Just had a chance to download and review the Dramune Run remaster document, great work!<br /><br />As with most SF adventures, the course of events in Dramune Run assumes the PCs will be the heroes, saving the Chukkahs from their fate at the hands of the Malthar, right?<br /><br />Has anyone else added an option where instead of immediately ordering the PCs killed after his thugs drug and interrogate them for a week, the Malthar offers them a business partnership? Even if the PCs don't want to actively supply the Malthar with chukkah's to dissect, a PC with a few skill levels in Medical may be able to discover an alternative ingredient for the Malthar's drug, or the party coule be hired to crew the Gullwind in its new role as a smuggling ship for the Malthar's crime empire.<br /><br />In a perfect world, all PCs would be heroic and do the right thing, but I've all too often found that that just isn't how things happen in a game. So do we try and coerce the players into being heroic, or do we twist the game's premise a bit and allow for shadier PCs?<br /><br /><br />
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