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p0lowww

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  1. Thanks for starting this thread! I've been thinking about prepping a similar session after watching the first season of The Expanse, so I'm excited to read what others think about this. To me, what makes a submarine / spaceship situation so interesting and tense is the fact that you're trapped in a small metal box that is entirely surrounded by something that will kill you in a matter of seconds/minutes: water, space void, radiations or whatever you can come up with that adds a bit of spice to this situation If a single thing goes wrong on the ship, everything can and probably will go south very quickly. I see two sides to this: 1- Mechanical failures The engine fails and you're basically stuck where you are or on your existing trajectory. So what if you're already short on resources and risk running out of energy for the life support systems, or food? Or an obstacle is coming your way and you have to find a way to avoid a collision? If you have a comms failure, you have no way to get help. If the hull's integrity gets compromised, parts of the ship become unavailable or much more dangerous to access. And once it starts, it usually doesn't get better. 2- Human failures just thinking about their situation and how many things can go wrong would make any inexperienced sailor completely freak out. If some some PCs or NPCs are taking their maiden trip, or have anxieties / environmental or social phobias related to the situation (claustrophobia, agoraphobia, etc), you have some great hooks for more interpersonal drama. It would also give interesting opportunities for the party's Face, unless the Brute knocks everybody unconscious first! You can even combine the two by having an antagonist inside the ship messing with things and making everybody suspicious / on edge.
  2. That looks great! Does it take much effort to maintain it during / between sessions?
  3. You're welcome! Glad you found it useful Regarding the creation and structure of factions themselves, this post from Strange Flight has been a great inspiration: https://strangeflight.blog/2016/11/14/low-prep-traveller-factions-basics/ It's meant to be used in Traveller campaigns but with a few modifications it can work in other games as well, and especially Star Wars. Interesting! What granularity does your graph achieve? Do you mix high-level factions and specific characters? I'm currently experimenting with mapping my factions relationships with MindNode, but Scapple looks great too! I'm going to give the trial version a go this weekend.
  4. I have been thinking about it for a while as well. I was researching existing tools last week and I stumbled upon those two articles from Monsters and Manuals: http://monstersandmanuals.blogspot.fr/2011/08/relationship-hexmap.html http://monstersandmanuals.blogspot.fr/2012/02/how-i-run-sandboxes-in-city-part-i.html I haven't tried it yet but I liked the idea of letting players piece it together with the GM as the campaign unfolds. Did you end up with a satisfying way to map the factions relationships?
  5. Thank you very much! The sheets are great, lots of variations available in the GM tracking sheet!
  6. Hello! This is my first post here as I'm new both to the game and the forum. I'd like to thank all of you for sharing so many incredible resources! I'm GM-ing my first session next week and I can't wait to travel my friends to the Outer Rim for some thrilling adventures. Unfortunately, those links are dead. Does anyone know where to find these Combat and Session tracking sheets? Or any other good ones! Thank you!
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