GM Question - Hyperspace Travel and game design

By jpates, in Star Wars: Age of Rebellion RPG

I had a question being fairly new to the Star Wars games.

How do you handle hyperspace travel times in terms of designing your adventure? Especially considering if the characters are travelling in 1 or 2-person ships.

Do you usually just start the adventure with them coming out of their hyperspace jump? Or do you try to make several sub-adventures at where they would drop out of hyperspace to get supplies and "stretch their legs" (possibly crossing paths with someone to be a future nemesis)?

Also, what kinds of ideas have others come up with for the failures, threats, and despair besides saying it took longer or dropped out at the wrong planet, or run across an Interdictor?

Thanks

I use this houserule https://community.fantasyflightgames.com/index.php?/topic/177979-everything-houseruled-and-homebrewed/#entry1635685

1 - Discarded Hiperdrive class and the security one and added max jump and comms range band. "Plot Speed".

So, use this time to personal time for character developing, just ignore and as you said you just arrived at destination. Also remember Obligation rolls, maybe a Bounty appears on the scene hunting the players.

About Failures, Threat and Despairs, I use the descriptions on the book and I adapt them to the concrete scene. Averything must be cinematic.

Enjoy :D

We use times, and often mention intermediate trading stops and fueling areas and the like, but they're usually part of throw away lines. Nearly all the games I run start with something akin to "So, it's been about a month and you've been working your way up the Corillian spine chasing courier missions. You're currently on the planet of ____, where you've just finished dropping off ____ to _____ and have decided to hit the bar while you wait for the ship to finish refueling."

Using transit time during an adventure can be valuable, and having a semi-reliable speed can help add some immersion, particularly if you have logistically minded players. This is the main reason I don't use "plot speed". In order to feel agency, some players at least need to feel the ability to plan, and one can't plan around plot speeds. That being said, I wouldn't add sub adventures to the transit without point, or you risk boring your players or having them chase Chekhov's stop over.

Also, welcome to the forums!

Edited by Quicksilver

Thanks for the tips.