Showing posts with label Traveller. Show all posts
Showing posts with label Traveller. Show all posts

Traveller session #3

Ran two games this week, Trav from 7:30 to 10pm on Wednesday then I got up for Doom of the Jaredites at 4:30am the next day.  That was unwise; I was a bit of a wreck yesterday.

The Traveller session was graced by the return of Dane.  Dude had been much missed in recent weeks, as he passed his bar exam and moved to anther town to take up lawyering full time.  It was great to see him and even better to add his particular maniacal style to the session.

Play resumed at the monastery of the Techno-Monks of the Seven-Pointed Star, whose small brotherhood keeps the paranoid, backwards, theocratic Belgardian Empire running.  Their operation on planet Eleson is the Empire's only source of lanthanum, a key element in jump drive technology.  The friendly brothers explain that maintaining the lanthanide mine is a holy duty they regard as a great honor, even if the monks on the planet all eventually die from radiation poisoning from working the mines.  No one in the landing party even flinched at the hint that they were in danger from background radiation, but they ended up not staying long enough to pick up a harmful dose.
Things got interesting not long after the party inquired how often a Belgardian vessel came by to pick up the lanthanide ore.  "Every three months or so."  "How long since the last vessel was in-system?"  "About three months, that's why the nav beacon you used to find us was on."

Cut to the bridge of the Leviathan, in synchronous orbit over the monastery.  Two blips are detected on short range scanner, heading for the planet of the Techno-Monks.  They're only 200 displacement tons apiece, so the Leviathan almost certainly outguns them, but the Captain is a careful man.  He doesn't want to take any unnecessary chances, knowing that even a small ship can put a lethal hole in your vessel.  He orders silent running mode, powering down as much extraneous equipment as possible to avoid detection.

When in doubt throw in a Space Pope.
When I rolled a random encounter with two Belgardian Lancers (what passes for military ships in their crapsack empire) I decided that Belgardian standard operating procedure was for one ship to put down on the planet for the pick-up, while the other vessel stayed in orbit scanning for enemies.  The Papal Admiral of the Belgardian Empire maintains power over his subjects based on the paranoid idea that the 3rd Imperium is always just about ready to invade.  Sort of a North Korea of outer space only more pathetic because the 3rd Imperium doesn't even know the Belgardians exist.

Anyway, what happens next is the sort of thing that can only really happen in games with dice.  The dice showed snake eyes for the Belgardian's scanning roll, the worst possible result for a 2d6, roll high system.  Not only did the Belgardian vessel not spot the Leviathan, they placed themselves in a parking orbit ridiculously close to the PC vessel.  Meanwhile the Lancer heading down planetside clears the cloud coverage and spots the away team's boat sitting on their landing pad.  Nick, playing the pinnace pilot, is quick-starting his vessel and getting the hell out of there in classic Han Solo Out of Tatooine fashion.  Some laser fire lights up the landing pad right where the pinnace was sitting moments ago as the second Belgardian vessel breaks orbit.  The Captain puts his ship into action mode as threats from both sides are mutually ignored via radio.

Space combat in Traveller uses 10 minute turns, so at some point we switch to what the crew members in the monastery are up to.  Kirk's PC has been in the radio shack atop the monastery, trying to determine if anything clever is to be done with the beacon.  He's joined by a frantic monk, who grabs the mike and begs the Lancers to cease fire.  Dane's guy has taken the rest of the monks hostage, with the support of a couple of well-armed buddies.   This time the dice don't go the PCs' way: a quick roll suggests to me that the Lancer crews consider the monks and their tin shack monastery to be expendable.  The home planet has more monks and more tin, denying the enemy their expertise is more important than their measly lives.  I got a 6 on the "how dickish are these dudes" d6 roll.

The monastery erupts in laser fire.  The radio shack takes a direct hit but Kirk's man survives.  He's a blackened mess that spends the rest of the expedition in sickbay.  He'll be haunted the rest of his days by visions of a frantic Techno-Monk suddenly evaporating before his eyes, but at least he's alive.  The rest of the landing party comes out of the wrecked and exploded monastery with hardly a scraped knee among them.

