Hi everyone! I’m running my first game of Scum and Villainy, using a homebrew setting, and it’s going pretty great so far. This is my first time being a GM since high school, and my first time working with this type of flexible, narrative play focussed system.
I was hoping people might have advice on setting up a transport job for my players to be mechanically interesting. The crew is flying a stardancer, and consists of a blue collar speaker, a precognitive AI pilot, a recently created muscle, and a stitch who used to be a mortician. The next job for the crew is to smuggle some prototype technology into another system, avoiding pirates and customs agents.
I have a broad idea of what kind of hazards might exist for the smuggling part of the mission, but I’m not sure how to best design things like progress clocks. In particular, I’m not sure how to design the job so that all of the players have a way to participate. Like, a job that is “fly the ship from A to B avoiding these various hazards” doesn’t provide a lot of opportunities for anyone other than the pilot to do interesting things until/unless the players encounter a hazard.
One of the things I’m thinking about is the way that Dungeon World’s “Undertake a Perilous Journey” move has roles for multiple party members, so I’m wondering if I could try to create something like that, but I can’t quite figure it out yet.
Any advice you have would be very welcome. Thanks very much for making such an excellent community.