Earlier this spring, I did the whole adventure in one afternoon with my sons and some of my regular gaming group. It was a lot of fun. I made a few changes to the adventure as written.
- The players all had pre-generated characters drawn at semi-random - then they had to figure out who was the team leader, based on skills/experience. Each player had a specific role to fill. I had extra characters, so I kept them on the team as NPCs - they could be killed off by the Bugs, but it didn't end up happening.
- The PCs were not a free trader crew, but rather various ex-military hired by the Raschev government to be the new anti-piracy force. They were a mix of locals and off-worlders, so their skill and experience set was not limited to a backwater TL 6 world.
- The backstory was of a planet that was just coming out of isolation, but had had some past contact with Galactic society (to explain Power One).
- I did not tell any of the players even one thing about the adventure, so they were surprised by the arrival of the Bugs.
- I found a picture of the Chamax from the DeviantArt site (I used Google Image search, kw: Chamax, it was at the top) which was on our big TV/PC screen - but I kept the screen off until the moment the Bugs came crashing out of the ship. The 'Wow' factor was huge.
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- I did not worry much about tracking individual combats, just enough to establish that the Bugs are hard to kill, but do splat nicely if you hit them hard enough. It was in my mind to limit their access to the laser weapons, or cause them to run out of power at a critical point if they were overly relying on them.
- Photocopy and blow up the map of the Raschev peninsula, or use a map-making utility like Hexographer to reproduce it in color. For the crashed Bug ship, I relied on description of the interior rather than a deckplan. Make it dark, cold, scary so they don't forget that the Bugs might be just around the corner.
Let the players decide for themselves what to do; there are plenty of NPC soldiers around to be the 'red shirts'; you don't have to injure or kill any PCs to make the threat very real.
As they handle each scenario, be ready to throw the next one at them - don't let them think they've won too early. I did not use all of the listed scenarios, as our game was a one-off; I wanted it to wrap up in 4-5 hours.
I used the opener, the rescue of the General, the trip to Power One, the second crash site, and the concluding scenario. But, I had the others sketched out in case I needed to throw them at the PCs.
Everybody worked together well; everyone got a chance to use their skills. One PC had a high level of Admin skill, so he became the chief Quartermaster; he got the team the vehicles, weapons and equipment they needed for the schemes they planned out. Make sure you've got a competent Medic in the mix; he will handle injuries from Bug attack and be the best one to analyze a captured Bug. Vehicle and repair skills, especially air vehicles were actually more important than weapon skills. Fire a shotgun blindly into a crowd of Bugs and you'll hit one. :toast:
As is always the case, the best advice is to be prepared, but be flexible for when the PCs do something you didn't expect.
Rock on! You'll have a blast!
Best regards,
Bob W.