While this is going on, the pinnace has come around and is firing its one measly laser at one Lancer.  But a lucky hit sends it crashing down, forming a large impact crater on the Mars-like surface and spreading debris over a 20 square kilometers.  Meanwhile the combat computer on the Leviathan is revved up and the Selective Fire program is run, allowing the Captain to order the gunners "take out the other ship's power system!".  Three of four turrets bearing put their lasers right into the ordered bullseye while the fourth goes astray and wrecks the ship's computer.  It was leaving orbit, so it veers off on a hyperbolic course as its engines go dead.  Three lame-ass escape pods pop out of the vessel a few minutes later.  They're the majority of the crew, the prize crew later find the captain in the bridge with a self-inflicted gunshot wound.  He couldn't remember how to activate the self-destruct sequence and killed himself out of embarrassment.

A week's worth of tinkering with the captured vessel render it spaceworthy with a working computer and Jump-1 capabilities, but that isn't enough to get them anywhere in this thinly-populated subsector.  So they hid the vessel among the minor asteroid in a trojan point, estimating that it might be worth 4 to 8 million credits even with outdated technology and shot up.

The rest of the session is rather tame in comparison.  They run into a Jump-3 capable free trader from the Marrakesh Free Trade Association, a pocket empire two or three subsectors spinward.  While half the party seizes the opportunity to open trade relations with a new multi-system market, the other half is trying to figure out how to seize the NPC vessel.  But after requesting and receiving a tour of the Marrakesh vessel they realize that any boarding or hijacking attempt will be met with stiff resistance.  So they make friend instead.

They also befriend the Gollerians, a "feudal technocracy" on a nice little ag world.  Feudal Technocracy is one of those little pieces of Trav lore not often seen in other sci-fi RPGs.  The concept is borrowed from an old SF novel (H. Beam Piper's Space Viking, maybe?) and suggests a world where the masters of technology rule by consent of the governed.  For my purposes I interpreted the world as some sort of far-out Techno-Geek Eco-Libertarian Utopia (no, that doesn't really make any sense).  They run a just pre-interstellar society at near maximum efficiency, with a Right Tech for the Right Job approach to technology.  Thus they are able to quickly produce replacement parts for the Belgardian vessel, which the PCs trade to them for a sizable credit line for future company vessels entering the system.  So they ferry a crew of Gollerians back to the system of the Techno-Monks.  Incidentally, these Gollerian astronauts become instant heroes once back home, as they are the first of their people to visit jump space and return.

The final encounter of the night is with the Shigu, the other Leviathan-class working the subsector, which the party had encountered previously.  This time the Shigu was sporting serious damage.  Just prior to a previous jump they ran into the killer encounter that the PCs had managed to dodge: a Zhodani frigate carrying ten fighter craft.  The Zhodani are major rivals of the 3rd Imperium, fighting a cold war with them that sometimes goes hot.  Fortunately the Shigu had already refueled when the Zho spotted them, so instead of being completely screwed they were able to jump out once they were outside any local gravity wells.

That about wraps up our time with Adventure 4: Leviathan.  Through a combination of cautious play, the occasional wreckless move and some good dice throws, the Leviathan makes it back to home base a little ahead of schedule, with information on most of the subsector, good prospects for company expansion into the region and friendly relations with most of the local polities.  Not too shabby.

I wonder what the heck we're going to play in two weeks.

Traveller campaign update numero dos

You know what's kind of a kick in the head?  Running Traveller with Tom in the group.  Tom was in the game store version of the Wessex campaign and acquitted himself admirably as Lankii the Elf.  GMing a sci-fi game with him at the table was interesting because of the following:

  • Dude helped build the particle accelerator at Fermilab.
  • His second career is as a sci-fi author.
  • He was among the original Traveller playtester and ran a campaign back in the seventies.
  • He's on a first-name basis with most of the principals involved at good ol' GDW.
Fortunately, he's also a cool cat who did not beat me over the head with his credentials.  He asked some very penetrating questions* prior to the start of the campaign and kept me on my astro-science toes through Wednesday's session.  But that's okay.  Why bother GMing if the players aren't willing to push back at my supposed omniscience?  Anyway, I gave him something to think about too, because I had held back the pregen captain for him.  It's session two, he's missed session one, and suddenly he's in charge of this zillion-credit vessel and the 60 people aboard.

So the BTS Leviathan visited two more solar systems and encountered one other starship.  The first planet they encountered was another slowship colony set down on a Marslike world with a a thin, tainted atmosphere.  The locals live a Road Warrior-like existence, raiding each other in custom dunebuggies and landcruisers and whatnot.  Peaceful contact was made with the dome city closest to the dilapidated starport, where they entered into a trade agreement with Boss Udag, the fat bastard running the dome.  At first Udag wasn't sure if he wanted to do business with these soft outworlders, but Jo's grunt PC Malachi turned him around.  Malachi ended up in a duel with one of Udag's warriors, over a misunderstanding at a banquet.  Not only did the starhopper trounce one of his best men, Malachi put a cherry on top of the affair by gratuitously beheading the mofo.  That's why the party decided to name the joint Vegas.  What happens there, stays there.

