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Stuck Out in The Black
Stuck Out in The Black
by Chris Angell
Your starship, the Star Ferret, has broken down… again. A power surge knocked out several vital systems, leaving
you stranded in interstellar space. You’ve got to find a way to get going again, before things get even worse.
As the GM, listen to the choices the players make about their characters and their ship. Create situations that play off their
choices. Make their lives interesting, and provide opportunities for them to feel cool.
When the players want to do something easy or boring, it just happens. If they want to try something impossible, tell them so.
Only call for a roll when they have a chance of failure, and that failure would make their lives more interesting. On a success,
they get what they wanted. On a failure, inflict harm on somebody, escalate the scenario, or introduce a minor complication.
When a player rolls doubles above their stat, add a major complication. Use one of the complications below, or come up with
your own. One or two major complications are probably plenty for one game! If a player rolls doubles again, just escalate an
existing complication.
Complications
1. Pirates have detected the Star Ferret ’s location and are inbound
2. The void beast that caused the power surge is boring its way through the hull
3. The Star Ferret starts slipping toward a black hole
4. They left hyperspace in hostile territory and a cruiser arrives to deal with them
5. Poisonous gas starts billowing out of a burst duct
6. They discover a saboteur hired by a personal rival, stowed away on the Star Ferret