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Pen & Paper Roleplaying Central => Pen and Paper Roleplaying Games (RPGs) Discussion => Topic started by: Stumpydave on April 15, 2007, 12:02:46 PM

Title: [serenity]Help me make an encounter table
Post by: Stumpydave on April 15, 2007, 12:02:46 PM
What I'm after is something I can use to throw some randomness into voyages between planets.

I figure 4 tables, one for the Core worlds, one for the Border planets, another for the Rim and one for deep space.

So, for example, the Core world would have a high chance of Alliance patrols, the Rim a high chance Reavers.  That kind of thing.

But in an effort to drive my RPG related posts I thought I'd suck information and ideas directly from your minds instead of relying on the meagre spring that is my own.
Title: [serenity]Help me make an encounter table
Post by: Stumpydave on April 15, 2007, 03:07:02 PM
Basically what I have in mind is somehting that when the ship and crew are en route to wherever I can spice things up mid journey.

So....

Where are we -  1-3___________4-6
Core worlds   -  Alliance Patrol___Alliance Patrol
Border planets - Pirates_________Alliance Patrol
The Rim -   Reavers_____________Pirates
Deep Space - Derelict ship_______Reavers
                                       
                         

But beyond the above my mind goes blank.  Now I don't want my players to think space is populated only by Reavers and the Alliance and I'm hoping that there are enough Traveller fans and Firefly fans who can throw interesting ideas my way.
Title: [serenity]Help me make an encounter table
Post by: Koltar on April 15, 2007, 03:22:40 PM
Stumpy,
 Do you have a copy of the sometimes maligned Behind The Claw from SJ Games?

 in the back of the book are encounter tables very similiar to what you are looking for. Those should be easy to convert for your purposes.

 In the "Pirates" category are you including those ship-strippers/scrappers that Saffron was working with during the episode "Our Miss Reynolds" ?

- Ed C.
Title: [serenity]Help me make an encounter table
Post by: Stumpydave on April 15, 2007, 04:03:11 PM
Quote from: KoltarStumpy,
 Do you have a copy of the sometimes maligned Behind The Claw from SJ Games?

 in the back of the book are encounter tables very similiar to what you are looking for. Those should be easy to convert for your purposes.

 In the "Pirates" category are you including those ship-strippers/scrappers that Saffron was working with during the episode "Our Miss Reynolds" ?

- Ed C.

No mate.  I don't.  Are they any good (and yes to the ship strippers/scrappers).
Title: [serenity]Help me make an encounter table
Post by: Koltar on April 16, 2007, 10:06:22 AM
How about I just post the encounter tables and you convert them? Its your campaign after all.

 Here :
Encounter Procedure
1. Determine number of vessels in range (refer to system type)
2. Determine general type of vessel (e.g., Scout Vessel)
3. Determine specific type of vessel (e.g, Survey Scout)
4. Repeat if desired for next-closest craft.

Starship Encounter Tables
1. Main Shipping Route or Class V/Class IV Starport
There will be several, possibly scores of vessels in port, or in transit to and from jump points. Generate as many as needed.

3d6 roll:          Vessel Type
3             Miscellaneous Private Vessel
4-6             Scout Vessel
7-8             Navy Vessel
9-10             Port Authority Vessel
11-12             Large Merchant Vessel
13             Local Commercial Vessel
14-15             Small Merchant Vessel
16-17              Small Craft from a larger ship
18              Alien or Non-Imperial Vessel

 2.Feeder Route or Class III Port.
Traffic volume is lower. There will be 2d-2 ships in-system.
3d6 roll:                 Vessel Type
3                      Miscellaneous Private Vessel
4-6                      Large Merchant Vessel
7-8                      Local Commercial Vessel
9-10                      Navy Vessel
11                      Port Authority Vessel
12-14                       Small Merchant Vessel
15-16                      Scout Vessel
17                      Small Craft from a larger ship
18                      Alien or Non-Imperial Vessel.

Behind the Claw was written by Martin Dougherty and Neil Frier and was published in 1998. Its been out of print for some time now.

 StumpyDave - was that the kind of encounter table that you were looking for?

- Ed C.
Title: [serenity]Help me make an encounter table
Post by: Stumpydave on April 16, 2007, 10:42:39 AM
Yeah cheers for that.  It'll take some tinkering with but it should provide me with  more ideas than I had at the start.

