Whats a good planet/system in the spindward marches for...

Discuss the Traveller RPG and its many settings
Nerhesi
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Whats a good planet/system in the spindward marches for...

Postby Nerhesi » Mon Jul 29, 2013 2:00 pm

The zombie-plague phenomenon from the Campaign guide? :)

I'm thinking patron/possible job opportunity invites them to a certain world. A few blocks away from the spacesport on a rooftop patio, they're enjoying a nice espresso/cappuccino. <Insert dramatic sequence here> as they notice the upheavel at the space port... followed by a couple of frantic people running as fast as they can blabbering about what is happening. Add in frenzied phone-calls and then the appearence of some zombies..

I'm thinking at that point, with 1 spaceport in the world the adventure breaks down as follows:

a) Find shelter and survive initial onslaught.
b) Determine opportunities for unscrupulous gains (10 tons of illegal weapons? hmm) - adhoc
c) Develop and implement the plan to make it back to the space-port and leave the planet which is now a red-zone.
Boneguard
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Re: Whats a good planet/system in the spindward marches for.

Postby Boneguard » Mon Jul 29, 2013 4:15 pm

Well for maximum effect I'd go for a planet that combinr these 2 factors.

1) High population;
2) Medical/scientific as primary focus.

(sorry dont know which planet fit the bill since I dont have the Spindward marches.
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AdrianH
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Re: Whats a good planet/system in the spindward marches for.

Postby AdrianH » Mon Jul 29, 2013 4:35 pm

Another factor might be law level. Depending on how you want the game to go, either a low law world where everyone has plenty of guns and probably so do the zombies; or a high law level world where even a pocket knife is restricted so the PC's will have trouble finding the favourite anti-zombie weapon, a chainsaw. The low law world pretty much scuppers (b) since there are no illegal weapons.

And don't forget stage (d), which is what happens to the PC's when they arrive at the next port and are quarantined at the point of a PGMP. So are some other people who have recently arrived from Zombie-world. :twisted:
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Re: Whats a good planet/system in the spindward marches for.

Postby Oracle » Mon Jul 29, 2013 4:35 pm

Pick any planet with either a C or B starport and pick one that has a human breathable atmosphere and have fun with it.
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Sigtrygg
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Re: Whats a good planet/system in the spindward marches for.

Postby Sigtrygg » Mon Jul 29, 2013 5:47 pm

Efate.

All the TAS news reports of a revolution are a smokescreen for the zombie apocalypse...
dragoner
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Re: Whats a good planet/system in the spindward marches for.

Postby dragoner » Mon Jul 29, 2013 7:04 pm

I have a mini adventure set in the five sisters, it is in coti's file library.
Wil Mireu
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Re: Whats a good planet/system in the spindward marches for.

Postby Wil Mireu » Mon Jul 29, 2013 8:00 pm

Nerhesi wrote:c) Develop and implement the plan to make it back to the space-port and leave the planet which is now a red-zone.
...whereupon they are blown out of the sky by enthusiastic Imperial Interdictors who are rather keen to prevent the plague from spreading to other worlds? ;)
Nerhesi
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Re: Whats a good planet/system in the spindward marches for.

Postby Nerhesi » Mon Jul 29, 2013 8:55 pm

Wil Mireu wrote:
Nerhesi wrote:c) Develop and implement the plan to make it back to the space-port and leave the planet which is now a red-zone.
...whereupon they are blown out of the sky by enthusiastic Imperial Interdictors who are rather keen to prevent the plague from spreading to other worlds? ;)
I was gonna use the quarantine thing but this is even cooler! Thanks!
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locarno24
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Re: Whats a good planet/system in the spindward marches for.

Postby locarno24 » Tue Jul 30, 2013 7:49 am

Well, the ideal point of origin is Tech-world in the Trojan Reach - which is essentially a mad scientist's playground.

Assume that's the point-of-origin lab, so figure the sample and associated data was siezed and was being shipped somewhere (navy secure store, I guess, so pick a major naval base where you'd expect WMD equivalents to be stored), when the courier misjumped, punted back into real space out of control above an inhabited planet (somewhere between the two) and broke up end-over-end in the atmosphere.

Things would have been so much simpler if the virus had burnt up at the same time, but that's advanced nanotech for you.

That gives you an accessible 'source point' where players can get data, but also means the imperial navy (who will be aware this stuff's gone missing) can actually react faster than a multiple-jump-round-trip delay...
Understand that I'm not advocating violence.
I'm just saying that it's highly effective and I strongly recommend using it.

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