crew decides to do something risky, the GM notes the beginning 
of an encounter. During an encounter, each character has a pool of dice to draw from so 
that they can take action. The character’s stats determine how many times they can call 
upon the power of that stat in an encounter. For instance, a character with strength of 5 can 
act in a way that uses their strength 5 times in an encounter, while a character with only 3 
can only call on their strength 3 times. The goal, in a person-to-person encounter, is to gain 
enough successful efforts that the foe or obstacle is overcome (this goal, the “threshold”, is 
a secret number predetermined by the GM. Higher thresholds mean tougher encounters.) 
In ship-to-ship encounters, such as skirmishes or chases, specific scores (as outlined in 
Chapter 4) decide success.   

When a character acts in an encounter, the GM will ask the player to describe that 
action, and, if unclear, which stat they’re hoping to call on in that action. Then, the GM will 
ask the player to roll one d6. If the result is a 4 or higher, they succeed in doing what they 
hoped to do, although if this doesn’t yet meet the threshold, consequences may be 
incurred. The GM should mark down a success for that player, as each player must reach the 
threshold individually to make it through an encounter totally whole. If the result is a 3 or 
lower, they have failed, and immediate consequences, at the GM’s discretion, take place. In 
either case, the player marks that they have spent one of their available dice from the stat 
upon which they called.   

If a character rolls enough successes to meet the threshold for the encounter, the GM 
will let them know. They can then take further actions, rolling dice that they have left, 
risking further consequences either to aid their comrades in need or increase their own 
glory.   
 

After every player has either expended every chance for success, or has met the 
threshold, the GM narrates the end of the encounter. If every player has enough successes 
to match or surpass their threshold, the crew overcomes the obstacle. Should any fail, the 
GM narrates the consequences of coming up short. The greater the degree of failure, the 
greater the consequence, so every successful die counts, even if you don’t get exactly what 
you want. 

Tips for running the game: Consider the challenges of your obstacles. A threshold of one 
should be easy for anyone who is competent. A threshold of five is a real challenge. A 
threshold of nine is impossible for all but the most favored of the gods. Also, consider the 
varying degrees of failure. If all but one of the crew succeeds at a challenge, perhaps their 
goal is met, but at a price. If all but one of the crew meets with failure, perhaps they just 
narrowly avoid absolute catastrophe. 

There is a second challenge system here as well, that decides the results of Ship 
against Ship contests, such as skirmishes, chases, and electronic warfare. The rules for these 
encounters are found in Chapter 4. 

Tips for running the game: Consider the challenges of your obstacles. A threshold of one 
should be easy for anyone who is competent. A threshold of five is a real challenge. A 
threshold of nine is impossible for all but the most favored of the gods. Also, consider the 
varying degrees of failure. If all but one of the crew succeeds at a challenge, perhaps their 
goal is met, but at a price. If all but one of the crew meets with failure, perhaps they just 
narrowly avoid absolute catastrophe. No character should take more than one wound after 
any failed challenge, but this can change depending on the degree of failure and the 
lethality of your particular game. 

   
CHAPTER 2: A TINY SPARK IN THE VOID 
NAME, OCCUPATION, HOMEWORLD? 
Now that you understand the core of the game, you can prepare to set off on your 
adventure. The next step is to create your characters. Firstly, you need to know your 
character’s strengths and weaknesses, or their Stats. There are four core statistics to know: 

Strength: Lifting, loading, and the power behind your punches. 

Speed: Quickness on the trigger, the sticks, and your feet. 

Endurance: How cool you are under pressure, metaphorical or physical. 

Cunning: Wit, charm, and logic.   

To decide the numbers behind these powers, roll six d6, rerolling any results of 1, 
and then cut out both the highest and the lowest numbers. This will leave you with four 
results, which you then place in each Stat as you see fit. 

In addition to the four core Stats, your shared ship itself has stats to track, the values of 
which are decided by its class (we’ll get to that soon). Enemy ships and objects in space 
also have values in each of these scores. As GM, make sure you know these scores for every 
enemy you put before the players. 

HULL: This stat is shared between every Player, and represents the structural integrity of 
your Starship. If this is your first session of STARSHIP, your HULL score is 20. This might 
increase or decrease as time goes on. Should this ever get to 0, your ship is destroyed.   