What I'm aiming for is something to roll, or let the players roll, to spice things up during a journey and to dissuade them from trying anything daft - like smuggling contraband/ attempting illegal salvage within range of the Core worlds, or travelling off of the main trade routes through the Rim.

What I didn't want was something that was basically
1 - 2 Alliance
3 - 4 Reaver
5 - 6 Nothing

So hopefully with a bit of work I can make their travels through the 'Verse more exciting than it would otherwise be.
Title: [serenity]Help me make an encounter table
Post by: Koltar on April 16, 2007, 10:53:04 AM
One thing you might want to include are Corporate-owned shps.  On the DVD commentaries Joss Whedon and the other writers said that they had planned a bigger storyline involving the BLUE SUN corporation.  They just never got a full season to explore that route like they might have wanted to.

SO, based on that and other clues in the episodes and movie - I'd say to include the possibility of corporation-owned ships and craft. Also, some of these companies might be actually honorable...or have only 1 or 2 corrupt indiviuduals instead of the whole board of directors.

 Think of the episode "Shindig" , we as viewers were led to believe that many in the upper class were corrupt or decadent.  but at the dance party we met that older Noble who was kind to Kaylee and "saved" her from the bratty bitches. Then the Lord that Mal makes the business deal with - they may be from different social strata , but if the series had continued I could easily see that character becoming an ally to the Serenity crew. (just not one that can publicly admit it in every situation)

- Ed C.
Title: [serenity]Help me make an encounter table
Post by: Stumpydave on April 16, 2007, 10:58:49 AM
I just can't believe given the amount of Traveller, Firefly and Serenity RPG fans in the world it's only us two in this thread.

Thanks for the insights by the way.  I should be writing an essay for college but this is more interesting.
Title: [serenity]Help me make an encounter table
Post by: Koltar on April 16, 2007, 11:06:33 AM
"Two by Two , with dice of blue"



 Sorry, too good a pun to pass up.
Title: [serenity]Help me make an encounter table
Post by: Quire on April 16, 2007, 11:10:57 AM
*GROAN* Koltar, you bad man.

Dave, I'm very interested in your request, but I've only just got hold of the Serenity book, otherwise I'd be right on it, 'cause it seems like such a fundamental thing to have.

Watch this space, tho, I could be on it soon (or steal yours if you come up with something in the interim!).

- Q
Title: [serenity]Help me make an encounter table
Post by: Stumpydave on April 16, 2007, 11:39:05 AM
Quote from: Koltar"Two by Two , with dice of blue"



 Sorry, too good a pun to pass up.

I. Am. Going. To. Hurt. You.
Title: [serenity]Help me make an encounter table
Post by: Stumpydave on April 16, 2007, 04:10:56 PM
Right this is what I've got so far.  However I still want extra bits, random ship malfunction, different responses from the ships in question, different types of skullduggery.  Le me know how I can improve this.

Serenity Encounter Tables

1. Core Worlds/Trade Routes to Border Worlds

Roll 1d10

1-3 - Nothing.  You are aloooooone in the vast depths of spaaaaaaaace.
4 - A small, private, vessel
5 - A large, private, vessel
6 - A small corporate vessel
7 - A large corporate vessel
8 - A small Alliance vessel
9- A large Alliance vessel
0- Something Else

2.Border Planets/Trade routes to the Rim

Roll 1d10

1-3 - Nothing but the stars and your own private thoughts.
4 - A small private vessel
5 - A large private vessel
6 - A large Corporate vessel
7 - A small Alliance vessel
8 - A large Alliance vessel
9- A small Reaver vessel
0 - Something Else

3.The Rim/Deep Space

Roll 1d10

1-3 - Nothing.
4 - A small private vessel
5 - A large private vessel
6 - A small Alliance vessel
7 - A large Alliance vessel
8 - A small Reaver vessel
9 - A Large Reaver vessel
0 - Something Else

4.Something Else

Roll 1d10

1 - 3  Nothing.  Must have been a sensor blip.
4 - 7 This is Alliance Deep Space Patrol XXXX.  Prepare to be boarded.
8 - 9 Pirates!!!!
0  -This is Free Trader Beowulf.  Calling anyone. Mayday. Mayday.
Title: [serenity]Help me make an encounter table
Post by: TonyLB on April 16, 2007, 04:31:08 PM
I'm probably the only one who thinks this, but ... shouldn't the encounter table be filled in as play progresses and the PCs gain enemies and complications?

