Uncharted Worlds at kapCon: The short version:
Round 3, I ran “Repossession”, in which our plucky band of heroes “rescued” an Epoch Trust research vessel with an experimental “safer” jump drive from the clutches of Ironclad (which of course they damaged). Of course, the unexpected item in the quarters area was a grubby little urchin named Lee, stowed away from one of the countless slums around the Ironclad Naval depot. While guns were pointed, eventually they bonded, with the result that Lee was standing next to the Merc in the airlock waiting for the boarding party (!) when the plan went sour. The ship wild jumped to avoid being boarded, and the game took a hard turn into SF-horror, with a player deciding that the airlock door was what disappeared in the jump, which meant Lee went with it, lost in the warp. And then they found their arm, still clutching the pistol the Merc had given them… I think several of the characters were psychologically scarred by this.
Round 5, I did the Ship Job. A simple heist involving rescuing / kidnapping the daughter of a nakamoto executive from her pirate boyfriend (and bunch of bodyguards), from a liner, mid flight. The characters executed it perfectly, taking over the security system, locking the bodyguards in their cabin, and disabling the target and boyfriend with knockout gas before stuffing her into a room service hover-trolley for a sneaky extraction. It was only when the security system crew tried to walk back to the service airlock that they were noticed, and the Wrecker was shot and cut off from the airlock. They were saved by a quick-thinking and very sneaky bounty hunter, but ended up losing a leg.
In both games people loved the cascading consequences, and the crowded quarters rolls. And I had a repeat player who wants to start running it. So I’d call that a success.