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<blockquote data-quote="pemerton" data-source="post: 8395150" data-attributes="member: 42582"><p>[USER=82106]@AbdulAlhazred[/USER] </p><p></p><p>Well, I haven't run it. I did some eyeballing on the combat stats and I think it's feasible.</p><p></p><p>The moons were the result of random generation (using Supplement 6 extended world generation) and I didn't try and do any maths or Googling about tides but figure a big moon that close must produce some pretty dramatic tidal action, and I think that is the key - in the referee's hands - to introducing complexity into the confrontation.</p><p></p><p>Other options I thought of included the PCs trying to join with the poachers in order to share in the proceeds (perhaps stealing the Type Y on the way out?); or knocking off the poachers but carrying out their plan themselves; as well as more tactical stuff like trying to take control of their vessel (the NPCs can't easily defend the submersible and the bridge at the same time) or doing something funky with the submersible (eg if the PCs are equipped with diving gear and explosives).</p><p></p><p>The "flashback" stuff I deliberately left rather open-ended. It seemed to me that possible options include getting some sort of leverage over Amud, or the poachers, or both; having to expend resources to establish the PCs presence at the atoll; even getting leverage (eg with the oligarch who is backing Amud) to avoid getting in trouble for travelling with a militarily-armed air/raft on a Law Level 8 world.</p><p></p><p>Overall, I would expect the players to first establish a goal for the main scene, and then to use the flashback resolution to help build towards that goal in various ways. But there are other possibilities, too - the players don't <em>have </em>to be a many-headed hydra . . .</p></blockquote><p></p>
[QUOTE="pemerton, post: 8395150, member: 42582"] [USER=82106]@AbdulAlhazred[/USER] Well, I haven't run it. I did some eyeballing on the combat stats and I think it's feasible. The moons were the result of random generation (using Supplement 6 extended world generation) and I didn't try and do any maths or Googling about tides but figure a big moon that close must produce some pretty dramatic tidal action, and I think that is the key - in the referee's hands - to introducing complexity into the confrontation. Other options I thought of included the PCs trying to join with the poachers in order to share in the proceeds (perhaps stealing the Type Y on the way out?); or knocking off the poachers but carrying out their plan themselves; as well as more tactical stuff like trying to take control of their vessel (the NPCs can't easily defend the submersible and the bridge at the same time) or doing something funky with the submersible (eg if the PCs are equipped with diving gear and explosives). The "flashback" stuff I deliberately left rather open-ended. It seemed to me that possible options include getting some sort of leverage over Amud, or the poachers, or both; having to expend resources to establish the PCs presence at the atoll; even getting leverage (eg with the oligarch who is backing Amud) to avoid getting in trouble for travelling with a militarily-armed air/raft on a Law Level 8 world. Overall, I would expect the players to first establish a goal for the main scene, and then to use the flashback resolution to help build towards that goal in various ways. But there are other possibilities, too - the players don't [I]have [/I]to be a many-headed hydra . . . [/QUOTE]
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