Rick said:
...a good or exceptional success might indicate shaving a bit of time off, a failure that it takes a bit longer.
That's a good option, but again it depends on how important shaving a bit of time off is. If the survey takes only 5 hours instead of 10, what difference does it make in the game?
Another option is that a very good success means the character has discovered something unusual and important such as rare mineral deposits, evidence of unusual life forms on an otherwise apparently dead planet or moon, etc. It can't be 'the scenario' though because if the character fails then you don't get to run the scenario, and that's no good.
So lets look at it from the other direction. Let's assume there's a scenario the GM has in mind in this system. How do you run the survey such that the characters get involved in it, but doing the survey well gives them an advantage?
Let's assume the scenario involves discovering and making contact with is a small steam-age colony of the descendents of a lost civilization, living in a deep underground cave on one of the inner planets.
* A good survey roll on one of the outer gas giants will reveal a derelict landing site on one of the moons where the lost civilization surveyed one of the gas giant's moons and left behind some tools, equipment and maybe a drilling rig to exploit a mineral deposit.
* Good roll examining the asteroid belt reveals one of the asteroids is an abandoned planetoid hull base, stipped of most of it's equipment but with some clues to the existence of a colony on the inner planet and whre it used to be.
* A failed roll surveying the main planet means the players find the old base, but are told it's long dead but there might be old equipment or something to scavenge, when they land, they get to fight some local animals but later are blindsided by steampunk natives that ambush them, or whatever. Failed survey rolls meant they got the red herring info, not the real info.
* A basic roll surveying the planet identifies the site of the colony, how long it's been there, etc.
* A good roll surveying the planet identifies a shaft leading deep into the planet's crust.
* An excellent roll identifies signs of activity deep underground such as slight seismic vibrations from machinery, or faint electromagnetic disturbances in the planet's magnetic field from primitive electrical equipment. There might even be a second shaft somewhere so the players might ahve a choice of how to approach - through the front door or via a route that partly goes through natural caves.
You'd probably want to throw in some other stuff for the players to find, such as life forms on one of the planets, etc that aren't directly related to the scenario. I realise this set up is very cheesy, but it's just an example and anyway I like cheese.
Simon Hibbs