steve98052
Mongoose
The best gaming group for me is one that plays weekly, with the expectation that quite a few of the group are irregular participants. To accommodate that group structure, the usual session is designed to be either a single session or just a few. Often those short-run adventures are part of a longer continuity, but with the expectation that players present one week aren't necessarily there the next week.
I'd like to add Traveller to the mix, so I'm trying to work out a Traveller campaign premise that works well with short adventures, recurring characters, and the type of players who are in the group. This group generally doesn't take things too seriously. (For example, in the superhero campaign that the group sometimes plays, there's a character named Gecko-man, with superpowers of clinging and a very stretchy, very sticky tongue attack.) They favor light rule sets; Savage Worlds is about as crunchy as the group likes to go.
So, here's my campaign premise:
I don't have any specific adventures worked out yet; I want to make sure the premise was workable for the short-run, rules-light group before I dig in too deeply.
So, a few questions:
I'd like to add Traveller to the mix, so I'm trying to work out a Traveller campaign premise that works well with short adventures, recurring characters, and the type of players who are in the group. This group generally doesn't take things too seriously. (For example, in the superhero campaign that the group sometimes plays, there's a character named Gecko-man, with superpowers of clinging and a very stretchy, very sticky tongue attack.) They favor light rule sets; Savage Worlds is about as crunchy as the group likes to go.
So, here's my campaign premise:
- The patron is Baron Irene von Hefry, who served with distinction as a Scout in the Internal Exploration branch. As a noble, her background is part of her Library Data back-story. Although Irene has gone away to Capital to represent her grandfather's interests in the Moot, her passion is the Museum of Improbable Technology on Hefry, where she gathers and displays technological artifacts that show impressive use of limited technology from worlds that lack more advanced technology. One of her favorite artifacts is a glass-bottom sailboat constructed from an observation bubble from a starship that had been abandoned on a low-tech world.
As a patron, she has placed a somewhat run-down yacht in the care of the party, with instructions to acquire more goodies for her museum, as well as following up on various things she found interesting during her Scout service. The party has a reasonably rich expense account at their disposal, but it's under the supervision of Antonio Hefry a rather officious accountant back on Hefry, who insists that expense records be supplied in both print form (sent by courier services) and ordinary electronic communications. If the party makes money by trade, rather than spending out of the expense account, they don't need to bother explaining things to Antonio, but if they have a good excuse (and they're on a world where bank infrastructure allows them to draw from the expense account) they can spend like a noble.
Irene is the daughter of of Baronet Mikey von Hefry (who served as a Scout mainly in the Express Boat Service, because Isaac didn't think he was good enough for the Navy, where the rest of his siblings served) and Commodore Eshi (a commoner who served mainly in Assault Fleets), and grandson of Sub-Duke Isaac of Efate, Admiral, retired.
Note: In my Traveller universe, it's fairly common low-population worlds for citizens of a world to adopt the world name as a surname, rather than having family surnames -- not because everyone is eventually related and one surname becomes dominant, but just because on a low-population world there may be enough distinct first names that people don't need much more than a first name, maybe with a professional, ancestral, or characteristic disambiguation ("Antonio the Accountant", "Antonio son of Lucinda", "Antonio Red-Beard", etc.).
I don't have any specific adventures worked out yet; I want to make sure the premise was workable for the short-run, rules-light group before I dig in too deeply.
So, a few questions:
- What can I do with this general premise to make it most suitable for my short-run, rules-light group? (This is of most interest to me; I already have ideas on the other points.)
- Does anyone have suggestions for a game system to use? (I'm thinking about Fate Accelerated and Savage Worlds.)
- What sort of pre-generated characters would be good for this premise? (I figure I'll use my Mongoose Traveller books for character generation, then translate into the rules in which we'll play.)
- Does anyone have suggestions for specific adventures, such as technological artifact MacGuffins, things Irene flagged for further investigation in her Scout journal, and general "anything that happens during travel" interesting things?