ottarrus
Emperor Mongoose
This is taking the deck plan discussion from @Geir 's topic of "But What Does <insert component here> Do?"
There is often a disconnect between the practical at-the-table referees and players and the gearheads who love to design ships. That disconnect is deck plans. Players LOVE deck plans exactly like they love the floor plan of their castles in fantasy games. Their ship's deck plan is their superhero lair, their farmstead, their fortress, and their player home all rolled into one. The note who gets what stateroom, look for ship interior images that match their imaginations, and otherwise just go happily berzerk planning out their groovy singles pad in space.
Let me also be clear here... I'm not talking about capital ships here. I'm talking about the 'Adventure-class' ships that adventurers can reasonably hope to afford. I have other issues and concerns about capitals, but for this I'm keeping it small.
The problem comes when text sources say one thing, the stat sheet says another thing, and the published deck plan says a third thing all in the same book. So the canon guys say 'hey, it's in the book', the gearheads say 'these plans are representative, if you want accurate do it yourself', and the players and referees end up confused. The deck plan and the stat sheet are side by side in High Guard detailing how to design ships. The text is either split between the two sheets or just one page over. And NONE of it matches!
You want an easy example?
- The Type S Suleiman-class Scout/Courier is supposed to have a crew common area. But that common area DOES NOT appear on the deck plans in ANY Mongoose 2nd Edition source.
Some more complicated examples:
- Passenger and crew staterooms and lounges mixed together in MANY deck plans.
- Maneuver Drives that don't vent from the rear of the ship... but jump drives do... and the text says it's a 'reaction drive' [which requires energy nozzles to push the ship] and the jump drive is described as not requiring a nozzle because the J-drive powers a grid instead of 'going to warp speed'.
- Text that describes missiles as explosive warheads but no provision is made for magazine to store said missiles. That's alright, they're in a wall locker right behind turret access....
There is often a disconnect between the practical at-the-table referees and players and the gearheads who love to design ships. That disconnect is deck plans. Players LOVE deck plans exactly like they love the floor plan of their castles in fantasy games. Their ship's deck plan is their superhero lair, their farmstead, their fortress, and their player home all rolled into one. The note who gets what stateroom, look for ship interior images that match their imaginations, and otherwise just go happily berzerk planning out their groovy singles pad in space.
Let me also be clear here... I'm not talking about capital ships here. I'm talking about the 'Adventure-class' ships that adventurers can reasonably hope to afford. I have other issues and concerns about capitals, but for this I'm keeping it small.
The problem comes when text sources say one thing, the stat sheet says another thing, and the published deck plan says a third thing all in the same book. So the canon guys say 'hey, it's in the book', the gearheads say 'these plans are representative, if you want accurate do it yourself', and the players and referees end up confused. The deck plan and the stat sheet are side by side in High Guard detailing how to design ships. The text is either split between the two sheets or just one page over. And NONE of it matches!
You want an easy example?
- The Type S Suleiman-class Scout/Courier is supposed to have a crew common area. But that common area DOES NOT appear on the deck plans in ANY Mongoose 2nd Edition source.
Some more complicated examples:
- Passenger and crew staterooms and lounges mixed together in MANY deck plans.
- Maneuver Drives that don't vent from the rear of the ship... but jump drives do... and the text says it's a 'reaction drive' [which requires energy nozzles to push the ship] and the jump drive is described as not requiring a nozzle because the J-drive powers a grid instead of 'going to warp speed'.
- Text that describes missiles as explosive warheads but no provision is made for magazine to store said missiles. That's alright, they're in a wall locker right behind turret access....