Hello,
I don't manage to make astrogration interesting. It is a skill my players have raised, since we roll for it every time they jump into hyperspace, which happens once every two or three sessions. There is no doubt about its use in the game, but it feels kind of flavourless. Problem is, besides astrogration checks made under the pressure of a chase or a combat, I cannot find the appealing of this mechanics.
My premise is that I cannot use "you are being chased" or "shot at" every time my players try to jump into hyperspace. Sometimes the calculations for the jump are placid because they just have the time.
I was thinking to make astrogration sort like the journey rules in The One Ring. May be with a list of hazards that may occur, or with a list of "costs" for the PCs (fuel, energy....).
Any one there has similar issues with it? or could you provide some ideas on how to make astrogration checks more interesting?
Cheers,