Forming a Play by Post Forum Game

Zowy said:
[[ A ok, that is a longer operation life than I was thinking. So the slow depreciation rate shows that used stareships maintain good value up to around the 100 year mark, when a refit/rebuild of the drives would be needed.....]]

Also note I am NOT using the book quirks table. I'm making up my own quirks and balancing things, giving things more flavor.

So an old ship that has been well maintained may very well turn out to be better than a young ship that has been put through the wringer. Ships are assumed to be TL 11 unless noted (actually TL 12 mass production of one TL lower).

For the majority of the components the TL does not matter as much as long as it is mature. In the 3rd Imperium they have been building ships like this for hundreds of years and ships are built to last. Larger ships are built for centuries of use with upgrades and overhauls in mind(Even big ships today are built for decades of use).
 
[[ Would need demountable or collapseable fuel tanks in the cargo hold of a jump-1 ship. Could get us with 2 jump-1 hops, to a coreward system. That is why I asked for some mini-far trader options, useing converted scout ships. A jump-2 ships has a lot more options on where to go, but a normal 200 dTon far trader is a money pit. ]]

[[ Takeing a closer look at all the, Deception, Gambleing, and Streetwise skills the 3 of us so far have. I may be thinking to small....
If we want more of a shipboard game and less dirtside, where we do not often venture past a worlds star town. A biger ship might be an option?
Should we look at some smaller jump-3 long-Liners? Could we use enough Robot Stewards and repair droids, to save on the need for crew cabins to make a Long-liner pay?

Rebeca is an outstanding Entertainer and social butterfly, on top of her other skills and could work the main lounge ( that alone should get us a +DM for finding passengers at most stops). Do "One night only preformances" at each stop. Maybe handle the allmost legal speculative trade, we would do on the side? Evan could run the ships gambleing salon and maybe head up security? (Who better to keep an eye out for scamers than a con-man?) I would mostly be on the bridge and then dirtside backing up the others as needed.

Rebeca Nova may have the contacts and conections to find a us a newish Subsidized Liner we could buy into. Depending on how many ship shares we end up with, a strong equity position (i.e. controling intrest) might be doable if we could buy out one or two of the main stockholders in a larger ship?

If the group wants to spend more time on the ground. Then a 100 dTon mini-far trader, with 4-8 staterooms, a few lowberths ( if someone makes a Medic 2-4) and a small 10-30 ton cargo hold might be all we want. Keep the overhead low, run mail drums and small mixed cargos with just a little speculation on the side? Let Rebeca spend more time giveing dirtside concerts, while the rest of us try and stay out of trouble....?

]]
 
HI
Can I join?

I have just got the rules and would like to see how things work.
How do you play a game this way?

All my RP has been face to face.

Chris
 
Captain Brann said:
HI
Can I join?

I have just got the rules and would like to see how things work.
How do you play a game this way?

Certainly, you may join.

A play by post game requires that you read up on what other players and the gm are posting each day, and that you post yourself each day. So there is a time commitment in playing.

Otherwise it is similar to any other rpg where you make decisions for your character, but instead of acting them out around a table you describe them in your posts.
 
Some nit-pick details:

Zowy - Sorry, bud, but the Scout service does not provide retirement benefits.

The UWP in MGT is different than CT. The starbase is listed last according to page 169. The map appears to be of CT vintage. No big deal, really, but we may need to keep this in mind for players who are new to Traveller.

Also, MGT World Creation has formalized trade routes (I, personally, like this but realize it may bug others). We may want to keep this in mind for our trading exploits.

Finally, page 36 states that a maximum of 10 BONUS ship shares are allowed for older craft. It's not clear to me whether this pertains to the whole group or per character, but the context seems to suggest for the whole group.

Yeah, I know. I can be a rules lawyer at times but please take note that I won't insist on them. If my pointing out the rules bugs anyone, let me know and I'll tone it down or stop altogether.

Where would we go with just a Jump-1? If I'm looking at the right map, there's only a Red Zone world within Jump-1 of Antares.

I like Zowy's idea of using a Scout ship as a mini Far Trader. Even a standard Far Trader would work. Both ideas solve the Jump 1 dilemma.

I also like Zowy's idea of Rebecca doing performances for the passengers, with Evan running the casino while doing undercover, security work (hey, I'm Odo under the guise of running Quark's bar :) ).

