Deepnight Revelation

Discuss the Traveller RPG and its many settings
phavoc
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Re: Deepnight Revelation

Postby phavoc » Mon Oct 14, 2019 6:16 pm

Great news Martin! Keep up the good work.
M J Dougherty
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Re: Deepnight Revelation

Postby M J Dougherty » Tue Oct 15, 2019 12:15 pm

I just saw the laid-out version of Deepnight Legacy. It's awesome.
Annatar Giftbringer
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Re: Deepnight Revelation

Postby Annatar Giftbringer » Tue Oct 15, 2019 3:05 pm

Sweet! Really looking forward to this box... more and more excited with each update & preview :)
Tay
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Re: Deepnight Revelation

Postby Tay » Tue Oct 15, 2019 4:58 pm

Roll on 1st November. Can't wait.
Baldo
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Re: Deepnight Revelation

Postby Baldo » Fri Oct 18, 2019 10:16 am

Core Rulebook, page 145 wrote:Repairs and Maintenance: A ship needs maintenance, which costs (lots of money). Once per year this should be performed at a shipyard.
Just a doubt: how/when/where maintenance is done if Deepnight Revelation is supposed to go "Where no man has gone before" for 20-30 years? :)
msprange
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Re: Deepnight Revelation

Postby msprange » Fri Oct 18, 2019 10:53 am

Baldo wrote:
Fri Oct 18, 2019 10:16 am
Just a doubt: how/when/where maintenance is done if Deepnight Revelation is supposed to go "Where no man has gone before" for 20-30 years? :)
Yup, that will be an issue that has to be contended with...
Matthew Sprange

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Annatar Giftbringer
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Re: Deepnight Revelation

Postby Annatar Giftbringer » Fri Oct 18, 2019 11:06 am

What, so it isn’t just propaganda from the starports and service companies, plus a requirement from the bank issuing the loan on the ship? :)
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Re: Deepnight Revelation

Postby msprange » Fri Oct 18, 2019 11:32 am

Annatar Giftbringer wrote:
Fri Oct 18, 2019 11:06 am
What, so it isn’t just propaganda from the starports and service companies, plus a requirement from the bank issuing the loan on the ship? :)
Hmm, a deep conspiracy uncovered...

In the Campaign Guide (Book 2 in the box set, which I am just going through now) there is a lovely description of the Travellers reaching... the final goal, and needing to use an alien craft to land on a planet (as the original small craft have all been lost) and then ride out on strange beasts they have captured, as all the ATVs have been trashed.

Finding resources and materials along the journey will be part of the mission (you remember when the Galactica needed to find fuel, right? A bit like that, but in deep space).
Matthew Sprange

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Annatar Giftbringer
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Re: Deepnight Revelation

Postby Annatar Giftbringer » Fri Oct 18, 2019 12:27 pm

Hang on... they’ve lost every landing craft AND crashed every ATV? Damnit, this is why travellers can’t have nice things! :lol:

But seriously, this sounds exciting and challenging!
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Re: Deepnight Revelation

Postby M J Dougherty » Fri Oct 18, 2019 12:51 pm

It is not mandatory to destroy all the toys on the way to the final destination, but Travellers being what they are....
Annatar Giftbringer
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Re: Deepnight Revelation

Postby Annatar Giftbringer » Fri Oct 18, 2019 1:16 pm

Haha so no “to pass beyond this point you need to sacrifice all your small craft to the wormhole gods” ? :)

Nah, I get ya. A lot can happen during a ten-year adventure...
M J Dougherty
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Re: Deepnight Revelation

Postby M J Dougherty » Fri Oct 18, 2019 2:07 pm

There is a real possibility of Travellers being cavalier with resources early on, which will land them in trouble when equipment starts to break down or they trash their ground vehciles doing something questionable.,
AndrewW
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Re: Deepnight Revelation

Postby AndrewW » Fri Oct 18, 2019 2:41 pm

msprange wrote:
Fri Oct 18, 2019 11:32 am
Finding resources and materials along the journey will be part of the mission (you remember when the Galactica needed to find fuel, right? A bit like that, but in deep space).
So there's an outer Cylon capital and another ship that was thought lost out there lurking around to help them raid the planet for fuel?
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Re: Deepnight Revelation