While the away team was enjoying this little scene, the bridge crew were dealing with an issue of their own, in the form of a bogey burning through space towards them at 4 or 5gs.  The vessel turns out to be the Shoji, another Levathan-class merchant explorer owned by rival corporation MacLellan Factors.  The Shoji hails them: "Marcucci, stand down and prepare to be boarded!"

At this point I almost started a third action sequence.  The shuttlecraft was at the northern polar region cutting ice for fuel (no gas giant in system and the poles are the only standing water on the surface).  With no stats prepared and no PCs present for this operation, I decided on the spot to roll a 7 or less on 2d6 for the shuttlecraft to be jumped by yetis.  That's not in the module, I was just being a dick.  But for most of the night my dice were going the way of the party.

Case in point: the Shoji incident.  The bridge crew did the smart and totally not-PC thing of not immediately going for the space combat rules.  They figured out that the Shoji had misidentified them as the Marcucci, a vessel of their same class that had been hijacked and turned pirate a few years back.  What neither party knew was that the boys back at MacLellan corporate HQ had altered the Identify Friend or Foe software on all their vessels in the subsector, intentionally misidentifying the Leviathan as the pirate vessel, in hopes of provoking an incident.  With the PC's catching me by surprise by actually exercising restraint, I gave Captain Zadek of the Shoji a 10+ to figure out what was going on.

Dice came up a five and a six, so instead of a shoot-out Tom's PC and Zadek talked things out like civilized men, over a bottle of wine.  Their gentleman's agreement included a non-aggression pact, respect for prior claims, and splitting part of the unexplored subsector between them.  As this was happening the party hothead was racking his brain as to how to get onboard the Shoji and seize the vessel, bomb them or at least steal their stardata, but this general belligerence never made it out of the planning stage.

So both vessels zoomed out of Vegas with no space shooting.  Boo hiss.  For their efforts the PCs come away with a trade agreement with a local tinpot, knowledge that at least one vessel in the subsector won't shoot them on site, some ornate hand-crafted lowtech weapons, and quite a bit of local booze, which the party has yet to discover is actually a byproduct of the dome's waste recycle system.  Good times.

The next system is a dense blue giant that captured a brown dwarf and one of its satellites during a close pass a few million years ago.  The brown dwarf got so close to the main star that all that is left of it nowadays is a spiral of gaseous material.  The one world is another Mars-type in an orbit highly eccentric to the star's plane of rotation.  This planet sports a series of wicked scars in the form of multiple parallel Valles Marineris style super-canyons.  Near the bottom of one of these mega-rifts, close to the canyon wall, is a beacon emitting a nav signal on an old imperial frequency.

The landing party puts the pinnace down on a small landing pad near the beacon, which is mounted atop a fairly large building of cheap corrugated prefab metal slabs leaning right up against canyon wall.  No one is out and about, so they hoof it to the front door and pull the rope, ringing some bell with a nice, satisfying low-register bong.  The front door opens and they are greeted by a human in a monk's robe, wearing a holy symbol-type amulet depicting a seven-pointed star.  End of session.


*"Are we playing the standard Traveller rules?" "Yeah, the original three books, roll 2d6 for most stuff and hope for a high number, etc." "No, I mean the jump drive and interstellar communication rules. Those are what make a game Traveller."  That dude is smart.

Traveller session #1


Last night the exploration vessel Leviathan set out into the unknown with its crew of 55 and 4 civilian scientists.  Each player had one of the senior officer pregens and one or two characters rolled up using the original Traveller rules.  Yes, some PCs died in chargen.  The players rolled up a large number of ground-pounders (Army and Marines), which resulted in many PCs assigned crap jobs aboard the ship.  There are only so many starship gigs available for a dude whose best skill is Cutlass-3, so we ended up with several trained killers working as Cargo Handlers and Galley Hands.

Many of the extra PCs ended up serving most of the session as the landing party.  While the Leviathan and its shuttle scooped fuel from a nearby gas giant, the landing party would survey the mainworld of the system with the ship's pinnace, a term that provided unlimited amusement to the players.  