The only problem I'm having is this . . . would Rebecca Nova, a talented artist with sector wide fame, really want to relegate herself to performing on some "tramp steamer"? Zowy mentioned a subsidized liner. I would like to propose the following:

Introducing Rebecca Nova's very own ... Crystal Tour!

Transforming a Heavy Freighter (page 125) into a luxurious, floating palace, the exquisite artist will be entertaining her guests with her enchanting voice and magical instrument as they leap from system to system, visiting beautiful, exotic worlds and colorful gas giants.

The ship, dubbed the Crystal Nova, uses a Heavy Freighter design. However, much of the cargo sections have been filled with lush staterooms, lounges, and a casino. The entire forward cargo bay has been converted into an elegant theatre!

Interestingly enough, the eccentric artist has eschewed standard promoters and has resorted to private hiring of staff and ship crew.

Wadaya think? Too far fetched?
 
Chronus said:
The only problem I'm having is this . . . would Rebecca Nova, a talented artist with sector wide fame, really want to relegate herself to performing on some "tramp steamer"?

- She may be famous, but her particular style has fallen out of fashion.
- The luxury route may dampen her creative instincts, and she needs something "rougher" to help her find inspiration
- She lives a double life, a regular crewmember by day but a music superstar at night!
- Her mentor may have died due to some aspect of the luxury life (killed by a promoter he crossed, too much partying and drugs, etc.) and she doesn't want to slip into that lifestyle

If her presence commands a premium fare, we could have a J-2 Yacht. If we're on a regular route, we could also recruit other "interesting" sorts who people would want to spend a week with, and offer them free passage.
 
[[You right, I skiped over that Scouts, Rogue, and Drifters don't get pensions :? :(

So go large, do a "traveling theater" and High Liner. Get backing for a good sized long-liner. If we can get something subsidized by the Antares power players. That would remove much of the undelying risk and make a usefull and ostentatious way for the rich and powerfull to move around the sector while makeing deals. Sell only high passage and have 1/2 the steward and maintenance staff be robots, to cut down on the crew cabins needed? But Rebecca would get little time to herself.

or

Go small, with a 100 dTon mini-tramp. Where most of the action takes place on the ground and the ship is provided by Rebecca Nova's backers ( the other players and the bank ), as her personal touring ship. A way to get to her bookings, while haveing enough privace to relax and compose new music.

]]
 
Chronus said:
The UWP in MGT is different than CT. The starbase is listed last according to page 169. The map appears to be of CT vintage. No big deal, really, but we may need to keep this in mind for players who are new to Traveller.

It is of CT vintage. I'm using it because it is there and fairly accurate.

Also, MGT World Creation has formalized trade routes (I, personally, like this but realize it may bug others). We may want to keep this in mind for our trading exploits.

I've not decided on these rules myself. I'll probably try to stick by them, but I don't let the rules get in the way of a good game.

Finally, page 36 states that a maximum of 10 BONUS ship shares are allowed for older craft. It's not clear to me whether this pertains to the whole group or per character, but the context seems to suggest for the whole group.

In my reading it applies to the whole group, or rather to the ship, but it is a moot point as this rule is being ignored. The ships I've listed already all have more than 10 bonus ship shares applied (1d6 shares per decade in service).


The only problem I'm having is this . . . would Rebecca Nova, a talented artist with sector wide fame, really want to relegate herself to performing on some "tramp steamer"?

Sector wide doesn't necessarily mean she is big sector wide. From what I've read of her character sheet I'd say through most of the sector people would have a 11 or 12 on 2d chance of recognizing her out of costume(aka a fan) and no more than a quarter actually saw her performance(s). She'd still be a big draw to the ship, but probably would not be stopped while walking down the street.

Introducing Rebecca Nova's very own ... Crystal Tour!
[...]
Wadaya think? Too far fetched?

Up to you guys. Bear in mind the boat you choose will shape what adventures come your way.
 
She lives a double life, a regular crewmember by day but a music superstar at night!
:o

That's hysterical and makes a fun twist. She has good computer skills. Perhaps she's a nerdy, computer geek by day, entertaining vamp by night. I suppose I should let M. Lydius have a word about his/her own character. :oops:

If her presence commands a premium fare, we could have a J-2 Yacht.
A Yacht may be fun. I've never dealt with them before. Actually, I've been enjoying all the ideas.

gerzel - You state in your last post that the ship we use is up to us. However, it just occurred to me that you wanted to run a Traveller/Trader type game as a kind of test (per your 1st post). Will these other, non-Trader, alternatives dampen your campaign ideas? Were you wanting to experiment with the Trade rules system?
 
