Oct 8, 2025 11:10 pm
For a while now I've been thinking of running a game for a small number of players (2-3) about future humans fighting an uphill battle against a technologically superior foe in space. Babylon 5 and The Expanse meet Rinne no Lagrange, Starship Operators, a little bit of Carole and Tuesday, and a lot of Third Aerial Girls Squad. And, of course, a happy ending in this one will be unlikely. I have the story and the setting, and I know that there has to be a number of key features:
1. There must be tactical combat where every advantage requires a proportional (and sometimes disproportional) sacrifice. For example, you can accelerate faster but damage or destabilize your craft. You can fire from a longer range but reveal your position and allow the target to evade. You can let a friend die to score a hit on the enemy cruiser's reactor. Perhaps you can wish everyone very, very good luck and ram the enemy flagship.
2. The dice roll should be predictable or absent entirely. That is, flat d20 won't be an option, but something like 3d6 will be fine because of the bell curve. Alternatively, I wouldn't mind if it played like an entirely deterministic logical game where encounters can simply be "solved" like a chess puzzle, because the sacrifice mechanic should take the lead role.
3. All characters will be space fighter pilots, and space technology should be of a grounded variety with flimsy hulls, approximated orbital mechanics, and light speed lag which means that actions must be planed in advance and a projectile won't hit immediately. So, no blasters and practically no FTL-drives (the enemy has them, but players won't).
4. Everyone dies tragically in the end, but lives long enough to complete their story (or maybe cheat fate and survive).
While I'm certain that these are the features that absolutely must be in the game for the story to feel as intended, I'm not sure what system would be best to use for it. Worse still, I don't feel comfortable running a game with a system that I barely know. Because of that, the game isn't in that stage yet when it would be appropriate to discuss the story and character concepts in more detail. I will be curious to read your suggestions, though, just to see if any could or should be added to the game in the future.
Mostly, however, I want to know if it's possible to find a consultant-GM of sorts who'd know the system that would fit, handle the numbers, and teach me how to run it myself eventually. I'm open to suggestions. Of course, I don't really expect much, because who'd want to bother managing the numbers of somebody else's story? But I had a choice between letting this idea die in the drawer and putting it out here. So here we are.
inb4: "niche of a niche", "I liked it until I noticed the tiny text, now OP is a horrible person"
1. There must be tactical combat where every advantage requires a proportional (and sometimes disproportional) sacrifice. For example, you can accelerate faster but damage or destabilize your craft. You can fire from a longer range but reveal your position and allow the target to evade. You can let a friend die to score a hit on the enemy cruiser's reactor. Perhaps you can wish everyone very, very good luck and ram the enemy flagship.
2. The dice roll should be predictable or absent entirely. That is, flat d20 won't be an option, but something like 3d6 will be fine because of the bell curve. Alternatively, I wouldn't mind if it played like an entirely deterministic logical game where encounters can simply be "solved" like a chess puzzle, because the sacrifice mechanic should take the lead role.
3. All characters will be space fighter pilots, and space technology should be of a grounded variety with flimsy hulls, approximated orbital mechanics, and light speed lag which means that actions must be planed in advance and a projectile won't hit immediately. So, no blasters and practically no FTL-drives (the enemy has them, but players won't).
4. Everyone dies tragically in the end, but lives long enough to complete their story (or maybe cheat fate and survive).
While I'm certain that these are the features that absolutely must be in the game for the story to feel as intended, I'm not sure what system would be best to use for it. Worse still, I don't feel comfortable running a game with a system that I barely know. Because of that, the game isn't in that stage yet when it would be appropriate to discuss the story and character concepts in more detail. I will be curious to read your suggestions, though, just to see if any could or should be added to the game in the future.
Mostly, however, I want to know if it's possible to find a consultant-GM of sorts who'd know the system that would fit, handle the numbers, and teach me how to run it myself eventually. I'm open to suggestions. Of course, I don't really expect much, because who'd want to bother managing the numbers of somebody else's story? But I had a choice between letting this idea die in the drawer and putting it out here. So here we are.
inb4: "niche of a niche", "I liked it until I noticed the tiny text, now OP is a horrible person"


