whatzupdoc42
Mongoose
Note: I have played Traveller now for 39+ years and as a Player/GM I never liked the AI Virus Vampire plot line. So that being said, I have never used that plot within my campaign setting which for the last 25 years has been set in the Verge sector.
My player group where I am the GM and have 7 players have taken a 7 month break after playing for 12+ years. We are starting up again in September with new campaign start with new characters and etc. I will be the GM again and the other 7 guys are all planning to play in our weekly Wednesday night game (7pm till 10:30pm).
My gaming group and I use many house rules but we still play Traveller and mostly we use anything Traveller especially Mongoose game materials.
So for my New Game Campaign start, I will have the players start the game being on a world within the Verge sector Star Port planet. The planet would have just survived a large scale planetary attack from multiple forces from different warring sides within the Rebellion. Whom the "winner" was is up for debate. Also the local Mega Corps also got involved in the fighting as well, so the whole system and planet is a total mess. The local government is gone, and many Pirates have started to attack and raid.
The players (7) characters will have found each other and met in the ashes after the attack. It has been 5 weeks after the system wide attack. The star port has been pounded into ruins, and almost every major city on the planet has been turned into ruins as well. The players are searching the star port and the local other facilities star launch centers. They happen to locate a smaller harden hidden complex for Imperial Llelish Special Ops teams. They find the main hanger with one ship still inside in the repair engineering skids in the process of a refit/rebuild.
The ship name <yet to be named> has just had TL 14 armor Plate installed, and still has the Turrets yet to be installed but are all there ready to be installed. There are a number of systems there ready to be installed, the players just have to "do it themselves".
Before they can do that they need to do the following.
1: Explore the facility
a: Find the prisoners in Cold sleep (3) -Pirate , -Terrorists, -Spy and decide what to do with them because they would all have skills extremely useful to the team
2: Find the Ship
a: Explore the ship and the surrounding repair bays for other parts and things needed to repair the ship and get it up and running
b: Discover a hiding Ship Yard Engineer Tech that can greatly help them.
3: Get the Emergency Power plant online and get the ship yard repair bays powered up to start repairs and finish the refit of that ship
a: They will need to salvage more fuel to continue keeping the Power Plant running, and depending what they do and how they do it will take between 3-5 Fuel Tanker runs to do the job. The Fuel Tanker is a vehicle that they would have to go to remaining Fuel sources located around the Star port and other facilities to get fuel and bring back and refill the Backup Power Plant fuel resource.
b: Make fuel runs, the first time the players will luck out and find a 3/4 loaded fuel truck nearby.
4: In all they will encounter a total of 20 possible NPCs that they will have the choice to adding to their team/crew. The ship will be able to hold a crew of 16 characters. Now if they wish to further modify Cargo area they will be able to add 4 more slots. So the math is : 16-7= 9 slots. That is 9 more NPC slots out of 20 NPCs...and if they eat up half of their Cargo area they can add 9+4=13. So out of those 20 NPCs that they might find, they could have up to 13 NPCs join their crew. It will be hard Roleplaying for them to figure out whom they should or may want to bring along. They can not take them all. I know my players, I have GM'd them for 12+ years now.
5: Figure out how to clear the rubble away from the hangar doors and open them to get the space ship out of the hanger.
a: Deal with the massive amount of survivors that will want that ship to escape the planet with, thus take it from the players.
6: Leave the space port, and then make orbit and deal with Pirates that will be up there. Then decide where to go in this ship and the issues this ship will bring having it and being on it. Everyone will think that these guys are Imperial Llelish Special Ops Team on some secret mission, and depending on whom makes up the crew (7 PCs, with all the different NPCs) will set the possibilities. Each NPC has 1 Major, and 2 Minor plots that they are trying to pursue. Very few share any of these plots but some could. Now the PCs might also share some of these plots as well, but they will not know that anyone else shares their plots. I always have plots within plots within plots and it helps to guide the game roleplaying and direction within the games.
The players crew and ship will be TL 14 with skills and experience making them fit the role of a Imperial Special Ops Team and the crew skills will make them seem to be very much being the part. They will have the looks and feel , and with most of the Imperial Gov. gone they can bluff the part. The Mega Corps will consider them an asset or a major concern, and everyone will watch them and make guesses as to what is their purpose and goals.
In my game Imperial Special Ops Teams were "Above the Law" and were the Legal Arm of the Law everywhere in the Imperium. It is funny that in this campaign setting these players ARE playing as if they are Imp Spec. Ops team, usually they are being chased by them.
