Doomed Crew?

dragoner said:
iirc something somewhere about "jump weapons" that stated certain effects, it seemed due to mass reflection, and how the ancients destroyed planets. However, if the GM has already just gone with the misjump, rather than telling the players that your ship will instantly be destroyed, then they should go with what is done and keep rolling.

That's different than jump drives. In all Trav versions it is just a misjump chance for being <10 diameters.
 
F33D said:
dragoner said:
iirc something somewhere about "jump weapons" that stated certain effects, it seemed due to mass reflection, and how the ancients destroyed planets. However, if the GM has already just gone with the misjump, rather than telling the players that your ship will instantly be destroyed, then they should go with what is done and keep rolling.

That's different than jump drives. In all Trav versions it is just a misjump chance for being <10 diameters.

It's jump drives, but more about "how jump works"; otherwise iirc it's two conditions, one within 100 and the other within 10 diameters.

edit: LBB2 1981
Misjump: Throw 13+ each time a
ship jumps, with the following DMs.
Within 100 diameters of world +5
Within 10 diameters of world +10
 
It's jump drives, but more about "how jump works"; otherwise iirc it's two conditions, one within 100 and the other within 10 diameters.

With what consequence? Just a 'you're dead'?

I dunno. I like the "where the hell are we?" misjump as a concept if only because it's an easy way for a GM to create a situation requiring smart thinking and good roleplay (see the multiple pages of suggestions above!)
 
Thanks everyone for all the input.
Just to let you guys know what happened.
I allowed them to have a very limited amount of fuel, enough to power life support for a few additional weeks and let them divide the power between them and their frozen friends.
I then rolled 15 weeks of encounters. They didn't hit many,the most useful was a comet early on, but they chose to ignore it instead of risking the last of their fuel.
They then ran out of fuel, a few weeks afterward, the air got stale and they froze one by one.
I would have run an adventure to save them, but with two frozen, it wouldn't have been fun for them.
It lead to an excellent monologue by the captain who happened to be the last to die.
If anyone would like to read it, let me know and I'll PM it.
 
Stumondo said:
Thanks everyone for all the input.
Just to let you guys know what happened.
I allowed them to have a very limited amount of fuel, enough to power life support for a few additional weeks and let them divide the power between them and their frozen friends.
I then rolled 15 weeks of encounters. They didn't hit many,the most useful was a comet early on, but they chose to ignore it instead of risking the last of their fuel.
They then ran out of fuel, a few weeks afterward, the air got stale and they froze one by one.
I would have run an adventure to save them, but with two frozen, it wouldn't have been fun for them.
It lead to an excellent monologue by the captain who happened to be the last to die.
If anyone would like to read it, let me know and I'll PM it.
I suddenly feel a great, crushing sadness, as if a faithful dog I'd raised from an ailing puppy had just died.
 
Hmmm.... idea....
If you send their character names, stats, etc.. ship name size, basic write up,
I have built-in adventure for my players when I restart my Traveller game in a couple months (right now I'm running fantasy GURPS) My players might just run into your poor crew... might even be one loan survivor in deep freeze. ;)
 
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