The first world explored (dubbed "Erebus") was an airless rockball with the remains of three domed cities, all bombed out. Under the largest they detected some trace emissions of breathable gases, so the party donned vaccsuits and descended below the street level.  That's when the morlocks jumped them.  It was a brief struggle, as the morlocks only had clubs and daggers while the party had a large array of firearms.  Pat's vaccsuit helmet was dented up a bit and a couple suits had to be patched quickly, but the morlocks were defeated.  A quick examination of some of the less laser-blasted bodies revealed small limpet-like symbiots on the bellies of all the morlocks.  These creatures oxygenate the blood in exchange for nutrients, allowing the morlocks to live in thinner atmospheres than normal humans.  A live symbiotic limpet is the only thing of value they found on the world.

The second system visited was more promising.  They found an earthlike world they named Wibbly.  Wibbly is inhabited by slowship colonists whose technology level had crept back to the stoneage due to lack of heavy metals, but they had a very successful neolithic civilization going.  First contact with the Wibblonians went reasonably well and some trade followed.  More importantly, vast deposits of petrochemical were found just under the surface.


troupe Traveller

So I made this super-simple Traveller character sheet that holds five PCs per page.  Eight of them come with one of the pre-gens from Adveture 4: Leviathan already filled in for the first character.  Like this:

?
Stupid red squiggly lines.  Anyway, the eight pre-gens fill out the command staff of the ship nicely, putting the players in charge of the ship.  The other four slots on each will be generated randomly using the normal methods and then jobs on the ship found for them.  So, for example, if you put together a character with the skills Admin-1, Computer-1, Gunner-1 they could be assigned as the Boat Deck Officer (Admin-1, Comp-1 required) or as the Fire Control Officer (Comp-1, Gunner-1) or as one of the Computer Operators (Comp-1).  Or anybody can wash dishes and chop onions as a Galley Hand, no skills required.

Each player operating a stable of up to five characters on the ship is advantageous in the following ways:
  • Cuts down on my work fleshing out the rest of the crew.
  • No need to send the whole dang command crew down with every landing party.
  • Makes it easier to switch scenes "Meanwhile, back on the ship..."
  • By running different PCs with different jobs, we all will get a better sense of how the ship operates.
  • Combat in classic Trav is pretty brutal.  It's good to have some back-ups ready.
  • Gives the players a sense that there are people on the ship they can trust to handle things while they are planetside or whatever.
Since we're using the basic generation system I don't think it will take too long to fill up the sheet.  As is typical for games of this period, buying equipment will probably take the longest.  I ought to figure out how to streamline that.

So which player gets to be the captain?  Hell if I know.  I think I'm just going to fling the charsheets down on the table and let the players work that out among themselves.  If they can't figure it out that have no business flying a fifty billion credit starship into unknown space.

Goodbye Wessex, hello outer space

Tonight's tabletop game is going to be the last Wessex game for a while.  I don't know if anybody has noticed or not, but I haven't run my Monday morning game for a couple weeks now.  School has gotten kinda hectic and I've needed my Monday mornings for homework.  I don't know when I will next run an online game.  It may be a spontaneous thing, with those of you on Google+ at 4:30am my time getting a "Hey, anyone want to play a game of ______?"

Meanwhile, I'm going to pitch to my Wednesday group a few session of Traveller.  I've long wanted to run Adventure 4: Leviathan, which involves giving the party command of a big merchant explorer and sending them into an unknown subsector.  Since it's a commercial interest providing the ship the scenario is an interesting hybrid of Star Trek's exploration/first contact ethos with Traveller's more grubby economic bent.

Thanks to all the super-cool players who made the Caves of Myrddin/Dungeons of Dundagel a hoot.  That dungeon still has a crapload of unexplored nooks and crannies (whole levels, in fact), so I will probably return to it some day.


Here's an old Trav chart I made

Found this on the old hard drive the other day.  I guess I made it for filling out the roster of larger ships plying the Gateway Quadrant.

RANDOM CREW MEMBERS
Human? (1d)
1-5 Yes, roll on Humaniti Type table
6 No, roll on Alien Type table

Humaniti Type (2d)
2-7 Mixed Imperial
8-9 Solomani
10-11 Vilani
12 Minor Human Race - glue something stupid on their forehead or something like that

Gender (2d) - works for most aliens too
2-7 Male
8-11 Female
12 Other

Alien Type (1d)
1 Vargr
2 Bwap - Karel Capek's Newts as interstellar bureaucrats
3 Uplifted Animal - pick something besides a canine or feline, please
4 Parahuman - look like a Minor Human Race but a product of convergent rather than divergent evolution
5 Kancer - sixlegged crabspider types
6 Other