Chronus said:
gerzel - You state in your last post that the ship we use is up to us. However, it just occurred to me that you wanted to run a Traveller/Trader type game as a kind of test (per your 1st post). Will these other, non-Trader, alternatives dampen your campaign ideas? Were you wanting to experiment with the Trade rules system?

Not at all. I more meant I didn't want to run a merc/war campaign and wanted things to be more on the exploratory, traveling and trade side of things.

I'll let you guys know if you are going into territory I don't really want to run in, right now you guys are doing fine.
 
Well once a Survey Scout, allways a Survey Scout. After a bit people may start to wonder, why the pilot spends so much time on the bridge, playing with the sensor eqipment 8) :idea:
 
gerzel said:
Not at all. I more meant I didn't want to run a merc/war campaign and wanted things to be more on the exploratory, traveling and trade side of things.

I'll let you guys know if you are going into territory I don't really want to run in, right now you guys are doing fine.

Does the area we're looking at lend itself to exploration? It seems like that area of space was settled back during the 1e, when expansion stalled against the Rift.
 
[[Captain Brann .....

A few things I see on your charater that may be wrong...

1st term:
Basic training should have 6 skills, computer is missing?
Skill levels and stats don't need a - in front of the #, it is a bit confusing.
Skill specalites go in ( ), i.e. Life Science ( Biology ) and only ones with a fixed skill level need the number shown now, the rolled ones are added up at the end of charater gen.

3rd term:
You have 2 skills listed after advancement, it is not clear that the first one is your free Rank skill and the second one does not show the table used or the # rolled.

4th term:
Is shown as, Scholar: Physician, Should be Scholar: Field Researcher?

5th term:
Your Mishap, fits nicely with my 5th term Rescue event.
I sugest we use the Connection rule to each choose a skill to add +1 level to or pick a new level 1 skill.
]]
 
Supergamera said:
gerzel said:
Not at all. I more meant I didn't want to run a merc/war campaign and wanted things to be more on the exploratory, traveling and trade side of things.

I'll let you guys know if you are going into territory I don't really want to run in, right now you guys are doing fine.

Does the area we're looking at lend itself to exploration? It seems like that area of space was settled back during the 1e, when expansion stalled against the Rift.

True, but it looks like there are a whole lot of low population and low tec worlds. A good 1/2 of the systems seem to be "backwaters". Who know what is going on in them?
 
Zowy said:
[[Captain Brann .....

A few things I see on your charater that may be wrong...

1st term:
Basic training should have 6 skills, computer is missing?
Skill levels and stats don't need a - in front of the #, it is a bit confusing.
Skill specalites go in ( ), i.e. Life Science ( Biology ) and only ones with a fixed skill level need the number shown now, the rolled ones are added up at the end of charater gen.

3rd term:
You have 2 skills listed after advancement, it is not clear that the first one is your free Rank skill and the second one does not show the table used or the # rolled.

4th term:
Is shown as, Scholar: Physician, Should be Scholar: Field Researcher?

5th term:
Your Mishap, fits nicely with my 5th term Rescue event.
I sugest we use the Connection rule to each choose a skill to add +1 level to or pick a new level 1 skill.
]]


Thanks for the heads up.

I will post a update after this post.

I had missed a few things, but I already had Computer so did not repeat it.
I will have the conection and gain Gun combat 1 as per new sheet.

Chris

PS I live in UK so not always around when you are, but due to health and home most of the time so should not have tow much trouple keeping up.
 
Amended Character


Cosmia the unfortunate.

D/Rolls [8/ 7 / 11 / 5 / 10 / 11]

Str 7; Dx 11; End 10; Int 8; Edu 11; Soc 5

Brought up on a high tech world gained Computers 0 and from my education I gained Carouse 0; Engineer 0; Language 0

Deciding I wanted to be a doctor I went to medical school for my first term.
1st term Scholar Physician [9]
Basic training =Comms 0; Diplomat 0; Medic 0; Investigater 0; Life Science 0
Training Physician [1] = Medic
Survive Edu 4+ [8] yes
Event [4] secret project, I was asked by the government to work on a project looking at the biology of living beings and seeing what medical information they could gain, mainly by opening up prisoners and the like. Gained Life Science Biology
Advancement Edu 8+ [3] unfortunately I did not do to well and so did not get a promotion, in fact this side trip has actually got in the way of my medical training.


