One of my players is ready to pull the trigger on a trap they’ve laid for the unfriendly rival they started play with, and my inclination is to let them succeed because: they put in the work, the fiction supports their success, and players should have the freedom to be successful.
(And this isn’t even a situation where the rival can posthumously pester them as a ghost, because she’s already a ghost. We’re looking at a situation where her residual electroplasmic signature will be permanently disintegrated. RIP Nyryx.)
That said, I like the idea of crew members having personal nemeses, both because it opens up narrative options, and also because I don’t want this player’s success to kick off a murder spree on the part of his crewmates where they all start offing their enemies. So the obvious solution is to replace the defeated rival with a new one. But who, and how?
I’m trying to think of a way to approach this problem that sustains the tension of having a nemesis while still being fair to the player. Does anyone have suggestions?