Postby Sigtrygg » Fri Oct 18, 2019 3:47 pm

Baldo wrote:
Fri Oct 18, 2019 10:16 am


Just a doubt: how/when/where maintenance is done if Deepnight Revelation is supposed to go "Where no man has gone before" for 20-30 years? :)
This has been discussed quite a bit in the context of the long term missions we already know about - Zhodani core expeditions, Solomani rimward expedition and the Imperium's 20+ year long range scouting missions.
In the early days the conclusion was that the ships/fleets would include engineering ships/workshops that can conduct the annual maintainance.
The more modern solution adds maker shops to the mix.
AndrewW
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Re: Deepnight Revelation

Postby AndrewW » Fri Oct 18, 2019 3:58 pm

Sigtrygg wrote:
Fri Oct 18, 2019 3:47 pm
This has been discussed quite a bit in the context of the long term missions we already know about - Zhodani core expeditions, Solomani rimward expedition and the Imperium's 20+ year long range scouting missions.
In the early days the conclusion was that the ships/fleets would include engineering ships/workshops that can conduct the annual maintainance.
The more modern solution adds maker shops to the mix.
Can be part of the workshop. Would also likely add additional storage (spare parts, feed stock for a 3D printer).
Baldo
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Re: Deepnight Revelation

Postby Baldo » Fri Oct 18, 2019 5:16 pm

AndrewW wrote:
Fri Oct 18, 2019 3:58 pm
Sigtrygg wrote:
Fri Oct 18, 2019 3:47 pm
This has been discussed quite a bit in the context of the long term missions we already know about - Zhodani core expeditions, Solomani rimward expedition and the Imperium's 20+ year long range scouting missions.
In the early days the conclusion was that the ships/fleets would include engineering ships/workshops that can conduct the annual maintainance.
The more modern solution adds maker shops to the mix.
Can be part of the workshop. Would also likely add additional storage (spare parts, feed stock for a 3D printer).
Very interesting, this could become part of a future "Referee's Briefing: Exploring the Unknown" from MJD, can't wait to see the Traveller version of an AFMU :wink: :mrgreen: .
Annatar Giftbringer
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Re: Deepnight Revelation

Postby Annatar Giftbringer » Fri Oct 18, 2019 6:25 pm

I’m thinking that a combination of repair drones, workshops, manufacturing plant and of course a well-trained crew should get them through at least a few years of maintenance - along with a huge supply of spare parts or possibly a mineral refinery....

But 10+ years is a long time without full service at a shipyard... gonna be a long, dangerous trip with loads of adventure along the way :)
Moppy
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Re: Deepnight Revelation

Postby Moppy » Fri Oct 18, 2019 6:37 pm

Well you eiither assume they have everything, or nothing, or you play Spreadsheets In Space

If I had do a granular system I would probably use "supply points" that can magic minor items by spending (edit: with a dice roll?), and track major items like modular cutters and nuke warheads indivudally
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Re: Deepnight Revelation

Postby GamingGlen » Fri Oct 18, 2019 7:03 pm

I had been toying with a not-so deep space exploration campaign on a large vessel. First was with the Aurora clipper ship, since I have a miniature of such, and its modules would have specific tasks (i.e., one for science, one for cargo, one as a hangar for the fighter squadron). Recently I wanted to make use of my Azhanti High Lightning deck plans since I have that board game so I looked up surviving ships of that class. The Bard Enterprise seemed good (the name fits so well :D ) and if I have the mission being a joint Imperial/Solomani/some mega-corp venture then there can be factions within the crew as well as the Solomani not liking a ship that was used against them in the Solomani Rim War (but now owned by a mega-corp). The mission wasn't going to be so long, more of a re-exploration of the Hinterworlds subsector and the two government representatives on board would try to convince independent planets to join their respective collective, er, government. The mega-corp, who is sponsoring the mission (could be more than 1) would be looking for future profit making ventures.

This type of campaign could be run episodic instead of linear, making it easier to have pick up games at any time (I own a game store so could convince some new people who might be tired of D&D to try another game, and sell books). I'd have any regular players having several characters, a soldier type for bug hunts, a pilot for squadron action, and the main character would be bridge crew or other important ranking officers.
Glen
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Re: Deepnight Revelation

Postby M J Dougherty » Sat Oct 19, 2019 10:11 am

Intereresting to see other poeple suggesting some of the things we implemented.

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