No Starship Campaigns

I'm interested.
Glad to hear. At the time, although I'd gotten some likes on the topic, all the actual discussion was arguments about how ships were just easier/better/cheaper. :)

One thing that I haven't mentioned yet is that, at least in my experience, you get a wider range of characters when the players aren't thinking about a ship. YMMV, but I find that once the players are decided on having a ship, they immediately start thinking of their characters in terms of the role they want on the ship and how best to make that happen. So scouts, navy, merchants, get heavily favored.

When there isn't a ship in the picture, I see a lot more agents, colonists, and other careers that don't immediately feed into ship jobs. Like, whenever the PCs have a ship, I can be reasonably certain that the soldier themed character (if there is one) is going to be a Marine. Whereas if the ship isn't a thing, I get a mix of army and marine characters.

It's rare, in my experience, that no one in the party can fly a shuttle or otherwise get a ship going around in system. But getting a full ship's crew tends to focus the attention of the players. The Mongoose "team package" helps with that, but I don't generally see players wanting to rely on that, so they tend to make characters from the shipboard careers.
 
Although the game does not specify what specific tasks the crew are undertaking during jump, I find it highly implausible that they are essentially doing nothing.

There's two types of working passage. The most common use of that term means the character is filling in the role of one of the regular crew who is no longer available. So then that person *IS* the Engineer or the Pilot or the Astrogator until you get back to somewhere you can hire a longer term worker. So they would clearly be doing whatever that person does during jump.

The other type of working passage would be some kind of non standard task, such as additional entertainment, security, or some other role needed because of some peculiarity of the passengers or cargo.

It is important to keep in mind that most of us are used to working for a proper business, in a world with instant communications, and fast travel. This is not the world of tramp traders in a jumpspace universe. If your pilot chokes on clams and dies when you are on some backwater with a type D starport, you are going to hire whomever is available that doesn't seem like a greater risk than going bankrupt stuck on that planet. And most of these free traders are barely staying afloat financially, so saving on crew expenses (salary and any revenue sharing) isn't anything to sneeze at either.

Don't forget that Simon Tam was 'working passage' on the Firefly. Yeah, he was a permanent cast member, but he was serving as ship's doctor to pay for his and River's transport, not for wages. They just never got off. :P
I think a common role when working passage might be Steward. Depending on how many High passengers you happen to get this time around the number of required stewards might vary from trip to trip. Stewards are definitely busy all trip. As you say the other position is Medic and again if you get extra Low passengers you might need a few extra bods to revive them in a sensible timeframe. Astrogator is such a well paid role (and with so little work) that saving the salary would be very beneficial. Gunners as I said previously might be considered a luxury except in know dangerous space and you may take them on only for that area.
 
I am running a campaign with four different cohorts currently off on their own ships.

I would be very happy to run an additional cohort that is a single system group that is working all the angle for the various groups that intersect through the Reach. Especially around Cordan where the Hierate Route and the Florian Trade Route intersect, or Torpol with the Florian Route, Drinax, and so many close by system adventures.
 
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