DRIVE: This represents the speed of your vessel, and how fast it can close a distance to a 
target, or how quick it can make an escape. When you make a check that includes 
escaping, catching up, or racing, use this score to decide how fast you’re going. (A 
non-mobile object in space has drive of 0.) This starts at 1. 

POWER: This represents the firepower of your vessel, and how much damage it can deal. 
When you make a check that uses your ship to deal damage to a target, this value is the 
amount of damage you deal. This starts at 1. 

ELECTRONICS: This represents the power of your vessel’s radar, communications, 


anti-hacking defenses, and jamming arrays. When you make a check to jam enemy 
communications, hack systems, this measures the control you exhibit over your target’s 
systems, should you break in. This starts at 1.   

After deciding your scores, you choose your own character’s position on the ship. This 
decides a little of your character’s personality, their role in the crew, and gives a bonus to 
two of their Stats.  

Additionally, should you find a way to justifiably tie in the answer of any of those 
background questions to a challenge, your GM may reward you! Anything from a reduced 
difficulty to a guaranteed pass with leftover successes could be your reward, so make it 
count. Once you resolve that question, make a check next to it and come up with a new one 
before the next session. 

Choose your destiny from the list below: 

The Gunner: Quick and observant, you know where your target will be before they do. 

Where’d you learn to shoot? 

What kind of weaponry is your ship equipped with? Laser cannons? Ballistics? Alien 
disentegrators?  

+1d6 to Power rolls when you are in control of the weapons systems.   

The Captain: Everyone looks to you for command, and you provide. Don’t let them down. 

What did you name the ship? Why? 

Why do you, of all people, sit in the captain’s chair? 

+1 to all die rolls when issuing commands to the crew, finding work for the ship, and 
parleying with other ships. 

The Mechanic: Training and experience have made your hands into healers of metal. 

When did you first put on the welder’s mask? 

What does the engine run on? Nuclear power? Solar power? An unknowable alien matter? 

+1 to all die results when maintaining, repairing, or upgrading the ship. 


The Pilot: The ship obeys your command, your slightest touch. Make sure you do it right. 

Why’d you leave home for this? 

What do you call the ship when nobody else is listening? 

+1d6 to Drive rolls when you are piloting the ship.  

The Medic: The mechanic fixes the ship, you fix the mechanic, and everyone else on this 
boat.   

Where did you get your training? Military? Hospital? Family practice? 

Whose life did you save on this ship? 

+1 to all die results when doing medical or surgical procedures on the ship.  

Once every player has their role picked out, the next choice is the class of ship you’ll 
fly. To begin with, you only have the three following options to choose from, although more 
classes may become available as your crew grows in wealth and renown. To choose, every 
player examines the list, and if a consensus is reached, that’s the pick. If not, vote, and a 
majority wins. If still undecided, the Captain picks. 

RAPTOR: Sleek and vicious, the raptor is a fighter ship that specializes in hit and run 
missions. While not the most sturdy, it’s fast enough that if you get hit by anything kinetic, 
you really only have yourself (or your pilot) to blame.   

+0 Hull, +2 drive, +0 power, +0 electronics.   

ARROWHEAD: Hits hard and moves quick, the Arrowhead is ideal for head on skirmishes. 
Enough power to put your enemy down fast, enough speed to get you close.  

+0 Hull, +0 Drive, +2 Power, +0 Electronics 


WATCHTOWER: A comms ship with frontline capabilities, the Watchtower is the one who 
sits in the middle of the fight, commanding the fighters and jamming enemy 
communications. You make your friends’ lives easier to make your enemies’ lives shorter.   

+0 Hull, +0 Drive, +0 Power, +2 Electronics 

More ships, and upgrades, may become available later in your adventure. It is up to the GM 
to decide when such upgrades become available, and the cost that they carry. Perhaps they 
come as reward from a Trade Corp for satisfactory performance. Perhaps a gift from a royal 
benefactor. Ideally, upgrades and new equipment come around every 2-3 sessions of 
STARSHIP. 

CHAPTER 3: A PIECE OF THE SKY 


NOBODY WORKS FOR FREE, NOBODY WORKS FOR NOBODY 
Throughout the cosmos, civilization spreads. Whether in the heart of cosmopolitan 
systems, or on the very edge of charted space, those with power wish to consolidate and 
wield it. Together, before you begin play, discuss the galaxy in which you dwell, and come 
up with a list of factions for whom you might wind up working. As the GM, you can choose 
to offer (or demand) missions of the crew, and the crew may choose to take that work or 
refuse it, with consequences respective.   

