Greetings Gentlebeings,
I'm a long time lurker on these forums, and I just wanted to open by saying hello to everyone, I'm happy to be a part of this community, which is more civilized than many an internet forum. I have the utmost respect for the vast majority of you, and welcome your experienced advice.
I recently rolled a success on my negotiation (coercion?) check, and have convinced some friends to try the beginner game. All of our schedules are pretty tight, and we're using the pre-gens (to lower initial time investment) and our player group contains 3 computer RPGers, 2 well meaning spouses, and myself as GM. We are all completely new to Pen and Paper RPGs.
I'm prepping to run Escape from Mos Shuuta for them, and I'm tripping over the escape in the Krayt Fang. From these forums and personal experience (rolled a despair GMing for my disinterested family) I've gathered that the starship combat is the weakest part of the beginner game. I'm looking to make it more interesting. I want to keep the players (all 5 of them) engaged and show them that starship interactions can be fun! I was thinking that I could introduce the option that the pilot could fly through a canyon to evade the TIEs upon leaving Mos Shuuta. However, the chase RAW seem to be lacking in several ways:
#1. The piloting check for flying through a canyon is (seemingly) far too punishing for a beginner character (it ends up being YYG RRPP BBB for a Speed 4 Sil 4 ship handling -1 and 2 setbacks for terrain) also, it gets pretty number crunchy for a beginner game. (Yes, they can go slower, but it really doesn't make sense if you're in an escape, also, even reducing speed to 2 makes it RR BBB, which has a success rate of 35%)
#2 Chase rules start the TIES out several range bands away from the ship. While they can easily catch up in a couple rounds, it turns into "Pilot time while everyone else twiddles their thumbs", which is the exact opposite of what I'm going for.
I just want my pilot to be able to shine, and have some cool moments, while everyone feels like they're contributing.
I was thinking that I could make the canyon part of the escape a series of 3 checks. Entering the canyon will be an PBB, followed next round by a hairpin turn PPBB, and finally a needle threading maneuver to exit the trench RPPBB. Of course, copiloting and plotting courses will be available for the 4th and 5th character to help. The tie group would be at close range the entire time, allowing for shots to be traded (with setback for maneuvering, etc)
In addition, entering the canyon will only allow one of the TIE minion groups to engage the ship. This gives a concrete advantage, while allowing the gunners to shoot away. (If I need to, I can always add another minion group) The ship will still need ~3 maneuvers to clear the gravity well and enter hyperspace, allowing for evasive maneuvers, gain the advantage, etc.
So I guess my question is: Too easy? Still too hard? Any ideas that have worked for you in the past? Anything simpler but better that I'm missing?
Sorry about the book of a post, and I look forward to contributing more once I get some more experience under my belt.