Deciding I still wanted to become a doctor I continued my studies.
2nd term Scholar Physician []
Training Physician [5] = Persuade
Survive Edu 4+ [5] yes
Event [7] Life event, betrayal. It turns out my work with the government has been found out by a rival student and the fact that it is now public has ruined my changes to become a doctor
Advancement Edu 8+ [6] unfortunately I did not do to well and so did not get a promotion, in fact last terms side trip has totally ruined my medical training. I am going to give up on this career and try another.
Muster out = two rolls on other. [1] +1 Int; [6] lab ship.

Deciding with the background I have I look at getting into Field research.

3rd term Field researcher Int 6+ [6]
Training Field Research [1] = Sensor’s
Survive End 6+ [6] yes
Event [10] Get myself into a legal tangle due to my past and spend time getting it sorted out, eventually I am cleared and allowed to continue my new career. Gained Advocate 1. spend some of the spare time I have while suspended dealing with the legal tangle helping out on Rebeca Nova’s first tour as a medic, gain medic [[makes medic 2]]
Advancement Int 6+ [8] Yes this is better a job I am appreciated in. gain Social Science Sophontobiology ; and Field Researcher [4] Survival

As I am happy here I go for another term.

4th term Field researcher
Training Field Research [5] = investigate
Survive End 6++ [9] yes
Event [10] Get myself into a legal tangle again, what is it with me and career’s why do things go wrong for me. This time, its all about paper work and tax, hell I really hate big organisations. Gained Admin
Advancement Int 6+ [8] Yes this is better a job I am appreciated in, however I am not going to take all these legal tangles anymore.
gain investigate
Muster out = 3 rolls on cash [4,4,3] = 100kcr
Age = [6] N/E
My new investigate and survival skills turn my head towards outer space and the scouts so I apply to join them they must need medical background people.


5th term Scout Int 5+ [6] join exploration branch.
Basic training =Gun combat -0 I need to know how to defend myself.
Training Personal [3] = +1 End I am fitter than I have either been.
Survive Edu 7+ [5] fail.
Mishap [5] I have no idea what happened on that training trip, David Swain of the scouts rescued me and put me down in Antares, where I recovered [gain Gun combat Energy Pistol]. I am now on the planet Antares with no job and looking for some work, this time I think I will work for myself as big organisations seem to have it in for me.
Age = [8] N/E

Current status
Cosmia the unfortunate. Age 38 5' 8" tall slight build, black hair and beard, green eyes. Background brought up on a high tech world of common and poor parents and so can feel out of place in high society. Str 7 [0]; Dex 11 [+1]; End 11 [+1]; Int 9 [+1]; Edu 11 [+1]; Soc 5 [-1]

Skills
Admin 1; Advocate 1; Carouse 0; Comms 0; Computers 0; Diplomat 0;
Engineer 0; Gun combat (Energy Pistol 1) ; Investigate 2; Language 0; Life Science (Biology 1); Medic 2; Persuade 1; Sensors 1; Social Science (Sophontobiology 1); Survival 1

Equpment
Laser pistol Tl11; secure and with laser sighting 3,300cr
Tailored professional suit; cloth Tl10 armour 500cr
Eye protection 50cr
Comm unit Tl14 500cr
Medikit Tl14 10,000cr
Scientific toolkit 1,000cr
Cash 84,700.cr.

Ship shares 5 for Lab ship or 2 for something else.
 
HI

{{I just found another error I forgot to take what I spent from my 100kcr cash which should leave me with Cash 84,700.cr.

Sorry}}

At the moment it look to Cosmia that with David as a pilot, and me his forensic medic, we also have Rebecca a Diplomat / entertainer, who can get us into many places, [[Like in firefly]] and then we have Even the ?? who can do who wants to say.
As a group we should be able to do quite a few different types of jobs, from taking high class passengers to working our way through the morras of admin to work out of any world, we can also bring medical support to out laying colonies.

We could do with a ships gunner and steward but we might get one yet.
 
[[
Yes, we have a very interesting mix so far. I can't wait to see what the other people roll up. Skills sould not be much of a problem. Each person can have up to 2 connection skills to help round things out. Plus there are the skill packages, with 8 common level 1 skills to share out. The group will need to pick a package, once we settle on what ship to get and that should give us the rest of the basic skills needed.

Allso you can edit your own posts, there is a button in the upper right corner of each one. No need to repost whole things.
]]
 
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