Running to Dramune; ideas?

Putraack's picture
Putraack
July 12, 2018 - 10:43pm
I am having a repeat of my longtime urge to GM Dramune Run, so I am looking for suggestions. Additions? Subtractions? Anyone?

This is a mod that I think I played one v one with my brother as the GM, I'd like to try it with a group this time. Maybe even my sons and wife as the valiant crew.
Comments:

jedion357's picture
jedion357
July 23, 2018 - 8:15pm
FYI: I started a project called Dramune Chronicles to work on prequel adventures to take beginning characters to the point where they are ready to do Dramune Run.

Also using the ideas in Sfman 16 "The Villianous NPC" with the Malthar.

It looked like the site choked on notifying anyone at all about the creation of the project due to all the notification failure messages I saw.


http://www.starfrontiers.us/node/10076
I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!

Shadow Shack's picture
Shadow Shack
July 24, 2018 - 12:13am
Putraack wrote:
 

So, I'm looking at 1-19 hours to refuel the engines, 3-177 hours to overhaul them; 70 hours to repair the hull, 80 hours to plot a jump, and 16.67 hours to accelerate to jumpt speed. That's approximately a week on the Station; plenty of time for shenanigans here.

Assuming only one person is performing all that work, yes.


Quote:
Is there a statement that ships lose some/all of their momentum upon going through a jump? I feel there should be, but I don't see a number anywhere.

IIRC the module offers up some fair starting velocities for each encounter.
I'm not overly fond of Zeb's Guide...nor do I have any qualms stating why. Tongue out

My SF website

Putraack's picture
Putraack
July 24, 2018 - 9:15am
I'm looking at a 3-player crew (plus the captain), but even run simultaneously, all of those chores should keep them tied up for days. Like I said, plenty of time for the PCs to gel into a crew.



Putraack's picture
Putraack
July 24, 2018 - 6:45pm
Found the costs for a spaceship berth in the module: 100Cr per 10 hours.

Shadow Shack's picture
Shadow Shack
July 25, 2018 - 12:30am
Putraack wrote:
Found the costs for a spaceship berth in the module: 100Cr per 10 hours.

Clarion Station gets a lot of traffic so they probably don't want ships lingering within their docking bays, hence a semi-daily rate versus Majora Station's monthly rate.

Quote:
I'm looking at a 3-player crew (plus the captain), but even run simultaneously, all of those chores should keep them tied up for days. Like I said, plenty of time for the PCs to gel into a crew.

Sourcing the module --- the only repairs needed are to the computer and the hull damage. Garlus takes care of the 'puter so the hull damage is the only job the PCs will deal with, and the module has a "special" rule established where at least one person must stand guard while others work, and one point will be repaired per worker/10 hour shift. With your party of three that translates to two points per ten hours with ten hours off between repairs...or 70 hours total elapsed time for two workers and one guard. 

Level-5 pilot Garlus is also a lv-3 engineer, so it's safe to presume that he has both refueled and overhauled the drives prior to seeking out the hired help (and he simply hasn't updated the log seeing how the computer needs fixing). Garlus is also a lv-1 astrogator so he can also get a head-start on the jump calculations while the players are performing the hull repairs, as the computer repair will take 2d10 hours so he has at least 50 hours to spare with your group (following the same 10 hour work shift/10 hours rest time that the players are bound by).
I'm not overly fond of Zeb's Guide...nor do I have any qualms stating why. Tongue out

My SF website

Putraack's picture
Putraack
July 25, 2018 - 1:19pm
Also found that the overhaul isn't needed until next system (contradicts the ship's readout, but I like this better).



iggy's picture
iggy
July 25, 2018 - 10:17pm
jedion357 wrote:
FYI: I started a project called Dramune Chronicles to work on prequel adventures to take beginning characters to the point where they are ready to do Dramune Run.

Also using the ideas in Sfman 16 "The Villianous NPC" with the Malthar.

It looked like the site choked on notifying anyone at all about the creation of the project due to all the notification failure messages I saw.


http://www.starfrontiers.us/node/10076
I got the notification. 
-iggy

Putraack's picture
Putraack
December 13, 2018 - 3:33pm
Wish me luck, I'm finally gonna try this! I had my wife & son roll up characters in August, but only just before son left for college. Now I can try to squeeze this down to 2-3 sessions, and run it over his Christmas break.

I'm sticking with Knight Hawks for all of the spaceship stuff-- 'cause I love that system.
I trying to do all the other stuff with Traveller rules, Mongoose 2nd edition-- 'cause I want to learn that system.