LOL...thoughts?
Penn
My player group where I am the GM and have 7 players have taken a 7 month break after playing for 12+ years. We are starting up again in September with new campaign start with new characters and etc. I will be the GM again and the other 7 guys are all planning to play in our weekly Wednesday night game (7pm till 10:30pm).
My gaming group and I use many house rules but we still play Traveller and mostly we use anything Traveller especially Mongoose game materials.
So for my New Game Campaign start, I will have the players start the game being on a world within the Verge sector Star Port planet. The planet would have just survived a large scale planetary attack from multiple forces from different warring sides within the Rebellion. Whom the "winner" was is up for debate. Also the local Mega Corps also got involved in the fighting as well, so the whole system and planet is a total mess. The local government is gone, and many Pirates have started to attack and raid.
The players (7) characters will have found each other and met in the ashes after the attack. It has been 5 weeks after the system wide attack. The star port has been pounded into ruins, and almost every major city on the planet has been turned into ruins as well. The players are searching the star port and the local other facilities star launch centers. They happen to locate a smaller harden hidden complex for Imperial Llelish Special Ops teams. They find the main hanger with one ship still inside in the repair engineering skids in the process of a refit/rebuild.
The ship name <yet to be named> has just had TL 14 armor Plate installed, and still has the Turrets yet to be installed but are all there ready to be installed. There are a number of systems there ready to be installed, the players just have to "do it themselves".
Before they can do that they need to do the following.
1: Explore the facility
a: Find the prisoners in Cold sleep (3) -Pirate , -Terrorists, -Spy and decide what to do with them because they would all have skills extremely useful to the team
2: Find the Ship
a: Explore the ship and the surrounding repair bays for other parts and things needed to repair the ship and get it up and running
b: Discover a hiding Ship Yard Engineer Tech that can greatly help them.
3: Get the Emergency Power plant online and get the ship yard repair bays powered up to start repairs and finish the refit of that ship
a: They will need to salvage more fuel to continue keeping the Power Plant running, and depending what they do and how they do it will take between 3-5 Fuel Tanker runs to do the job. The Fuel Tanker is a vehicle that they would have to go to remaining Fuel sources located around the Star port and other facilities to get fuel and bring back and refill the Backup Power Plant fuel resource.
b: Make fuel runs, the first time the players will luck out and find a 3/4 loaded fuel truck nearby.
4: In all they will encounter a total of 20 possible NPCs that they will have the choice to adding to their team/crew. The ship will be able to hold a crew of 16 characters. Now if they wish to further modify Cargo area they will be able to add 4 more slots. So the math is : 16-7= 9 slots. That is 9 more NPC slots out of 20 NPCs...and if they eat up half of their Cargo area they can add 9+4=13. So out of those 20 NPCs that they might find, they could have up to 13 NPCs join their crew. It will be hard Roleplaying for them to figure out whom they should or may want to bring along. They can not take them all. I know my players, I have GM'd them for 12+ years now.
5: Figure out how to clear the rubble away from the hangar doors and open them to get the space ship out of the hanger.
a: Deal with the massive amount of survivors that will want that ship to escape the planet with, thus take it from the players.
6: Leave the space port, and then make orbit and deal with Pirates that will be up there. Then decide where to go in this ship and the issues this ship will bring having it and being on it. Everyone will think that these guys are Imperial Llelish Special Ops Team on some secret mission, and depending on whom makes up the crew (7 PCs, with all the different NPCs) will set the possibilities. Each NPC has 1 Major, and 2 Minor plots that they are trying to pursue. Very few share any of these plots but some could. Now the PCs might also share some of these plots as well, but they will not know that anyone else shares their plots. I always have plots within plots within plots and it helps to guide the game roleplaying and direction within the games.
The players crew and ship will be TL 14 with skills and experience making them fit the role of a Imperial Special Ops Team and the crew skills will make them seem to be very much being the part. They will have the looks and feel , and with most of the Imperial Gov. gone they can bluff the part. The Mega Corps will consider them an asset or a major concern, and everyone will watch them and make guesses as to what is their purpose and goals.
In my game Imperial Special Ops Teams were "Above the Law" and were the Legal Arm of the Law everywhere in the Imperium. It is funny that in this campaign setting these players ARE playing as if they are Imp Spec. Ops team, usually they are being chased by them.
LOL...thoughts?
Penn