Why do you need rules for it? Either the story has the team cold sleep their way to a destination, or the story has their journey go awry and they wake up late in the wrong place, and maybe you hit them with a short term penalty for sleeping late.
What is gained by wasting time writing rules that will be infrequently applied, if at all? I have watched so many GMs invest so much time writing rules that might have been used once, if at all, time that could have been spent simply making the campaign story more interesting.
Brother Willi wrote:
I set the campaign on the frontier so that my core worlds background could be painted with broad strokes and not a lot of detail in about a page. The frontier area and the main station hub is also summed up in a page as well. I've been running games since the late 70s and can improvise the rest as needed, mining all the books I have read over the years for ideas.
I also think the SF background with the pact worlds and the starfinder guild is pretty lame. It is all designed to support organized play which I despise and consider a thing that kills creativity and suppresses GM freedom with stupid regimentation. I wanted no part of it. I am allowing my players to use the notes on the pact world planets for their background if they wish, but those planets are all scattered to different systems and are not being used in any other way.
While I have used "official" campaign materials in my campaigns over the years, mainly it was in the form of city packs and such I modified and dropped into my own worlds. I have always created my own campaigns otherwise.
The autofire rules in the book are clearly written by people who have no experience with automatic weapons. I got to fire automatic weapons in the service and we were specifically trained not to simply empty the magazine in one long wasteful stream of bullets.
Undead are healed by necrotic damage.
Profane damage is infernal/demonic energy.
Jimbles the Mediocre wrote:
OK, good point, I hadn't looked at it that way. Originally I thought that Blast used the Full Attack penalties as well by default but after re-reading Blast I think that is not the case for a single pull of the trigger.
Shotguns are a complex weapon to model, at very close range there is no real spread at all and they inflict horrific wounds but as the range extends the damage lessens as the pellets spread apart.
I am starting to sketch out notes for some things that the weapon rules seem to have left out or misinterpreted.
Aiming aids (aim point scopes, laser target pointers, optical scopes)
The shotgun blast rules make no sense with the total -6 penalty that accumulates on the shot. Anyone who has used a shotgun knows that firing a spread of pellets makes it easier to hit a target, not harder.
The automatic rules that consume all remaining ammo also is a bit off given that automatic fire training emphasizes using short controlled bursts of about 3 rounds at a time.
Why should they be required to get into a fight they have no interest in and that is not tied to an objective? Players avoid fights all the time if they want to in games, why should SF be different?
Other issues that might apply:
They might not trust their GM to deal with them fairly and not want to risk getting an expensive starship damaged/destroyed. Do they have the means to immediately replace their ship?
They might be pursuing a goal and not want to deal with a sideshow.
They might not like the ship to ship rules.
Forcing the players to do things they don't want to do is a good way to lose players.