Supplement Four
SOC-14 5K
One last question (for now...)....
This is a real GMing type question.
I've got the player's ship just jumping into a system where I've set up an ambush. There's an enemy vessel (long story about why this ship is here--and not particularly relevant to the question I'm posing) waiting at the jump point.
Now my players, the creative people they are (you never know what your players are going to pull out of their butts, do you...), have the Marquis of Aramis aboard their ship (he charted it), and at their last stop, they got suspicious about what lay ahead of them.
So, they used the Marquis' influence to (1) change transponders with a 5000 ton Type AH Hercules class freighter (the players' ship is a 400 ton Type A2 Far Trader, but that's not what the transponder reads now...), and they (2) had that ship sent ahead of them (2-day lead) to check out the exit jump-point and escort them while in the next system (the Marquis didn't swap ships for the Type AH from the players' ship because the Hercules is only a J-1 ship...and he needs a J-2 to finish his journey).
Now, my story revolved around the Marquis (and the PCs from the ship) being captured.
And, I've got an Ace up my sleeve that the players' don't even have a clue about yet...that being that the Marquis' own body guards (4 NPCs) are in cahoots with those trying to capture him.
So, I had planned to take the players' ship from within with the Marquis' body guards, and have the threat of the ambush ship when they exited J-Space.
This big, meaty ship they sent ahead of them threw a wrench in my plans (damn crafty players!).
Now, I could just fudge it and take out the Type AH. But, the problem with that is that I like to reward my players for good creative play, even if it means re-arranging the story.
I find that everyone has more fun if the players, even if it is really an illusion, believe that they are masters of their own destiny.
The game we have are very fun and exciting because what the players do DOES MATTER. They can change events--they're not just following down a tightly scripted linear story.
I find that players really like it when they feel they can effect the outcome of what was gonna be and change it into something different.
And, that's what we've got here...basically.
I'm trying to find a "legitimate" way (without just fudging it) to deal with this Type AH and still capture the Marquis and the PC crew.
We ending the last session on a cliff hanger. The players had already smelled a rat, so, when the jump beacon went off, they all climbed into their vacc suits, manned their positions, and were ready for battle.
They didn't know what they'd find--maybe wreckage of the Type AH that was a couple of days ahead of them.
Well, they popped out of J-Space and found the Hercules class ship waiting for them. No problems, it reported. Then, the Type AH started to escort them through the asteroid belt to the space station (a point on the Marquis' journey).
The journey through the asteroid belt, given the reduced speed, is 2.38 day.
A few hours into this trip, the PC's are starting to relax a bit--maybe they were wrong about what they thought they should expect.
And then, just when they started to get comfortable...
"RADIOLOGICAL!"
There was a big, bright light. The view ports on the bridge darkened, and the Navigator looked down at the energy spike shown on the sensors.
Gamma radiation.
What they had just witnessed was a nuclear blast.
And, right there is where we ended last session.
It was the TV show with the words "To Be Continued" at the bottom of the screen.
-------------------------
OK, so now I'm in this predicament. I've fired the nuke (and that blast they saw is either going to be it hitting the Type AH...which is unlikely...or the explosion made when the one of the Type AH's 8 laser weapons blew the missile from space as it approached the ship).
My players don't know at this point. I'm going to pick up the game right at that spot next time.
And, right now, I'm tying to be the little good-boy GM and do things "the right" way (not just fudge it) and play the NPC Type AH ship as if it were a PC vessel.
My goal, though, is still to capture the Marquis and the PC crew.
I'm afraid that Type AH is going to eat the lunch of the 400 ton ambush ship I sent to capture the PC's ship. My ambush ship only has one turret on it, with a beam laser, sandcaster, and missile launcher--which is a good match for the PC's ship with it's single pulse laser--but is not match at all for the 8 beam lasers sprouting out of the Type AH.
What I'm thinking is this...
I'll spring the trap inside the PC's ship with the Marquis' body guards, and then I'll try to force the Marquis to order the Type AH to retreat while the ambush ship docks with the PC ship.
I might have to blow away one of the PC characters (each player is running two characters--there are 12 people aboard the PC's ship) to let the Marquis know that they mean business.
If I can get the Type AH to retreat and get the Marquis aboard the ambush ship, I can jump out of the system and be gone--and moving on with my plot and story. Neither the PC's ship nor the Type AH will be able to follow because they don't have the fuel (which is why I posted that question about fuel).
But there's a lot of variables in this idea.
I guess what I'm looking for, for any of you who like to think about these types of things and would care to comment, is alternatives to the scenario (for next session) that I outlined above.
Any other thoughts on how I can (A) keep the ambush ship from being destroyed by the Type AH, and more importantly (B) capture the Marquis and the PC crew?
Responses to this type of question are always so creative--I'm looking forward to what you come up with.
