Tuesday, December 31, 2019

Big Wreck revision, overall game plan

After thinking about it a bit more, I've decided that the 1x3 geomorphs are too big for the core. So I will make them 1 standard geomorph which is 200dT, or a 30x30m square. I'll stick an elevator/stair case on opposite sides. That should make things a bit easier to manage as well as being more in scale with my original idea of the domes being about 100 meters in diameter.

So the new engineering deck looks like:
The elevators and stairs to either side give redundant vertical access, as well as acting as airlocks on some decks.

Shrinking them down to size also makes exploration a bit easier.

I've also given some thought on how this may play out. The players are all mustering out on Strand, meeting in an L7 bar or the one I've printed out & used before. Regardless, they meet their patron who has some information on the Big Wreck. Solomani agents are desperate to retrieve something from the ship (the macguffin of the story). This patron also knows that SolSec has an agent on board the King Richard, a luxury liner leaving tomorrow for its trip to Antiquity, a parsec away. He has tickets for the characters, or perhaps can get them stationed as stewards onboard, to get them on board the ship. Their goal for act 1 is to retrieve the files from the agent. These files should indicate the coordinates of the Big Wreck, and possibly the location of the item to be retrieved. Act 2 is to get a ship to the coordinates in deep space, an issue as it is about 4 parsecs out from Ahngrim, which itself is a jump 2 trip from Antiquity. There may be fuel available at the Big Wreck, or at least that is how the rumors are. But they will need a jump 4 craft or a jump 2 craft with drop tanks, to get to the spot in space. Plus, depending on how things go in Act 1, they may be pursued by SolSec.

Act 3 is arrival at the ship, and exploration. I've some ideas, other than Kafers, on how to make this work and be fun. As I am pretty sure we will have some gun bunnies along, combat is assumed :)

So:

Act 1: Introduction to the setting on Strand, patron encounter, passage on the luxury liner to Antiquity, and retrieving the files.  Including session 0 to set up the characters, I think this will take 2 or maybe 3 sessions.

Act 2: Passage to the Big Wreck from Antiquity. There will be funding available for a ship but is the chase on from SolSec? This middle part has at least 2 jump trips, some possible world exploration, and perhaps a few fights or at least espionage. 2-4 sessions.

Act 3: arrival at the Big Wreck. Exploration of the craft and whatever shenanigans occur there, probably 2 sessions.

So at a minimum I see 6 sessions, and possibly up to 9. As we've about 8 sessions for the Jan/Feb game, I think that will work out.

Of course, everything may go out the airlock and we head off in an entirely different location. Players!

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