loudriver23
SOC-10
So this time as I hoped went better than last time, thanks mostly to the suggestions of you good folk here. My practicing how skills, combat, and DM's work, made ALL the difference in the world. Even when the players wanted to do something I couldn't find a direct rule for I was able to improvise which skill/trait, or combo it fell under, and was quickly able to resolve their action request.
Tonight's progress of the story line was mostly hindered by a long series of mis-jumps. Actually they kept BADLY failing the power phase of the jump to the point I decided to start breaking their ship. They didn't want to pay for fuel so I had them skim gas-giants, and after several badly failed piloting attempts I had their fuel-scoop require repair. They spent a great deal of time waiting in star-ports looking for parts/technicians to fix their ailing ship. This is when the decided they wanted to get into trading, which was fine, only they were harboring a known fugitive, and had a time sensitive deadline on delivering him to a distant system.
So they decided speculative trade was NOT for them after all, so they decided to be "Mail Couriers"
Tonight's episode had a few red-herrings I tried to plant, but the players sniffed those out and didn't fall for those. I didn't want to railroad them into following the storyline so I wanted to give them options. They chose to stay on task of their own accord.
Tonight had very little combat, although a small gunfight did breakout in a deserted spaceport dock. No one was killed, and the bad guys got away.
Anyhow, that's about all for now. I think next week I'll surprise them with a Beaker Monkey, or some other pet/mascot. I really like that idea a lot.
I have some other questions about some specific rules, and ideas, but I'll put those in another thread.
If you made it this far, thank you.
Louis
Tonight's progress of the story line was mostly hindered by a long series of mis-jumps. Actually they kept BADLY failing the power phase of the jump to the point I decided to start breaking their ship. They didn't want to pay for fuel so I had them skim gas-giants, and after several badly failed piloting attempts I had their fuel-scoop require repair. They spent a great deal of time waiting in star-ports looking for parts/technicians to fix their ailing ship. This is when the decided they wanted to get into trading, which was fine, only they were harboring a known fugitive, and had a time sensitive deadline on delivering him to a distant system.
So they decided speculative trade was NOT for them after all, so they decided to be "Mail Couriers"
Tonight's episode had a few red-herrings I tried to plant, but the players sniffed those out and didn't fall for those. I didn't want to railroad them into following the storyline so I wanted to give them options. They chose to stay on task of their own accord.
Tonight had very little combat, although a small gunfight did breakout in a deserted spaceport dock. No one was killed, and the bad guys got away.
Anyhow, that's about all for now. I think next week I'll surprise them with a Beaker Monkey, or some other pet/mascot. I really like that idea a lot.
I have some other questions about some specific rules, and ideas, but I'll put those in another thread.
If you made it this far, thank you.
Louis