Following the advice of the GM Kit, I am ready to run the Perlemian Haul tomorrow. Any last minute thoughts or changes suggested from the masses? Weve just finished the Beginners follow up story,and are using Whisper Base as our BoO.
CRB Adventure
Let me fill you in on what happened today. The crew got to the station, and helped fill the ship with a Wookiee bioweapon test. The ship already had Wookiee test subjects on board but the crew does not know this, nor that the bio is for Wookiees. They placed a homing beacon aboard the Haul and let it go on its way. So now I need help setting up thenext half of theadventure. Where to stage and what happens next. Any ideas would be appreciated.
Well if they having a homing beacon on board the haul could they try overtake it and wait in ambush at its next exit location, preferably somewhere remote. Once there they would need to stealthily get on board the ship which could involve some interesting encounters in the vacuum of space trying to cut their way on board or hack the airlock controls. Don't forget to throw in a mynok or two.
When I ran Perlemian Haul, everything went pretty much by the book until they got on the ship. Once there, however, they had no clue what they were doing, so I just went off the rails and let them do whatever they wanted. We ended up playing until 5 in the morning, and everyone had a blast. It was probably the most memorable session we've had so far. Plus, it really showed off the power of the narrative dice, as the scene just created itself, and even their screw-ups (which were many) added to the fun.
I'm sure this wasn't a typical run of the adventure
but everyone still talks about it. I'm finding that they have the most fun when I wing a session, which was basically what ended up happening with PH.