Advanced technology means access to tremendous information
useful in dispelling the mystery of any StarMaster generated encounter or anomaly. And
if the requests are reasonable and hard for the SM to discount, for whatever
reasons, there is nothing for the ethical SM to do but offer up the useful, but
risk-reducing, information in good faith. PCs do have the right to utilize
accurate information in their favor. If not, then the SM is bad and needs to be
replaced. But that does not mean the SM cannot bake in a chance for receiving bad
information instead of the accurate information they are more used to getting.
Now that is a good SM and should be cherished.
In my games I start with a 25% chance the technically
advanced “acquired” information is bad, inaccurate to the point of dangerous.
This number can go up and down for any and all reasons. The PCS may even be
aware of the increased chance for bunk info being had. I don’t concern myself
much with applying modifiers. A flat 25% chance for a sour situation developing
seems to give me the level of uncertainty I enjoy playing with.
So, I roll a random result for the information the PCs have
dug up, and at an opportune time roll to see if the info is legit. My best practice
for adding corrupted information is to assign a specific “bad” result thought out and pre-written for the specific result. The information on the “military installation” will
have different complications then the “secret smuggler depot”, for example. I find this to
work better than another random table filled with “bad” things. It saves time
at the table trying to work something out, and the twist is more believable to
the PCs if it doesn’t sound forced.
Therefore StarMaster prep will include an initial table for
the possible information to be had, for a price. And then each entry needs a
negative result, a twist, prepared which is easily picked up when called for.
Here is an example from the current adventure I am working on.
So,
you bought a Cache Chip…
The PCs can sink 500cr. for a roll on the following
table. This is the information the data chip contains, faulty or not. There is
a 25% chance the information purchased is bad. If it is the SM need only scan
the attached “bad” information for the particular info source. This will be the
actual encounter instead of the one expected.
1. Source of clean water.
2. Independent Homesteaders.
3. Bandit ship repair dock, smuggler depot.
4. Military installation.
5. Friendly natives.
6. Popular hunting grounds
7. Sheltered cove, no water but good fishing.
8. High point
9. Always bad weather
10. Alien installation
11. Surface Anomaly
12.
Golf
Resort.
1. With the global atmospheric
contaminates, most land-locked surface water is unfit to drink. Purifiers stand
a chance of breakdown every time such a device is used to filter this water
source. Having an oasis in this “wet” desert can mean the difference between
life and death if broken down. In fact, most of these information chips contain
something useful if one found their transportation through the jungle
compromised. The oasis is actually a trap laid by bandits or the source has been contaminated and therefore unusable.
2. Not all are here to exploit
the land or local amenities. Living completely off the galactic grid is always
attractive to some societal groups. This community is bent on scratching a
living out of the thin soil and dangerous mega-fauna. Habitat is combination
tree house and below ground chambers, natural or excavated. They are always interested in trade and will
help any who find themselves cast adrift under the endless canopy. If a
“bad” information chip is indicated the homesteaders are psychotic cannibals
with an enjoyment for animal gladiatorial deathtraps!
3. Illegal commerce flows
unimpeded through this depot as it benefits many of the diverse
industries operating on the surface. This place operates like a small, but
well-tooled downport. Price for services is triple. The depot is a pirate
depot which wants to keep their presence a secret, dead men tell no tales!
4. Starfleet? Military
Intelligence? Local defense force, frontier fort? There are many reasons why a
military base would be found somewhere on abc. Their purpose would be
for securing the prosperity and security of settled property on the hostile
jungle planet. To this end the military force either has small installations over
a large area or one large base which operates as a world unto themselves. The
base is for a known hostile starforce. This indicates the whole system is in
danger of invasion!
5. One of the three types of
primitive species capable of communication has established good relations with
the human outfitters. There will be something they look forward to trading with
and they are willing to give helpful local information on safe routes to take
to the Celestial Clock site. If this is a bad result than they worship some
horrid monstrosity and they intend to use the PCs as sacrifice!
6. The popular hunting ground
gives stranded adventurers with a means of sustenance as well as contact with
other hunters in the area for emergency extraction. Couple of deranged
hillbillies listen on the radio for folks in distress and then go hunt them!
7. Hidden by storm, it provides
a safe refuge for repair after crossing the dangerous storm. Taking this route
saves enough time on the journey to make traveling this direction worth it. Some
of the worst, and largest, beasts of the jungle hang out here. What kind of
sicko would sell this kind of information to people?
8. Extended views over the
jungle make it possible to avoid upcoming electrical storms and increase
distance traveled in a day. Some scientist is conducting electrical
experiments and needs a nearby vehicle to try something out. No good can come
of this for anybody involved!
9. Some locations should never
be traveled, for whatever reason. Problem is not many are known or mapped. This
useful chip makes random encounter rolls unnecessary for one day of the PCs
choosing. If the chip is bad than 3 encounter checks are made immediately.
As soon as an encounter is indicated, stop rolling and resolve the encounter.
If there are more encounter checks left to made, roll those now. Every time an
encounter comes up it must be resolved before any other encounter checks are
made.
10. The SM will need to decide if
the alien species is known or entirely new. A first contact encounter will be
much different than an encounter with a known entity. For both it needs to be
established the extent of relations between the two species. If known relations
are operative this will dictate the dangers and opportunities available to the
PCs. If the SM has no established alien races appropriate for this encounter
already in their campaign, just make this a bad encounter. The aliens
intend to scoop out and analyze the PCs brains!
11. The surface anomaly is the
LotFP’s adventure module The Monolith Beyond Time and Space. There is
nothing good about this encounter, unless the SM counts watching the PCs having
their minds disintegrated as a result of their curiosity a good time?
12. Golf Resort, this could be
benign or an outrage depending on the PCs overall political and environmental
views. Unfortunately, most groups of PCs are so amoral that they would not be
concerned with any of the social inequity rife upon abc. A bad result? I think the SM should use their imagination here. The resort being some bizarre funhouse is a classic. The something is not what it seems trope.