Ok, time to talk people off the ledge again... ;-). Firstly, I'm not looking to dismiss Carlos' concerns about our investigations; we definitely took some chances concerning the Winds. But they were clearly implicated in an attempt on our lives (or at least Lisa Sturgeon's who is at this point a client). It was only later that it was revealed that they'd only supplied part of elements for the assassins and had done it sight unseen. Rodworth's appeal to the Blue Boys was, indeed, a "outside the box" move. And going to Darkworld Station can seem like a gutsy, possibly suicidal move. So let me explain why I'm not that worried. and it's going to get a bit Meta: Also, Scott, I'm gonna talk about you like you're not here. Sorry. My last 'golden age' of RPGing before this last eight years with the group that I'm in with Ed was back in College in the late Eighties to Early Nineties. I didn't run games back then so I had a lot of different GMs and DMs at the university's Games Club. They all had their own styles, not necessarily good or bad but very variable. One of the guys who took on the GM mantle was my friend Jeff. We ran a Star Trek: TNG game in the GURPS system. Now, the system is already designed to be realistic or more lethal naturally. And he was a math major and a big Tom Clancy fan. We learned quickly that we had to anticipate every possible problem, worry over every decision we made or he would find a way to 'get' us. It wasn't malicious but it was uncompromising. If we brought a computer from a captured ship, we'd better have made sure that it was on an isolated system and wasn't even brought near our computer system or we were guaranteed to have a virus infect our system. It was a hard game and, frankly, stopped being fun after a while. And we didn't even have a lot of casualties. I tell you all that to tell you this; we've been gaming with Scott for more than six months now so we can glean some insights into his GMing style. One, I'm beyond impressed at his ability to have us be able to jump on one of half a dozen possible plot threads at a moment's notice. Running Champions, if I prep for 3 scenarios, I'd want a medal. And he's demonstrated that he's willing to reward aggressive if well-planned play. I'm prepared to be demonstrated to be incorrect but every time in this campaign when we did something that Yaz might have been concerned about, we've come out ahead on XP, money and prestige; or at least are no worse off. When things haven't worked out, it's been either that we've chased the wrong lead, and it's pretty clear that there is a right lead and not just a bunch of dead ends, had some bad dice rolls or both. Remember, this is a game and it's played inside someone's head; the GM. I choose to trust that this GM is one who wants us to do daring and bold things. And even if we do more dangerous things, I feel that we have done a good job of preparing and not going in blind. In the case of the Winds, we had a clear and smart action plan that was able to even accommodate even some surprises happening in the middle of it. We knew how many people we were up against, the lay of the land and were able to win handily but planning and using our various equipment and skills to full effect. If this were more like the real world, Eusyl would be happy to run the shuttle trade business, earning their average of 1000 credits a day, spend the next few years studying up on her space ship engineering and applying for a berth on an atomic drive ship after a while. But then I feel we'd be playing this: Just sayin'.