Like, if you piss off a crime lord then you get "Crime Lord's agents come gunning for you" added to a previously empty space in the encounter table.  You let River and Simon Tam stay on your ship and you get a whole swath of encounter slots filled in, with all different crap.  Like that.
Title: [serenity]Help me make an encounter table
Post by: The Good Assyrian on April 16, 2007, 05:21:51 PM
I would add some variation on distress calls.  For example, distress calls might be more commonly faked to draw the unwary the farther out you go.  For example:

Validity of Distress:

1. Core Worlds/Trade Routes to Border Worlds

Roll 1d10

1-8  Valid emergency
9     Faked as lure
0     False alarm (they may think that losing the refrigeration units for the Champagne should count as an emergency...)

2.Border Planets/Trade routes to the Rim

Roll 1d10

1-6  Valid Emergency
7-9  Faked as lure
0     False alarm (they may think that passage off this rockball should count as an emergency...)

3.The Rim/Deep Space

Roll 1d10

1-5  Valid Emergency
6-9  Faked as lure
0     False alarm (it's already too late for these folks...)

Source (Valid Emergency):

1. Core Worlds/Trade Routes to Border Worlds

Roll 1d10

1-2  Short range shuttle
3-4  Small, private, vessel
5     Large, private, vessel
6     Small corporate vessel
7     Large corporate vessel
8     Small Alliance vessel
9     Large Alliance vessel
0     Yacht/Luxury Liner

2.Border Planets/Trade routes to the Rim

Roll 1d10

1     Short range shuttle
2-5  Small private vessel
6     Large private vessel
7     Large Corporate vessel
8     Small Alliance vessel
9     Large Alliance vessel
0     Colony

3.The Rim/Deep Space

Roll 1d10

1-6  Small private vessel
7     Large private vessel
8     Small Alliance vessel
9     Large Alliance vessel
0     Colony

Source (Lure):

1. Core Worlds/Trade Routes to Border Worlds

Roll 1d10

1-4     Scavengers/wreckers
5-8     Small pirate ship
9        A small Alliance vessel (customs check!)
0        A large Alliance vessel (customs check!)
 
2.Border Planets/Trade routes to the Rim

Roll 1d10

1-3     Scavengers/wreckers
4-6     Small pirate ship
7-8     Large pirate ship
9        Small Reaver ship
0        A large Alliance vessel (customs check!)

3.The Rim/Deep Space

Roll 1d10

1-3     Scavengers/wreckers
4-6     Small pirate ship
7-8     Large pirate ship
9        Small Reaver ship
0        Large Reaver ship

Type of Emergency:

1. Core Worlds/Trade Routes to Border Worlds

Roll 1d10

1-5  Failure of critical system (1-4  Life Support, 5-8  Propulsion, 9-0  Computer)
6-7  Medical emergency
8     Fugitive from justice on board
9     Hijacking attempt
0     Pirate attack

2.Border Planets/Trade routes to the Rim

Roll 1d10

1-4  Failure of critical system (1-4  Life Support, 5-8  Propulsion, 9-0  Computer)
5-6  Medical emergency
7     Fugitive from justice on board
8     Hijacking attempt
9     Pirate attack
0     Reaver attack

3.The Rim/Deep Space

Roll 1d10

1-4  Failure of critical system (1-4  Life Support, 5-8  Propulsion, 9-0  Computer)
5     Medical emergency
6     Hijacking attempt
7-8  Pirate attack
9-0  Reaver attack


TGA
Title: [serenity]Help me make an encounter table
Post by: The Good Assyrian on April 16, 2007, 05:22:41 PM
Quote from: TonyLBI'm probably the only one who thinks this, but ... shouldn't the encounter table be filled in as play progresses and the PCs gain enemies and complications?

For what it is worth, I agree...  ;)


TGA
Title: [serenity]Help me make an encounter table
Post by: Stumpydave on April 16, 2007, 05:28:35 PM
Quote from: TonyLBI'm probably the only one who thinks this, but ... shouldn't the encounter table be filled in as play progresses and the PCs gain enemies and complications?

Like, if you piss off a crime lord then you get "Crime Lord's agents come gunning for you" added to a previously empty space in the encounter table.  You let River and Simon Tam stay on your ship and you get a whole swath of encounter slots filled in, with all different crap.  Like that.

