This is a very cool twist to start with and I am curious to learn more about it. I and my players also liked the idea of having star trek feeling in traveller. We had thought about how we could implement this and then the Deepnight Revelation campaign came along. Bingo!Kulthea wrote: ↑Sun Jan 31, 2021 2:11 pmAs the players are agents of Grandfather I've taken a few liberties with the Deepnight campaign. My players have an Ancient ship instead of Deepnight. The ship is bigger (an asteroid) and the crew are droyne (a Dreskay family group they befriended following Secrets). The idea is that the ship will serve as a mobile base of operations. The far more advanced technology means I can wave my hands around a little more and not worry so much about resources or crew problems. I want to focus on the 'star trek episode' nature of arriving in a new place every (few) weeks.
The characters in my campaign are also veterans with some fame and social standing, so they were able to design their ship for long term missions. In fact, the ship design predates the DR campaign.
What I am wondering is how you are handling the advanced technology of the ancients? Did you give them all achievements of a certain techlevel? And how do you do the balancing. My players tend to powergaming, so I always have to be very careful what I give to them.
How exactly do you prepare for encounters along the way? How do your spreadsheets look like? It seems this could be also extremely helpful in my campaign.Kulthea wrote: ↑Sun Jan 31, 2021 2:11 pmI'm two sessions into the Deepnight material (in the middle of Legacy). From here, to get my head around it, I'm using a spreadsheet that rolls up random systems as per the Great Rift books. The spreadsheet is currently 4 sectors wide representing the Riftsedge Transit portion of the campaign. I've hardcoded the encounter areas (Radio Source Vilaakasii, Hennlix Nebula, etc) and in the gaps along the way will put the episodes that don't have a specific location like Ripples in the Void (especially interesting with a full Droyne crew).
I think this touches a very crucial point in running the campaign: The campaign is epic and tons of ideas and adventure seeds are to be found between the pages, but for such a long journey, this is still not enough. It is impossible to address every possibility and also improvisation has its limits. For example, at some point the letters and numbers in the spreadsheets of star systems fail to give you new ideas, but the players choose this system for general overhaul and you want to make their stay more interesting...
One of the great expectations I have of this thread is that we can exchange creative ideas to help each other making our campaigns even more memorable for our players.
Please keep us informed of your progress!