Asking the players if they want their characters to try something is a definite danger sign. But it can also be used completely innocently.
Player: We open the door.
GM: Are you sure you want to try that?
Player: Ummm... no? Quick, everyone, let's think about this. Maybe we should ready weapons and use magic to detect traps. Or maybe we should just leave it alone and try another corridor...
(Note: There's nothing at all dangerous about the door or what's beyond it. The GM is just being nice and making sure the player's intent was communicated correctly. What a thoughtful GM.)
Commentary by memnarch (who has not seen the movie)
Ahahaha, I love this! And it's made even better by the Fantasy Campaign having happened with the GM controlling Westley!
Hmm, if I was the GM here, I think I would have planned out a few basic ideas before now; one for firing early, one for on time, and one for late. Potentially with early and late being the same outcome. Anything else after that will probably require lots of "winging it" anyway due to the players driving themselves and the NPCs crazy with the revelations. Or with panic if the Peace Moon starts exploding or disappearing or something.
Using my extremely scientific method of rolling a 3-sided die, I've determined that the Peace Moon won't fire again until it's too late. Rey and the trio could cause Hux's crew enough of a distraction that the weapon doesn't fire on time. All that would take is for the weapons technicians to not be ready to fire at the precise time; say, by needing to take cover against blaster fire, right?
GM: While they’re running across the snow... Hux?
General Hux: How long until firing time?
Weapons Technician: Still 94 minutes according to your order, sir.
General Hux: What happens if we fire early?
GM: No one knows. Do you want to try it?
General Hux: Hmmm. That’s GM code for “Something really, really bad. Go on, I dare you,” isn’t it?
GM: You’ve made your decision then?
General Hux: Not remotely! Perhaps it’s the panicked response of not having planned it out, thinking I wouldn’t dare?
GM: Truly, you have a dizzying intellect.
General Hux: Wait till I get going! Or is it reverse reverse reverse psychology?
GM: You’re just stalling now.
General Hux: You’d like to think that, wouldn't you? What if I call your bluff and the whole campaign goes off the rails?
GM: You’re trying to trick me into giving away something. It won’t work.
General Hux: Huh. It’s always worked before.
GM: And the campaign has always gone off the rails anyway.