Agreed.  But you've gotta start somewhere.  And the pc tailored stuff can replace some of the other entries / take up a chart of its own.

P.S. TGA.  Nice work sir.  Exactly the kind of thing I was gunnning for.
Title: [serenity]Help me make an encounter table
Post by: RockViper on April 16, 2007, 05:54:50 PM
I love Firefly, but my group doesn't want to play it :mad:
Title: [serenity]Help me make an encounter table
Post by: TonyLB on April 16, 2007, 06:06:16 PM
Quote from: StumpydaveAgreed.  But you've gotta start somewhere.
Isn't that what character-generation is for?
Title: [serenity]Help me make an encounter table
Post by: Quire on April 16, 2007, 07:05:49 PM
Quote from: TonyLBIsn't that what character-generation is for?

I know where you're coming from, Tony, but the occasional random event can help to avoid entering Thomas Hardy territory. Sometimes a cigar is just a cigar, you know?

And they can often generate future stories in and of themselves. EDIT: which reflects what you're saying, of course. But you gotta start somewhere!

- Q
Title: [serenity]Help me make an encounter table
Post by: Quire on April 16, 2007, 07:07:34 PM
Quote from: The Good AssyrianI would add some variation on distress calls.  For example, distress calls might be more commonly faked to draw the unwary the farther out you go.  For example:[good stuff]

Nice one! Saved me a job!

- Q
Title: [serenity]Help me make an encounter table
Post by: The Good Assyrian on April 16, 2007, 10:04:43 PM
Quote from: QuireNice one! Saved me a job!

- Q


Glad to be of service!  :D

One encounter that I think might be cool would be random radio chatter.  Maybe from the same source over and over, or maybe just from a passing ship.  Wouldn't it be cool if you developed a subplot based on a sort of CB radio-inspired theme of ships talking to each other, passing along news, etc.  And it could get very lonely in space, and maybe some people just talk and talk, never even caring if there is anyone listening.  Maybe they tell their secrets to deep space...


TGA
Title: [serenity]Help me make an encounter table
Post by: TonyLB on April 16, 2007, 11:03:34 PM
TGA:  That's such an awesome concept!  I'm also thinking all the good and bad of chat-room relationships (to link it in to a sensibility more familiar to many players).  What a sad, plaintive story!
Title: [serenity]Help me make an encounter table
Post by: TonyLB on April 16, 2007, 11:05:31 PM
Quote from: QuireI know where you're coming from, Tony, but the occasional random event can help to avoid entering Thomas Hardy territory. Sometimes a cigar is just a cigar, you know?
Very true.  And I also like the idea that as you gain more life-connections you're not getting more encounters (i.e. you're not filling empty slots) you're having random encounters increasingly replaced by things you brought on yourself.

In fact, doesn't that just about sum up the entire story arc of Farscape?
Title: [serenity]Help me make an encounter table
Post by: The Good Assyrian on April 18, 2007, 12:49:27 PM
Quote from: TonyLBTGA:  That's such an awesome concept!  I'm also thinking all the good and bad of chat-room relationships (to link it in to a sensibility more familiar to many players).  What a sad, plaintive story!

Yeah, I was showing my age there...:p  I still remember my dad really getting into the whole CB thing when I was a kid, so it has always stuck with me.

From my perspective there should be the potential that adventure could spin off of any "random encounter" that can be use to build on later.  I like the idea of plugging in rivals, allies, contacts, etc. into the random encounter matrix as you go along, but I think that if properly handled it would go the other way too.  Sometimes a random event can lead to a creative leap that leads the campaign in a new direction.

Then again, I have suffered through enough wandering monsters that had no connection to the main action of the game to twitch a little at the term "random encounter".  I think that the trick is for the GM and players to create meaning in the encounter for a larger picture.


TGA
Title: [serenity]Help me make an encounter table
Post by: Koltar on April 18, 2007, 05:22:32 PM
I am going to liberally "steal" from this thread  stuff for my TRAVELLER campaign.
  SERENITY/"Firefly" is similiar enough for that ...it makes sense.

- E.W.C.
Title: [serenity]Help me make an encounter table
Post by: Quire on April 19, 2007, 11:24:56 AM
Quote from: The Good AssyrianThen again, I have suffered through enough wandering monsters that had no connection to the main action of the game to twitch a little at the term "random encounter".  I think that the trick is for the GM and players to create meaning in the encounter for a larger picture.

