Probably I didn't explain myself very well. This is the main
frame for the idea:
1. Locate a stranded ship, forgotten and lost ships possibly from some war or just ships
with problems who made a mayday signal.
okay, I'm not sure how many you can find in a given time-frame. you might have to
decide (as a GM) how much they're worth and just why all these derelicts are floating
around for people to find (how much you plan to give the players and how come no one
else finds them). Also a decent backstory for each ship, what happened ?
sounds right.2. Board the ship probably with a pinnace or a similar ship large enough to carry
the PCs (they are going to be able to pilot the ship for themselves) and the materials for
a quick fixing if needed.
sounds right.3. Check the ship state, if it's good enough for making a jump as far as I know
making different jumps should be a non-sense because all the problems you could have! (I
mean, if you have a misjump at least you still have a ship to sell and make some
profit!)
usually "towing" is performed by ships designed to do that, so you might have to give the4. If the ship drives are out of service beyond repairing the main ship should tow
it to the nearest starport (not necessarily jumping). That way they could sell the still
working parts of the ship in a scrapyard (is that the word?).
players a modified "tugboat" or something, if you want them to do this right off the bat.
it's not like a car where you tow something with a chain.
I think GURPS Far Trader or GURPS Starports has a tug ship in it.
no, you just have to have a reason why all these ships are laying around, if you plan onIs it a very...strange idea?
doing this every week or something.
I was developing some reasons for Salvage adventures, so that it looks like the pcs aren't finding something to do, when they stumble across an adventure that leads to a salvage operation.
you're fine.P.S.: Keep in mind that I have some problems with English, therefore maybe I didn't
choose the right words for my thoughts!