This is a bit of an oddly specific request, but does anyone have any custom “docking” moves for when the PCs land…

This is a bit of an oddly specific request, but does anyone have any custom “docking” moves for when the PCs land…

This is a bit of an oddly specific request, but does anyone have any custom “docking” moves for when the PCs land their ship in a civilized port after spending time at sea (or in space)? Stuff like dealing with port authorities and whatnot.

11 thoughts on “This is a bit of an oddly specific request, but does anyone have any custom “docking” moves for when the PCs land…”

  1. Maybe give ships a Tonnage stat to reflect how much they can carry and then when you drop anchor in a port, Roll+Tonnage. On a 10+ your ship is given a thorough inspection and fee assessment. On a 7-9, choose 1:

    -Your ship is give a thorough inspection and fee assessment

    -You pay the appropriate grey fees to bypass the usual rigamarole

    On a 6-, your ship is too small or the port is too busy; whatever the reason, you drop anchor unmolested.

  2. Hmm, I would swap tonnage for some sort of ‘Infamy’ or ‘Recognition’ metric. That way even if you’re smuggling a small load you might get searched and hassled if you’ve garnered a reputation in the sector.

  3. So I just looked at Adrian Thoen ‘s Impulse Drive and it has almost exactly what I’m looking for.

    Docking

    When you come back from a job or a long journey and dock at any public spaceport, pay the 100 Gilder docking fee and roll +Rep.

    On a 10+, you have plenty of time and contacts, choose 3. On a

    7-9, choose 2, but one or more of your crew’s past has come back

    to cause trouble.

    • You have a merchant contact here, any repairs or supplies

    you need are half price.

    • You’re in good with the repair crew, any repairs you need

    take half the time.

    • The port is well Stocked! you can buy rare goods here.

    • Productive Economy: you can buy a particular type of cargo

    cheap here, though it may not be legal cargo.

    • Expert Care: One day and 1000 Guilders per person will heal

    all Harm for in one of their medical and leisure centers.

    • Job Board: There’s range of jobs on offer for your crew. Some

    are legal, others not so much.

  4. David Rothfeder That’s an really awesome idea and similar to something I have considered for another game, but it would require prep, for this game I need something that can be used on the fly. 

    I think I have a pretty good sample size in this thread to write something that fits my needs.

  5. Another random thing if you want more ideas: the Carouse move from Dungeon World. Spend money to get a bonus to the role, get plot hooks if you do poorly!

  6. Hmmm….

    When you dock in a port and make landfall, the first PC off the ship Rolls + CHA / Sharp / Whathaveyou

    On a 10+, choose one.  On a 7-9, the MC chooses one.  On a miss, both of you choose one.

    You will face :

    – Theft

    – Trouble with The Authorities

    – Difficulties with traders or the Merchant’s Guild

    – Lowlifes and Miscretes

    – Trouble with the faithful… or their deity

    – Disease

    – Quarantine

    – Trouble with Tribb… er, Infestation

    – Dangerous betrayal.

    If a difficulty is not resolved, it will be waiting if the ship ever returns to port here.  Choose another issue(s) in addition to any unresolved ones.

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