Absolutely. I've always considered 'random encounters' as a tool to spur the GM's imagination rather than as something to be used at the table. Typically, I've rolled for a few (usually three) 'randoms' prior to the game (if I thought such a thing might come up), and allowed myself some time to think about what they could do that would be cool - not necessarily map it out on paper, but just to have something to mind, if it ended up being required.

I do like 'random'...but not TOO random...

Still, that said, there are always those moments when you're caught utterly unprepared, and if you find yourself floundering, DO reach for the table, and try to spin it as hard as you can. If something DOES occurs to you that could link back to an earlier story node, you go for that, for preference.

I will refer back to my earlier comment, though...it is sometimes really cool to throw the players for a loop and genuinely have something happen that is utterly-random-and-nothing-to-do-with-them-until-now!

- Q
Title: [serenity]Help me make an encounter table
Post by: The Good Assyrian on April 19, 2007, 04:15:49 PM
I obviously am bored at work today...;)

Table 1:  Random Encounters During Space Journey

Roll 1d10

1-2 Ship Encounter (roll on Table 2)
3-4 Transmission (roll on Table 3)
5-6 Unusual Sensor Contact (roll on Table 4)
7-8 Mechanical Failure On Board (roll on Table 5)
9 Medical Emergency On Board (roll on Table 6)
0 Personal Crisis On Board (roll on Table 7)


Table 2: Ship Encounter

1. Core Worlds/Trade Routes to Border Worlds

Roll 1d10

1-2 Short range shuttle
3-4 Small, private, vessel
5 Large, private, vessel
6 Small corporate vessel
7 Large corporate vessel
8 Small Alliance vessel
9 Large Alliance vessel
0 Yacht/Luxury Liner

2.Border Planets/Trade routes to the Rim

Roll 1d10

1 Short range shuttle
2-5 Small private vessel
6 Large private vessel
7 Large Corporate vessel
8 Small Alliance vessel
9 Large Alliance vessel

3.The Rim/Deep Space

Roll 1d10

1-6 Small private vessel
7 Large private vessel
8 Small Alliance vessel
9 Large Alliance vessel


Table 3: Transmission

Roll 1d10

1 Garbled - can't be made out.  Investigate further? (Reroll on Table 3)
2-5 Passing Conversation - a passing ship or nearby colony may exchange news, etc.
6-7 One-way Conversation - transmitting ship can't hear responses or is ignoring them.  Maybe they are just talking to the stars...
8-0 Mayday! Mayday! (roll on table 3a and then 3d)

Table 3a: Validity of Distress

1. Core Worlds/Trade Routes to Border Worlds

Roll 1d10

1-8 Valid emergency (roll on Table 3b)
9 Faked as lure (roll on Table 3c)
0 False alarm (they may think that losing the refrigeration units for the Champagne should count as an emergency...)

2.Border Planets/Trade routes to the Rim

Roll 1d10

1-6 Valid Emergency (roll on Table 3b)
7-9 Faked as lure (roll on Table 3c)
0 False alarm (they may think that passage off this rockball should count as an emergency...)

3.The Rim/Deep Space

Roll 1d10

1-5 Valid Emergency (roll on Table 3b)
6-9 Faked as lure (roll on Table 3c)
0 False alarm (it's already too late for these folks...)

Table 3b: Source (Valid Emergency)

1. Core Worlds/Trade Routes to Border Worlds

Roll 1d10

1 Lifeboat
2 Short range shuttle
3-4 Small, private, vessel
5 Large, private, vessel
6 Small corporate vessel
7 Large corporate vessel
8 Small Alliance vessel
9 Large Alliance vessel
0 Yacht/Luxury Liner

2.Border Planets/Trade routes to the Rim

Roll 1d10

1 Lifeboat
2 Short range shuttle
3-5 Small private vessel
6 Large private vessel
7 Large Corporate vessel
8 Small Alliance vessel
9 Large Alliance vessel
0 Colony

3.The Rim/Deep Space

Roll 1d10

1 Lifeboat
2-6 Small private vessel
7 Large private vessel
8 Small Alliance vessel
9 Large Alliance vessel
0 Colony

Table 3c: Source (Lure)

1. Core Worlds/Trade Routes to Border Worlds

Roll 1d10

1-4 Scavengers/wreckers
5-8 Small pirate ship
9 A small Alliance vessel (customs check!)
0 A large Alliance vessel (customs check!)

