Advice on not doing a TPK when running Convergence
Advice on not doing a TPK when running Convergence (Is it just me or is this really lethal?) posted in Star*Drive forum comment posted by Canageek I'm still running my group through various Star Drive scenarios (With a break at Halloween to spend some time going through Dark Matter's amazing Exit 23, one of my all time favourite adventures).
I was thinking of running through Convergence next, since several of my players have background with Insight, and my explanation of Voidcorp as "A mixture of the worst of 90s Microsoft and current Amazon" has made every one of my players with a tech background hate them with a fiery passion.
However, I'm reading through the scenario now, and opening with an explosion of 2d6+4w HI/A followed by vacuum seems likely to kill my second level players. Am I missing something? Say a player has 8 wound points and is wearing a CF long coat (What most of my players have). They will ignore 2w due to armour, taking an average of 9 damage (3.5+3.5+2).
(I'm going to ignore the vacuum bit, as that is just a pass/fail "Did you wear spacesuits? If no, everyone dies, unless again, I'm missing something).
Second issue: How are the 2 Voidcorp commandos getting onto the parties ship? I'm assuming they firmly lock it when they leave, and none of them have any security or hacking skills, and the adventure assumes they are able to just walk onto the players ship.
Thanks all; hope this doesn't come off too much as complaining about an adventure older then most of my players. It just strikes me as that it probably wasn't meant to be more lethal then most of the Call of Cthulhu adventures I've run over the years.
Edit: There may be more things I need advice on latter on, that was as far as I got on my lunch break.
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