I think brainstorming how to run an interesting action scene of this type would be useful in general beyond the game-specific scene I'm planning:
The specific scene for my game is: Spaceship X (the package) wants to transport cargo to planet A. The heroes are tasked with escorting spaceship X to planet A space...space(?). The heroes have their own spaceship and are all capable of living and moving about in space. The villain forces in this scene will be the piratical forces that stalk the space-ways.
- I thought of starting with a scene tracker of 2G 3Y 2R.
- The package making it towards safety would be represented by 3 box challenge that could only be attempted by the escort.
- The package would be a d10 lieutenant that acted on the scene trackers turn and only to the Overcome action to complete the escort's challenge
- Completing the 2nd box of the escort's challenge would reset the scene tracker by one space.
- Twists would be along the lines of more pirates show up, one the package's systems is damaged and requires and Overcome to fix it, the pirates have forced the package to veer off-course into an asteroid field etc.
- The package could be the target of Hinder, Boost, Defend & Attack action but cannot be reduced below a d4*
- If the scene tracker runs out then the pirates successfully loot the package and endager it such that the heroes have to come to its rescue in lieu of pursuing them.
- The scene will start with only a space location but new locations can open up for combat within ship interiors.
Gotta be honest, I'm not a backer so I'm not the most knowledgable in terms of the game.
But, from what I understand through the Starter Kit and just generally watching SCRPG on youtube, I think you could maybe do something where the scene tracker represents the progress of the package? So the heroes are trying to advance the scene tracker. Basics could be as follows:
Pros here are giving the heroes something to actually protect. Also, the challenge makes enough sense for a sense of moving the package, but it's alot harder to tie in with the environment, whereas the scene tracker is literally tied to the environment. Lastly, it gives some opportunity for more interesting tactics and variance in enemies. Your heroes might split up, with some protecting the package and others fending off threats. This could happen with your previous solution, but since the package can't be defeated it's somewhat pointless. The variety in enemies you could create is interesting here too. You could have enemies that focus in on the package, enemies that attack heroes, enemies that hinder the heroes to stop them from succeding at defending the package. Hell, you could have a lieutenant at the end that creates blockades, actively unmarking the scene tracker and delaying the heroes progress.
There is a big con here, being that the heroes are always gonna build to their most powerful abilities by the end, so it could be harder to balance. But throw enough stuff at them, and give the package some damage in earlier scenes, and the red zone could be suitably tense.
Even if this isn't the best offering, I hope you find a cool way to carry out your idea! Thanks for getting my mind running with possibilities for the system!
I actually was about to post similar to Hatominx. My first thought was run out the schedule and this would lead to the package getting delivered. It would let you run a scene where the heroes feel like the villains, trying to run out a scene for success.
Trapp
That's a good point -- sometimes the clock should be on the heroes' side, or no one's side.