2.Border Planets/Trade routes to the Rim

Roll 1d10

1-3 Scavengers/wreckers
4-6 Small pirate ship
7-8 Large pirate ship
9 Small Reaver ship
0 A large Alliance vessel (customs check!)

3.The Rim/Deep Space

Roll 1d10

1-3 Scavengers/wreckers
4-6 Small pirate ship
7-8 Large pirate ship
9 Small Reaver ship
0 Large Reaver ship

Table 3d: Type of Emergency

1. Core Worlds/Trade Routes to Border Worlds

Roll 1d10

1-5 Failure of critical system (1-4 Life Support, 5-8 Propulsion, 9-0 Computer/Navigation)
6-7 Medical emergency (roll on Table 6)
8 Fugitive from justice on board
9 Hijacking attempt
0 Pirate attack

2.Border Planets/Trade routes to the Rim

Roll 1d10

1-4 Failure of critical system (1-4 Life Support, 5-8 Propulsion, 9-0 Computer/Navigation)
5-6 Medical emergency (roll on Table 6)
7 Fugitive from justice on board
8 Hijacking attempt
9 Pirate attack
0 Reaver attack

3.The Rim/Deep Space

Roll 1d10

1-4 Failure of critical system (1-4 Life Support, 5-8 Propulsion, 9-0 Computer/Navigation)
5 Medical emergency (roll on Table 6)
6 Hijacking attempt
7-8 Pirate attack
9-0 Reaver attack


Table 4: Unusual Sensor Contact

Roll 1d10

1-5 Wreckage (no survivors, but maybe there is something in the hold...)
6 Lifeboat (radio transmitter too weak to attract attention, so it is lucky you came along)
7-8 Jettisoned Cargo (could be valuable or junk)
9 Unexpected Space Anomaly (use your imagination!)
0 Hostiles! (roll on Table 3c for encounter type)


Table 5: Mechanical Failure on Board

Roll 1d10

1-6 Annoying (the air filtration system gives off a funky smell, the water tastes funny, there is a strange rattling noise in the engine compartment, a trivial piece of equipment gives up the ghost, computer glitches, etc.)
7-9 Worrisome (the compression coil starts to overheat, the CO2 level starts to climb, fire in the galley, etc.)
0 Critical (the coil blows, the navicomp goes offline, major fire, etc.)

Table 6: Medical Emergency On Board

Roll 1d10

1-7 Crewmember (determine randomly, NPCs preferred)
8-0 Passenger (determine randomly, NPCs preferred)

Roll 1d10

1-3 Minor injury
4 Life-threatening injury
5-6 Minor illness (non-contagious)
7 Life-threatening illness (non-contagious)
8-9 Minor illness (contagious)
0 Life-threatening illness (contagious)


Table 7: Personal Crisis On Board

Roll 1d10

1-7 Crewmember (determine randomly, NPCs preferred)
8-0 Passenger (determine randomly, NPCs preferred)

1-2 Bad news from home
3-5 Verbal confrontation with another crewmember or passenger
6 Physical confrontation with another crewmember or passenger
7-8 Complications of Love (or sex) with another crewmember or passenger
9 Minor manifestation of mania (people get strange when they're cooped up a while)
0 Major manitestation of mania (some people just snap under the strain)


TGA
Title: [serenity]Help me make an encounter table
Post by: Stumpydave on April 19, 2007, 04:57:09 PM
TGA.  You are a star.  I spent the last two days trying to accomplish the above and whilst I knew there should be more happening in space than meeting other ships and engine trouble, I couldn't get the ideas out properly.

And then you dump this opus into the thread.

A scholar and a gentleman.  I salute you.

(I should be running Serentiy this fri.  I'll let you know how this goes down.)
Title: [serenity]Help me make an encounter table
Post by: The Good Assyrian on April 19, 2007, 08:07:36 PM
Quote from: StumpydaveTGA.  You are a star.  I spent the last two days trying to accomplish the above and whilst I knew there should be more happening in space than meeting other ships and engine trouble, I couldn't get the ideas out properly.

And then you dump this opus into the thread.

A scholar and a gentleman.  I salute you.

(I should be running Serentiy this fri.  I'll let you know how this goes down.)

:bow: I am glad that you like it!  Please let us know how it works out for you.  i had this stuff rattling around in my head and had to get it out... :p


TGA