That's probably another vote in favour of a re-worked Beltstrike. That was, essentially, a 'starter campaign' where the system wasn't jump-capable, and had one main inhabited world and several asteroid clusters exploited by miners. Aside from a fixed mining platform, every ship involved was straight out of the core rulebook, but it still managed to be very interesting to play; it's one example I like to hold up that an interesting space RPG campaign doesn't need to be set across a large region of space or have unique technology.bklokis wrote: ↑Tue Mar 10, 2020 8:02 pmThis might be counter to the premise of Traveller, or perhaps I should just start reading the Judge Dredd supplement, but I would love a Campaign with a much much smaller setting scope and much more streamlined background reading. Like one system, or a localized multisystem adventure about a single corporate entity, or agents within that entity. Just something that doesn't require knowledge of 50 systems, ship-types, races, empires, corporations, etc. These are hard enough for the Referee to keep together over a multi-year campaign let alone players who may be first time to the table.
The last couple of campaigns & kickstarters have promoted themselves as these massively expansive sandbox-y campaigns....I guess I'm asking for an alternate approach, where the complexity grows inward rather than outward...thinking in terms of depth rather than breadth.
Including some (simple!) rules for developing a commercial entity based on two-and-a-bit starships (i.e. not Dynasty!) and giving the High Guard mining rules a going over and you've got an interesting adventure. A decent map of a star system (with transit times at various accelerations) and you've got quite an interesting set of resources.