Recorded two entire days after Craig got back from his Gen Con trip, this is
zircher wrote:You people are so good for my ego.
chiclothe wrote:And there’s a snake. A good one.
zircher wrote:The crew pretty much nailed everything that I would have thought of for the village. But, I do have some ideas for the play at home game for space-wreck exploration.
The PCs are all part of a crew of a ship that is part salvage operations and part first-responder. Speed is essential since the first team on site has claims to salvage in the event that it is not a rescue operation. This isn't salvage in the sense of open seas owner takes all. It is more about claiming the ship for the insurance companies and getting a finder's fee, after all a space ship is a sizable investment. Which, of course, means that piracy has a profit motive as well.
So, you have a setting that's part medical drama, space wreck exploration, and anti-piracy (claim jumper) action. Add in all the human drama that come bundled with people in dire situations. After a couple of missions to set the norm, throw in some corporate espionage, perhaps a first contact scenario, or something wacky like space zombies.
Some setting assumptions:
* The players are probably based out of some station that has an extensive medical capability.
* Their ship is small and fast with some medical capability - think space ambulance but with a few guns just in case
* Space travel is common place enough that an ambulance service is a functional business model.
* Space is still dangerous enough that rescue operations are common place and there might be some competition.
* Travel times are short enough that a small craft can get to a distress signal and there is still a chance of rescue. Perhaps there's a inverse mass law tied to the interplanetary/FTL drive. The PC ship might be 90% engine so that it can act as a tug boat as well as an interceptor.
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