Should the mission be agreed upon, from then until the terms of the mission are satisfied, 
members of the crew can add one d6 to any roll they take to further the mission. While 
such action should normally be obvious, the crew can always make a case to the GM to 
prove their intent.   

To create the factions, each player and the GM gets to follow these questions, and write 
down their responses. 

By what name is the faction known? 

Select two domains, over which they preside, from this list: 
Religion, military, mercantile, government, exploration, technology, outlaw. 

What is the name of the highest ranking publicly known member? 

What is the name of the low-ranking associate the crew is familiar with? 

Once these are answered, take a little time to flesh out the image of the faction (corporate? 
Church? Warband? Pirate league?) and introduce them to the table. Have someone write 
down each faction and their info. 

For example: Maginum Morcoris Limited is a ​Religious​, ​Mercantile​ faction, a church-like 


institution that spans the wealthiest systems. They offer, in exchange for loyalty and 
frequent donations, the promise of happiness in the next life, and their leader, the Chief 
Executive Reverend ​Jeriah​ ​Olsdottir​ is always happy to prove it. They seek always to 
spread their influence, collect more believers and wealth, and, of course, to silence their 
critics. To that end, Rector ​Marian​ ​Hugill​ has contacted the crew with work to be done on 
MML’s behalf.   

CHAPTER FOUR: THE FLOW OF PLAY 


SHIP TO SHIP 
When challenges arise, the crew decides how they react, and dice are rolled. We know this, 
as it is explained in Chapter 1. Specifically, however, STARSHIP seeks to quantify what 
happens when success or failure is found. When the crew takes the actions listed here, have 
them roll according to the below instructions, instead of rolling with their personal stats. 

The ship, and every enemy, has an amount of damage it can take before it falls apart. When 
the players’ ship lands a hit on an enemy (a successful roll from the ship’s weapon systems, 
for example), they roll 1d6 for every point of Power the ship has. Subtract that total from 
the enemy ship’s Hull.   

When the ship tries to catch the enemy, or make an escape, and succeeds in their roll, they 
roll 1d6 for every point in Drive. If the enemy is fleeing, or chasing, the GM rolls 1d6 for 
every point in the enemy’s Drive. Compare the two. If the player’s value is higher, they 
succeed totally in their effort. If the enemy is higher, they’ve only gotten close, but requi 

When the ship tries to hack the enemy systems, jam their comms, or defend against such 
efforts, they roll 1d6 for every point in Electronics, and the enemy does the same. The 
difference decides how much control they get. If the defender is higher, no control is 
gained. With a difference of 1 favoring the attacker, communications of the enemy ship can 
be jammed or halted. With 2, one system can be shut down and must be repaired to 
function again. With 3 or more, all systems can be shut down, requiring significant 
emergency repairs. 

   
ENGAGE 
You have before you now all you need to play a game of STARSHIP. For the GM, keep in 
mind how the world changes when your characters act. Every faction has an agenda, and 
many of those are helped or hindered by the crew’s actions. This can create favorable 
relations, as well as hostile protocols, and the players will have to face those consequences 
somehow. Keeping track of attitudes that the factions hold, towards each other and 
towards the players, is a well of potential adventure that can be gone to many times.   

I hope you and your friends enjoy the game. 

 
THANKS 

KAT 

GREG AND CAROL 

MY PATRONS 

Common questions

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The challenge threshold system in STARSHIP balances gameplay difficulty and player skill by establishing variable success criteria for tasks. Thresholds are preset by the GM, ranging from easy (1) to nearly impossible (9), based on the task's complexity and context, allowing the GM to scale difficulty to match player capabilities. Each player's ability to meet these thresholds through dice rolls emphasizes strategic skill use and teamwork, as players must collectively reach the required number of successes to succeed. This system rewards skilled play and decision-making, while accommodating both novice and experienced players .