This is a real GMing type question.
I've got the player's ship just jumping into a system where I've set up an ambush. There's an enemy vessel (long story about why this ship is here--and not particularly relevant to the question I'm posing) waiting at the jump point.
Now my players, the creative people they are (you never know what your players are going to pull out of their butts, do you...), have the Marquis of Aramis aboard their ship (he charted it), and at their last stop, they got suspicious about what lay ahead of them.
So, they used the Marquis' influence to (1) change transponders with a 5000 ton Type AH Hercules class freighter (the players' ship is a 400 ton Type A2 Far Trader, but that's not what the transponder reads now...), and they (2) had that ship sent ahead of them (2-day lead) to check out the exit jump-point and escort them while in the next system (the Marquis didn't swap ships for the Type AH from the players' ship because the Hercules is only a J-1 ship...and he needs a J-2 to finish his journey).
Now, my story revolved around the Marquis (and the PCs from the ship) being captured.
And, I've got an Ace up my sleeve that the players' don't even have a clue about yet...that being that the Marquis' own body guards (4 NPCs) are in cahoots with those trying to capture him.
So, I had planned to take the players' ship from within with the Marquis' body guards, and have the threat of the ambush ship when they exited J-Space.
This big, meaty ship they sent ahead of them threw a wrench in my plans (damn crafty players!).
Now, I could just fudge it and take out the Type AH. But, the problem with that is that I like to reward my players for good creative play, even if it means re-arranging the story.
I find that everyone has more fun if the players, even if it is really an illusion, believe that they are masters of their own destiny.
The game we have are very fun and exciting because what the players do DOES MATTER. They can change events--they're not just following down a tightly scripted linear story.
I find that players really like it when they feel they can effect the outcome of what was gonna be and change it into something different.
And, that's what we've got here...basically.
I'm trying to find a "legitimate" way (without just fudging it) to deal with this Type AH and still capture the Marquis and the PC crew.
We ending the last session on a cliff hanger. The players had already smelled a rat, so, when the jump beacon went off, they all climbed into their vacc suits, manned their positions, and were ready for battle.
They didn't know what they'd find--maybe wreckage of the Type AH that was a couple of days ahead of them.
Well, they popped out of J-Space and found the Hercules class ship waiting for them. No problems, it reported. Then, the Type AH started to escort them through the asteroid belt to the space station (a point on the Marquis' journey).
The journey through the asteroid belt, given the reduced speed, is 2.38 day.
A few hours into this trip, the PC's are starting to relax a bit--maybe they were wrong about what they thought they should expect.
And then, just when they started to get comfortable...
"RADIOLOGICAL!"
There was a big, bright light. The view ports on the bridge darkened, and the Navigator looked down at the energy spike shown on the sensors.
Gamma radiation.
What they had just witnessed was a nuclear blast.
And, right there is where we ended last session.
It was the TV show with the words "To Be Continued" at the bottom of the screen.
-------------------------
OK, so now I'm in this predicament. I've fired the nuke (and that blast they saw is either going to be it hitting the Type AH...which is unlikely...or the explosion made when the one of the Type AH's 8 laser weapons blew the missile from space as it approached the ship).
My players don't know at this point. I'm going to pick up the game right at that spot next time.
And, right now, I'm tying to be the little good-boy GM and do things "the right" way (not just fudge it) and play the NPC Type AH ship as if it were a PC vessel.
My goal, though, is still to capture the Marquis and the PC crew.
I'm afraid that Type AH is going to eat the lunch of the 400 ton ambush ship I sent to capture the PC's ship. My ambush ship only has one turret on it, with a beam laser, sandcaster, and missile launcher--which is a good match for the PC's ship with it's single pulse laser--but is not match at all for the 8 beam lasers sprouting out of the Type AH.
What I'm thinking is this...
I'll spring the trap inside the PC's ship with the Marquis' body guards, and then I'll try to force the Marquis to order the Type AH to retreat while the ambush ship docks with the PC ship.
I might have to blow away one of the PC characters (each player is running two characters--there are 12 people aboard the PC's ship) to let the Marquis know that they mean business.
If I can get the Type AH to retreat and get the Marquis aboard the ambush ship, I can jump out of the system and be gone--and moving on with my plot and story. Neither the PC's ship nor the Type AH will be able to follow because they don't have the fuel (which is why I posted that question about fuel).
But there's a lot of variables in this idea.
I guess what I'm looking for, for any of you who like to think about these types of things and would care to comment, is alternatives to the scenario (for next session) that I outlined above.
Any other thoughts on how I can (A) keep the ambush ship from being destroyed by the Type AH, and more importantly (B) capture the Marquis and the PC crew?
Responses to this type of question are always so creative--I'm looking forward to what you come up with.