RedSkull said:
The problem with the weapons being all over the place in the one house can be taken care of with the noble guards checking people at the door. So only small arms and some melee weapons could be brought in.
While I would totally agree on running it this way (it MAKES more sense!), the book stats the "Pilgrims" to throw around grenades (!). Make sure to change this as well.
Talking the pc giving a run for it:
A good point! I forgot about my players tendency to call for help. I would say "let them run to the astropath", but declare Quaddis to be remote enough that an answer to the call in the form of arriving help would take take weeks. But make an answer be available within a matter of days:
"Help will arrive within the next weeks. Start to investigate by your own. This matter calls for attention immidiately!"
Talking about the landers:
The oath to "Mr. K." should keep them from leaving the planet. If they really try to simply run for there lives... perhaps they are able to reach one of the ships around the planet. Perhaps they manage to get onboard and use it to leave. If so, the game ends. Give them the news about the massaker that happend and make all of them lose a fate point permanently.
If they do not want to steal it in order to leave...allow them to have one! The following things can be used to keep it tough, so:
- the controls are MIU only (because only servitores or top-notch-pilots are employed by the nobles)
- the security of the cockpit is very sophisticated (hard checks to security be able to operate this thing at all!)
- the guards of the (private) airfields are actually on guard, do not do stupid mistakes and are vox linked. Checking in on vox every 30minutes
- the perimeter security of the private airfields are top-notch as well.
- besides some "small air lanes", most "air" belongs to estate and is guarded fiercely!
- and so on....