Greetings, brethern.
After going through some of the published mission material
- Shattered Hope
- Edge of Darkness
- Maggots in the Meat
- All Adventure for "Purge the Unclean"
- House of Dust and Ash
me recognizes that their was not much use for "Drive" or "Pilot" skills.
While I understand that it is not a good choice to make them a "life-or-death" thing, I wonder how to allow them at least some meaning.
Have you ever incorporated drive/pilot skill checks in your game? If so, how?
Actually, I am (finally!) running "Edge of Darkness" with a group of three. While non of them have any driving, I could imagine the following
!WARNING! EDGE OF DARKNESS SPOILERS AHEAD!
I plan to "equip" the enforcer station with small-but-sturdy hover vehicle (two front seat; another four as an enclosed back cabin) and adding a ground patrol car in addtion to the mentioned "hidden transporter" of the Logicians.
When they enter the Lair of the "Churgeon", he will contact the remaing enforcers via Vox. Perhabs calling in assistance as she starts to overload the the plasma reactor. As the pc leave the building (perhabs in pursuit of the Churgeon) the patrol car (or the hover) will come in with three or four "enforcers". If the pc manage to "dispatch" the enforcers, they have access to a vehicle and some CommUnits with VoxTraffic telling them about a flight in an armoured transporter...
By the way, this might keep them from persuaing the Churgeon any further (which will take a different road into the ruins of Coscarla District)
. Might "distract" it long enough for the guys with guns to take aim...