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<blockquote data-quote="The Shaman" data-source="post: 4707743" data-attributes="member: 26473"><p>They may have more than one choice, for example, jumping out while inside the 100D limit and risking a misjump. The intelligence of that option is debatable, of course.Yes.</p><p></p><p>The bloodthirstyness of the privateers is going to be determined by reaction roll, so assuming the adventurers allow them to board or are forced to yield, the crew may not necessarily end up dead with a wave of my hand. I might impose a -1 or -2 modifier to the reaction roll, but if the roll is high they could simply end up marooned instead.</p><p></p><p>That said, I would have no problem with the privateers killing off the crew if that's how it shakes out. Remember that we're talking about a perfect storm of bad luck for the adventurers: wrong place wrong time, facing overwhelming force, bad reaction. The chances of this encounter are about the same as the ancient red wyrm in a fit of pique discussed earlier.I agree that keeping meaningful options on the table is a worthy goal, but I also think that an occasional foregone conclusion, whether it's murderous privateers in space or a <em>coup de grâce</em> of a captive adventurer by an orc chieftain, can be a part of an enjoyable game, if the players and the referee know this is a possibility from the outset and accept that shared mental space of the game-world.</p></blockquote><p></p>
[QUOTE="The Shaman, post: 4707743, member: 26473"] They may have more than one choice, for example, jumping out while inside the 100D limit and risking a misjump. The intelligence of that option is debatable, of course.Yes. The bloodthirstyness of the privateers is going to be determined by reaction roll, so assuming the adventurers allow them to board or are forced to yield, the crew may not necessarily end up dead with a wave of my hand. I might impose a -1 or -2 modifier to the reaction roll, but if the roll is high they could simply end up marooned instead. That said, I would have no problem with the privateers killing off the crew if that's how it shakes out. Remember that we're talking about a perfect storm of bad luck for the adventurers: wrong place wrong time, facing overwhelming force, bad reaction. The chances of this encounter are about the same as the ancient red wyrm in a fit of pique discussed earlier.I agree that keeping meaningful options on the table is a worthy goal, but I also think that an occasional foregone conclusion, whether it's murderous privateers in space or a [i]coup de grâce[/i] of a captive adventurer by an orc chieftain, can be a part of an enjoyable game, if the players and the referee know this is a possibility from the outset and accept that shared mental space of the game-world. [/QUOTE]
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