Starships are at the heart of any good Space Opera, and for me, designing them has always been a process filled with experimentation, inspiration, and a touch of trial and error. Looking back on my journey as a writer and storyteller, my fascination with starship design began long ago when I was an 11-year-old Traveller referee, armed with the iconic Traveller box set and a wild imagination.
The Starting Point: Traveller and the Basics of Starship Design
At 11 years old, I didn’t have a deep understanding of physics, engineering, or even how starships worked. But I didn’t need to. The Traveller box set provided me with Book 2: Starships, a guide that laid out the basics in a way that even a kid could understand. It was simple but effective:
Specify the Size: You started by choosing the displacement tons of the ship.
Weapons and Hardpoints: Each 100 tons of hull gave you one hardpoint for a weapon mount... This might have one, two, or three weapons on a single turret.
Essential Systems: Fit a power plant, jump drive, and maneuver drive.
Fuel and Cargo: Allocate space for fuel tanks, state rooms, or cargo holds. The amount of fuel you needed was determined by a relatively simple formula.
It was all modular, and while the rules didn’t dive into the fine details of aerodynamics or advanced engineering, they provided enough structure to bring a setting to life. I spent hours experimenting with wild designs, scribbling them down in my notebook, and imagining how they’d operate in the game. Some were sleek and efficient; others were impractically massive or bizarrely shaped, but that didn’t matter. I was laying the foundation for something much bigger.
Influence from Other Systems
As I grew older, my interest in starship design didn’t wane—it evolved. I branched out into other role-playing games, each with its own take on designing ships. Systems like Star Frontiers (with the strategic battle map), Battletech/Aerotech, GURPS Space, and Star Wars D6 RPG, as well as Star Trek role-playing games in the various editions, added layers of complexity and creativity to my understanding of what a starship could be.
Each system brought something new to the table. Some emphasized practicality, like how fuel consumption or life support systems worked, while others leaned into aesthetics and narrative impact. I took inspiration from them all, blending their best elements into my own approach. Ship designers from across the science fiction and gaming spectrum left their mark on my imagination, from the utilitarian designs of 2001: A Space Odyssey to the grandeur of ships in Star Wars and even the iconic Vipers and Battlestars of Battlestar Galactica.
From Sketch to Reality: The Process
These days, my starship design process has become more structured but no less imaginative. It usually starts with an idea or a sketch. Sometimes I draw it out myself—rough lines that suggest the silhouette and layout of the ship. Other times, I let the story dictate the design. What kind of ship would this character or faction use? What purpose does it serve?
Once I have the look and concept nailed down, I begin codifying the ship. Instead of building the stats first and fitting the appearance later (as I did when I was younger), I reverse the process. The ship’s design comes first, its stats second. This way, I can ensure it looks exactly the way I imagine it, and then I figure out how it works.
For example:
A sleek scout ship might emphasize speed, maneuverability, and long-range sensors.
A heavy freighter would need bulkier engines, extensive cargo space, and only minimal weaponry for defense.
A warship would bristle with hardpoints, heavily armored hulls, and a bridge designed for tactical command.
Adapting to Races and Cultures
When it comes to designing ships for different alien races or factions, I let their philosophy and background guide the process. Not every faction builds ships with the same priorities or aesthetics:
A militaristic faction might favor angular, intimidating designs.
A race that values elegance and beauty might create ships that are sleek, curved, and almost organic.
Practical, utilitarian factions might design ships that look more like industrial machines than works of art.
That said, I don’t have a rigid design philosophy for each race or faction. Instead, I let the story and the setting inspire me. Sometimes a ship just needs to look cool and fit the tone of the narrative.
Experimenting with Starship Geomorphs
In addition to external design, I also love working on the internal layouts of ships. Over the years, I’ve experimented with geomorphic designs from various role-playing game tile sets—modular pieces that can be arranged to create cockpits, corridors, and cargo bays. These are great for visualizing the ship’s interior and how it would function.
Sometimes, I create layouts entirely by hand, sketching out blueprints that show where the bridge, engineering bay, and crew quarters are located. I even photocopy some of these designs to use during gameplay, giving players a tangible map of their starship.
Lessons Learned: Form Follows Function
One of the most important lessons I’ve learned is that starship design is about balance. It’s not just about looking cool—it’s about creating something that feels real within the context of the story. A good starship design should:
1. Reflect the Story: The ship should serve the narrative, whether it’s a rundown smuggler’s freighter or a cutting-edge exploration vessel.
2. Be Functional: Even in a fictional universe, the design should make sense. Where’s the engine? How does the crew get from the bridge to engineering?
3. Inspire Imagination: The best ships are the ones that capture the reader’s imagination and make them want to climb aboard.
The Joy of Creation
Looking back, I realize how much starship design has shaped not just my stories, but my approach to writing as a whole. It’s a process that combines creativity with logic, aesthetics with practicality. Every starship is a character in its own right, with its own story to tell.
From those early days with the Traveller box set to the intricate ships in Merchant of Vision and Merchant of Fortune, the journey of designing starships has been as exciting as the stories they help tell. And the best part? There’s always another ship to design, another adventure waiting to take flight.
What’s your favorite starship design from a book, movie, or game? Let’s chat in the comments—I’d love to hear what inspires you!