Mike replied to me:
> A hallow world that is dying?

Hello Mike,

if we're talking about a world, a complete investigation is out 
of the question. You'd need a planetary map, some idea how the 
players get to the interesting bits (a control center?), and a 
floorplan of those key locations. In a way, the derelict ceases
to be a vehicle.

I once designed a con game where the players had half a dozen 
different paths to the lair of the bad guys, in the hope that 
they'd find at least one set of clues. In a regular game, you 
can accept a few blind alleys, but not at a con.

Compare that to boarding a wreck -- the players will have to 
decide where they go in, but if it is interesting/important and
not too dangerous, they might well go through every single 
compartment for clues. Imagine what would happen if NASA found
the wreck of an alien spacecraft, every recovered scrap would 
go under a microscope!

> Its central AI needs help to repair damage done by its builders
> descendants with the godlike powers that they have.

People still living in the derelict? I hadn't considered that 
so far. The descendants would turn it into a first contact 
situation, with the AI to complicate things even further.

A first contact where the scouts have to find archaeological
clues sounds too complicated for a game. Players would focus
on the living aliens, try to talk to them.

> Different groups are captured by different factions or ??

As a GM, I wouldn't split the party that way. Until they break
out or get rescued, at least half of the players sit idle. And
I'm reluctant to run "capture" adventures -- unless they are 
done perfectly, the players will focus on the constraints, not
their remaining options for action. That can be frustrating.

Regards,
Onno

PS - please keep this on GURPSnet.
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