One of the common questions is how to make Astrogation not only interesting, but a part of play that creates worthwhile tension. Generally speaking, you want characters to eventually get where they are supposed to go. Not arriving at a destination can be a great plot point, but doesn't fit every session. So a failure leading to no jump can be a bit of a derail and annoyance to a GM. Personally I prefer to come up with specific penalties for failures, such as arriving in a disadvantageous place in the target system, lost time, informing the enemy, minor collisions, ect. Still, I also wanted to setup a backup of a general failure that still allows the characters to arrive at the story indicated place that can be more meaningful than just saying the narration of lost time when time isn't a resource in that adventure. So what I have been using more recently is a concept of fuel that is more narrative and less precise modeled on the item damage system.
Each failure can result in fuel loss down one category. The categories are:
- Full Reserves - No penalties to any checks based on fuel reserves
- Safe Reserves - Add one setback to astrogation
- Low Reserves - Upgrade the difficulty of all astrogation
- Empty Reserves - Cannot make hyperdrive jumps
The failure only affects the hyperdrive used. So this gives backup hyperdrives further usage if the main hyperdrive is drained. Despairs can result in further drops of fuel reserves. Or even risk to the backup hyperdrive. Backup fuel reserves cost the silhouette of the ship times 2000 credits. Nothing to ignore, but not outright devastating. Likely might require some Obligation to get off some rocks... If you want to make the cost of fuel scale more dramatically, try the silhouette of the ship squared times 1000 credits.
Thoughts?