Need Some Ideas for Astrogation Check

By mcneils5, in Game Masters

Ok, playing last night and at the end of the session the last thing my group did was make an astrogation check. Now this isn't that odd but the result is making me scratch my head a bit as to how to resolve it, they got a net result of 1 Failure, 2 Triumphs and 1 Despair.

Now I kind of want them to get to their destination so was going to have the failure result in them jumping into realspace super close to the target planet (essentially crashing) and the despair resulting in damage to the hyperdrive - the triumphs I was thinking to leave to them to use to assist with trying not to end up pancaked on the planets surface (so boosts to pilot checks, enabling them to do something else cool) but I figured I'd cast it out there to see if any of you guys have any other ideas for what to do with this slightly irregular result?

YMMV

Let the players decide triumphs. (I think that's actually RAW, but I might remember incorrectly.) They will come up with something cool, but have few cool ideas ready, if they have problems to come up with cool/good ideas. give them few ideas and let them make the decision.

How I would do it (this is A way to do it, not THE way).

Failure: trip takes longer than they wanted (except maybe if timing is crucial to plot)

Despair: Ship comes out of hyperdrive and collides with asteroid, and hyperdrive is damaged and needs to be prepared. (Or as you said, almost collides with planet and hyperdrive is damaged, but I wouldn't require piloting check to not die in crash, or I'd allow PCs to use one triumph to automatically succeed.)

Triumphs: I'd let PCs determine them.

Technically, failure means they are not there at optimal time, despair is a damage to ship (kind of critical).

Ok, playing last night and at the end of the session the last thing my group did was make an astrogation check. Now this isn't that odd but the result is making me scratch my head a bit as to how to resolve it, they got a net result of 1 Failure, 2 Triumphs and 1 Despair.

Well, if you're not adverse to a little side adventure, I might go with something like this:

Failure: They make the jump, but do not end up where they wanted to go. Where do they wind up? They're pulled out of Hyperspace by the mass shadow of the long lost starliner the CFS Republic .

Despair: Their hyperdrive is damaged and they cant repair it with what they have on hand. They have to get spares from the wreck.

Triumph: They just found the freaking Titanic!

Edited by Desslok

Not sure what the mission is, so I am assuming they are travelling to an inhabited world, attempting to be somewhat unnoticed. Since reaching the destination is plot-critical, I would rule (unless a player had a better idea):

Failure = Arrive too close to the planet, immediately detected by planetary flight control

Despair = Emerge close enough to planet to crash, causing damage to ship, which needs to be repaired (Hull Trauma or component damage).

Triumph #1 = Crash landed into an equipped docking bay (Still need to negotiate for repairs to ship, and possibly docking bay)

Triumph #2 = Planetary Flight Control knows you are there, but your emergence was so unexpected and landing (crashing) so quick, they couldn't track where you landed any closer than a region.

Ok, playing last night and at the end of the session the last thing my group did was make an astrogation check. Now this isn't that odd but the result is making me scratch my head a bit as to how to resolve it, they got a net result of 1 Failure, 2 Triumphs and 1 Despair.

Well, if you're not adverse to a little side adventure, I might go with something like this:

Failure: They make the jump, but do not end up where they wanted to go? Where do they wind up? They're pulled out of Hyperspace by the mass shadow of the long lost starliner the CFS Republic .

Despair: Their hyperdrive is damaged and they cant repair it with what they have on hand. They have to get spares from the wreck.

Triumph: They just found the freaking Titanic!

Oooh. That's an awesome write-up Desslok. I may have to borrow some of this idea for my own campaign.

Thanks for all the input guys....really tempted to go with Desslok's suggestion as I could swing a pit stop enroute.

Just to elaborate further they are heading to a system off of the charted hyperspace routes that was roumoured to be a separatist staging area during the clone wars hunting for one of Jabba's loot caches (my games set 1 year after RotJ in a slightly alternate timeline). If they did end up breaking down in system, or crashing on the planet, they will have plenty of opportunities to scavenge spare parts from the planet

Fail, a Despair, and two Triumphs....

They zot into hyperspace but instantly come back out of it. The hyperdrive has crashed hard and is offline. Checking things out, they realize they realize they're still in the same place they were, but they've gone a week back in time...

Edited by RLogue177

They zot into hyperspace but instantly come back out of it. The hyperdrive has crashed hard and is offline. Checking things out, they realize they realize they're still in the same place they were, but they've gone a week back in time...

Ooooh, not a fan of that one. Star Wars is a infinitely flexible story telling format with a tons and tons of instances of implausible Flash Gordon-y rubber science. But I think the one thing that should remain off the table is Timey-Wimey stuff. That's one step over the line too far. It just doesn't seem very Star Warsy to me, and once you open that Pandora's box, closing it is difficult.

I wouldn't be beyond including relativity dilation - the faster an object moves, the slower time goes for that object. But straight up backwards time displacement? Nope - that's bad juju.

Edited by Desslok

How about...

They zot into hyperspace but instantly come back out of it. The hyperdrive has crashed hard and is offline. Checking things out, they realize they're still in the same place they were, but there are some other people on the ship!

a) the other people are their enemies or agents of their enemies. All the blasters on the ship have been turned into swords! There is also some sort of energy being floating around making everyone extra angry!

b) the other people are them! They have been split in twain. They are the good, docile versions, and the other them are the evil, aggressive versions!

Okay, yes. I'm just stealing Star trek episodes.

They zot into hyperspace but instantly come back out of it. The hyperdrive has crashed hard and is offline. Checking things out, they realize they realize they're still in the same place they were, but they've gone a week back in time...

Ooooh, not a fan of that one. Star Wars is a infinitely flexible story telling format with a tons and tons of instances of implausible Flash Gordon-y rubber science. But I think the one thing that should remain off the table is Timey-Wimey stuff. That's one step over the line too far. It just doesn't seem very Star Warsy to me, and once you open that Pandora's box, closing it is difficult.

I wouldn't be beyond including relativity dilation - the faster an object moves, the slower time goes for that object. But straight up backwards time displacement? Nope - that's bad juju.

I don't know if it is bad juju. But as in most games, it has to be an accident that can't be reproduced. Also, a week could be interesting, depending on whether the GM doesn't think the players can or will affect anything that already happened.

I did discover the hard way that time travel to thepast can be a problem. In a different game, I sent players back in time, and they spent hours trying not to affect the future in any way. And then out of the blue, they try to influence one of the most influential figures in history (they thought they were helping out) without knowing what he really did (It ruined future history).

I don't know if it is bad juju. But as in most games, it has to be an accident that can't be reproduced. Also, a week could be interesting, depending on whether the GM doesn't think the players can or will affect anything that already happened.

Eh, even as non-reproducible accident it gives me the heebie-jeebies. And if you're not going to do anything with the rather significant plot point ("Hey! We're back in time - and a week away from anywhere. Yay?") then why do it in the first place.

Okay, yes. I'm just stealing Star trek episodes.

Funny, I thought you were stealing Red Dwarf episodes. :)

Edited by Desslok