ottarrus
Emperor Mongoose
ENTRY ONE.
1. Premise and People.
So, I've been missing playing Traveller since my last group broke up and I decided to try and get a group together at my FLGS. In the hoary tradition of geeks everywhere, I posted notice up at the store and surprised to get the minimum two players I needed for a viable game.
They're an interesting pair. I live in a garrison town so I see a lot of servicemember gamers and, no surprise, my two takers are service-connected. One is an active duty officer, the other is a Reserve NCO. Me, I'm an old cavalry corporal.
Miss A., the officer, is a dedicated geek and, now that I think of it, is the very first officer gamer I believe I've ever met. Mr. J, is pretty much ROAD... just trying to ride out the last few years so he can retire with his 20 years in. Both are really nice examples of the human genome.
What's interesting about these two is that they sat there and generated their characters in front of me and really rolled with the punches insofar as 'GooseTrav 2 tables and dice results went. They took the failures to get promoted, mishaps, and weird events results like real troopers and it was a real treat to watch two characters come to life as we rolled our dice over a plate of nachos.
And one of the results was really, REALLY weird. Our Merchant did three terms in the Merchant Marine, but only got promoted once. She had one event that required the third term. So, three terms + Rank 1 equals 4 muster out rolls. I kid you not at all... three rolls for a Free Trader and one roll on the cash table! :shock: 8) :lol: Second player rolls up a Marine but gets bounced after Term 2. He decides to go Drifter /Scavenger to pick up some ship skills. Gun + Gun + 3 Ship Shares.
I swear, it couldn't have turned out better if I'd planned it! And let me be clear... there was absolutely no fudging, finagling, or GM Deus in the machina. Every single one of them was a straight up legit roll.
2. Setting.
I chose the Starter Set's Athwa Subsector and the nearly empty Calidan Sector for two reasons. Firstly, I didn't want to entangle the players in the OTU metaplots and have that learning curve for two players who were new to Traveller. Secondly, I wanted to include some IMTU goodness and some exploration.
The basic setting conditions are these:
Athwa Subsector occupies Subsector G of Calidan Sector. The rest of the sector is blank. The setting describes this being a region of small Human states neighboring an alien species called the Esseray. The Federation of Calidan is rimward of Athwa subsector and Athwa is described as frontier region with scattered independent worlds and one world owned outright by the Federation.
I've ruled the following as the campaign conditions:
- The Federation of Calidan is a multi-subsector state that larger than a TNE pocket empire but smaller than the Fourth Imperium's control of the entire Gushemege Sector. Their border is one subsector rimward.
- The Federation has achieved a max TL of 13, with 12 being high common and 8-9 being low common. The theoretical sciences are imagining TL 14, that's the province of university research departments and corporate think tanks.
- For the sake of having identifiable playable aliens in the setting, I've included the Vargr [the Vargr and Aslan are included in the Starter Set]. The crew has a Vargr NPC as the ship's engineer.
- The Esseray are mysterious to the Calidanans. They have no diplomatic relation and all interactions are on the Esseray's terms. Mostly this is an exchange of resources. Since the Esseray present their offers in a take or leave it fashion, it can hardly be called 'trade' inasmuch as there is no negotiation or cultural exchange involved. And by 'resources' I mean just just that: raw resources traded for raw resources. No finished goods are exchanged.
- Esseray space is to trailing of Calidan /Human-Vargr space.
3. Results
This is where the campaign sits at this point. Characters have been generated, basic Traveller conditions have been explained ['messages only move as fast as the ship carrying them', etc.]. The setting overview has been explained. Next session I'll be missing one of my players, but the newest one will be there. We'll run through the task system in the skill check /social /combat arenas and I'll introduce the Vargr engineer to her.
Stay tuned.
1. Premise and People.
So, I've been missing playing Traveller since my last group broke up and I decided to try and get a group together at my FLGS. In the hoary tradition of geeks everywhere, I posted notice up at the store and surprised to get the minimum two players I needed for a viable game.
They're an interesting pair. I live in a garrison town so I see a lot of servicemember gamers and, no surprise, my two takers are service-connected. One is an active duty officer, the other is a Reserve NCO. Me, I'm an old cavalry corporal.
Miss A., the officer, is a dedicated geek and, now that I think of it, is the very first officer gamer I believe I've ever met. Mr. J, is pretty much ROAD... just trying to ride out the last few years so he can retire with his 20 years in. Both are really nice examples of the human genome.
What's interesting about these two is that they sat there and generated their characters in front of me and really rolled with the punches insofar as 'GooseTrav 2 tables and dice results went. They took the failures to get promoted, mishaps, and weird events results like real troopers and it was a real treat to watch two characters come to life as we rolled our dice over a plate of nachos.
And one of the results was really, REALLY weird. Our Merchant did three terms in the Merchant Marine, but only got promoted once. She had one event that required the third term. So, three terms + Rank 1 equals 4 muster out rolls. I kid you not at all... three rolls for a Free Trader and one roll on the cash table! :shock: 8) :lol: Second player rolls up a Marine but gets bounced after Term 2. He decides to go Drifter /Scavenger to pick up some ship skills. Gun + Gun + 3 Ship Shares.
I swear, it couldn't have turned out better if I'd planned it! And let me be clear... there was absolutely no fudging, finagling, or GM Deus in the machina. Every single one of them was a straight up legit roll.
2. Setting.
I chose the Starter Set's Athwa Subsector and the nearly empty Calidan Sector for two reasons. Firstly, I didn't want to entangle the players in the OTU metaplots and have that learning curve for two players who were new to Traveller. Secondly, I wanted to include some IMTU goodness and some exploration.
The basic setting conditions are these:
Athwa Subsector occupies Subsector G of Calidan Sector. The rest of the sector is blank. The setting describes this being a region of small Human states neighboring an alien species called the Esseray. The Federation of Calidan is rimward of Athwa subsector and Athwa is described as frontier region with scattered independent worlds and one world owned outright by the Federation.
I've ruled the following as the campaign conditions:
- The Federation of Calidan is a multi-subsector state that larger than a TNE pocket empire but smaller than the Fourth Imperium's control of the entire Gushemege Sector. Their border is one subsector rimward.
- The Federation has achieved a max TL of 13, with 12 being high common and 8-9 being low common. The theoretical sciences are imagining TL 14, that's the province of university research departments and corporate think tanks.
- For the sake of having identifiable playable aliens in the setting, I've included the Vargr [the Vargr and Aslan are included in the Starter Set]. The crew has a Vargr NPC as the ship's engineer.
- The Esseray are mysterious to the Calidanans. They have no diplomatic relation and all interactions are on the Esseray's terms. Mostly this is an exchange of resources. Since the Esseray present their offers in a take or leave it fashion, it can hardly be called 'trade' inasmuch as there is no negotiation or cultural exchange involved. And by 'resources' I mean just just that: raw resources traded for raw resources. No finished goods are exchanged.
- Esseray space is to trailing of Calidan /Human-Vargr space.
3. Results
This is where the campaign sits at this point. Characters have been generated, basic Traveller conditions have been explained ['messages only move as fast as the ship carrying them', etc.]. The setting overview has been explained. Next session I'll be missing one of my players, but the newest one will be there. We'll run through the task system in the skill check /social /combat arenas and I'll introduce the Vargr engineer to her.
Stay tuned.