2-02 Solar Shake Up


GM Discussion

Wayfinders

One of the most fun games I've ever played. Runtime 4 and a half hours; it could run shorter if you want to. I did add a lot to make it run longer.

Things I added:
I had the players do some skill checks after they read the invitation to get the guest list. Once they succeeded that I gave out handouts with the names of all the NPCs, with a short description of them. Then I placed NPC pawns next to their starships, which I used X-wing minis for, so the PCs would get used to faces and ships before the final Cinematic Starship Scene (CSS) Also, on the handout included all the starship roles and CSS rules, so everyone was ready well in advance.

Next, I added a map for the system exploration. I had the PCs' ship on the map next to a drift beacon (X-wing sensory buoy token) and placed 3 gas cloud tokens on the map. When the PCs made their skill checks, I replaced the gas clouds with a station token, another drift beacon, and a gravity well token for the forming star.

When the PCs visited Lorio's ship and the DCI station, I used the flip side of the PC's ship map for Olrio's ship and the SF2e space station map for the DCI station. I used the NPC pawns again to let the PCs interact and get to know the NPCs. I made Olrio's personality into a version of Lando Calrissian, and had Olrio like gambling, "the luck of the stars, and the luck of the cards." I did the influence rolls but favored the PCs getting the crit pistol, as having to gamble for it using the Infinity deck, so we played 3 hands of modified blackjack.

Next, the PCs went to the DCI station. The PCs have sworn me to secrecy so they can surprise their next GM. But I will say that somehow the NPC with the sunglasses ended up in a fashion show on the station.

I used the star map again for the final CSS. Each NPC had a ship, and I placed the NPC's character pawns next to their ship to help the PCs know who they were talking to in the battle and rescue. I rolled poorly for the damage from the Shipbreaker, so the PCs didn't have much to repair, which left the gunners with not much to do once the Phosimplex swarm was destroyed, so I responded by having the Phosimplex to give the whole crew things to do. I made heavy use of the INCREASING TENSION text box on page 9. All the interaction with the NPC before this encounter helped a lot. I had the NPC wiht the sunglasses freak out that their ship's alarms were going off, but they couldn't see any warning light; the PCs had to first figure out why they could see the alarms, which was becuse there sun glasses were too dark. Talking to the aggressive dragonkin about ramming the Shipbreaker was fun; I later had them ram the Phosimplex swarm.

I think talking to the NPC is key to making this fun; it's something that any PC could do for their 3rd action; it took the whole party to talk sense into most of the NPCs that caused problems for the rescue. I think this is the best example yet of how to make a fun CSS.

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