On Sat, Feb 27, 2016 at 5:18 PM, Timothy Collinson <xxxxxx@port.ac.uk> wrote:


On 27 Feb 2016 12:53 pm, <xxxxxx@mail.de> wrote:
>In my experience, players are usually happy to be a bit uncertain about interpersonal stuff, as long >as they feel in control regarding combat, repairs, and the like.
>  

Oooh, now that's an interesting distinction to make. I'll try and remember that.


In the realm of ship combat and repairs, you might consider something which the Serenity/Cortex and Savage Worlds systems feature. If the ship is "Loved" by it's crew members, then said members get skill roll bonuses when flying or repairing it. In Savage Worlds (at least), the crew can also spend personal bennies [quantified luck] to potentially reduce the damage that *should* be taken by the ship from a specific hit.

As Captain Malcom Reynolds put it, "Love keeps her in the air, when she ought to fall down."

--
Richard Aiken

"Never insult anyone by accident."  Robert A. Heinlein
"I studied the Koran a great deal. I came away from that study with the conviction there have been few religions in the world as deadly to men as Muhammed." Alexis de Tocqueville (1843)
"We know a little about a lot of things; just enough to make us dangerous." Dean Winchester
"It has been my experience that a gun doesn't care who pulls its trigger." Newton Knight (as portrayed by Matthew McConaughey), to a scoffing Confederate tax collector facing the weapons held by Knight's young children and wife.