The DRIVE stat in STARSHIP plays a critical role in overcoming in-game navigational obstacles, influencing escape maneuvers and pursuit scenarios. It determines the ship’s capability to close distances quickly on targets or flee from threats, directly affecting strategic decision-making in encounters. A higher DRIVE stat allows a crew to outmaneuver enemies more effectively, providing tactical advantages amid high-stakes missions. Strategically, players must weigh upgrading DRIVE versus other stats based on mission objectives and anticipated challenges, making it a central factor in ship customization and role efficiency .

Faction interactions significantly impact plot development in STARSHIP by shaping the missions and alliances available to the crew. Each faction has its own agenda and influence over different domains such as Religion, Military, or Mercantile. The crew's decisions to collaborate or oppose these factions can create new narrative pathways, affect political dynamics, and alter relationships within the universe. Successful missions might forge strong alliances and provide resources or upgrades, while failure or misconduct could lead to rivalries and heightened challenges. This interplay of alliances and antagonists drives the evolving story and player engagement .

The Game Master (GM) in STARSHIP plays a crucial role in shaping the narrative and player experience by dictating the world in which players interact, setting challenges, and determining encounter outcomes. As the GM controls the narrative, they provide the backdrop against which missions unfold, narrating outcomes based on player actions and dice results. They are responsible for assigning difficulty levels to tasks through the 'threshold' concept, where they decide how many successes are needed to overcome an obstacle. This allows the GM to adjust the game's pace and tension, tailoring experiences to fit the group's dynamic and maintaining balance between challenge and fun .

In STARSHIP, the elective choice of character roles and ship stats directly affects collaborative dynamics and mission strategy. Character roles like The Pilot or The Medic provide specialized bonuses and influence interpersonal dependencies during gameplay, requiring players to trust and rely on each other's strengths. Complementary ship stats further shape strategy, as players must collaboratively decide on upgrades to optimize performance across various mission types. This coordination fosters a dynamic interplay between individual and group tactical decisions, encouraging teamwork and maximizing the effectiveness of the crew’s diverse abilities .

A failed mission in STARSHIP can have significant consequences regarding the crew's reputation. Failure might lead to damaged relationships with factions, harming future cooperation opportunities. It could also result in lost resources or incur additional threats from antagonistic factions, escalating hostility and complicating the crew’s strategic position. The degree of mission failure may vary, influencing the extent of damage to the crew's reputation and their ability to secure future missions. Such reputational impact can further add layers to gameplay by affecting faction alliances and shaping the narrative possibilities .

In STARSHIP, the ship's statistics—Hull, Drive, Power, and Electronics—strategically determine the outcomes of space encounters. Hull reflects the ship’s structural integrity, affecting its survivability in combat. Drive influences the ship’s speed in pursuits and evasions, impacting escape or capture scenarios. Power dictates the offensive capability in combat, determining the damage output against foes. Electronics contribute to control over adversaries’ systems during electronic warfare and communication jamming. These stats require strategic allocation and utilization, as they directly affect the ship’s performance in achieving mission objectives and surviving enemy engagements .

Selecting the ship class in STARSHIP is a group decision that significantly affects gameplay. Initially, players choose from three classes: Raptor, Arrowhead, and Watchtower, each providing distinct advantages in specific areas—Drive, Power, and Electronics, respectively. The choice of ship influences the strategies players employ in encounters, dictating whether they might excel in combat, speed maneuvers, or electronic warfare. Players must reach a consensus on ship selection or decide by majority vote, impacting the game's strategy and dictating the style of missions best suited to the vessel's strengths .

When implementing new upgrades in STARSHIP, the GM should consider factors such as game balance, narrative progression, and player anticipation. Upgrades should enhance gameplay without overpowering the crew, providing a sense of achievement from completed missions. Introducing them at appropriate intervals keeps players engaged, offering strategic benefits reflecting their efforts and adding depth to their experience. Carefully timed upgrades can invigorate gameplay and maintain interest, making players feel invested in the progress and evolution of their ship and capabilities, thereby enriching the overall gaming experience .

Player roles in STARSHIP, such as The Gunner, The Captain, The Mechanic, The Pilot, and The Medic, are crucial for character development and team dynamics. Each role offers a bonus to certain stats, reflecting their specialization and contributing to how they contribute to missions. For instance, The Gunner gains bonuses to Power rolls for weaponry control, while The Mechanic gets boosts when repairing or upgrading the ship. This specialization influences character interactions, as players must rely on each other’s unique skills to overcome various challenges, fostering collaboration and strategic planning .

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