Has anyone played through Project Bayern? How did the crew integration work out?

wmarshal

Banded Mongoose
When I look at Project Bayern I seem to be stuck on how to best integrate the players into the campaign. It’s very different from Deepnight where there is both a system to develop characters filling specific roles, every role is available for a PC to take, and the structure of the crew is very detailed. In Project Bayern it seems many of the spots that a PC would have taken in Deepnight are already occupied by NPCs.

If anyone has played through the campaign yet how did the process of building the PC crew members work out?

Has anyone did any kind of play through report, video or written?
 
My experience had the players run two sets of PC's. We called them the "bridge crew", and the "away team". This allowed us to plan each get together with a task one of the two crews needed to accomplish, and sometimes in multiple occasions per session. In ours we called the main ship Orion, for who would be searching the heavens for the seven sisters but him? We called the scout (ISV-5) the "Sword', and the resource ship (LSV-5C) was the "Belt" of Orion, of course. The "Cedalion" was the encounter ship (Entdecker), just look it up.

For example, use the "bridge crew" characters to plan and roll skill checks for the warp to the next system for the fleet. The characters agreed earlier that the scout would always jump into system first, heading for the central star passive scanning the system. When no threat, send a message torpedo back to get the Orion. Warp the fleet together in new system, and then run a briefing on a potential surface mission, or anomaly discovery, dispatch the resource ship as needed (ice, gas, etc) switch to the "away team", which in my campaign was all the crew of the Cedalion.

My players wisely decided to not be any characters on the Sword (a player ran this captains character advancement, but we agreed he was an NPC while scouting), so that I could speed that part of the journey up by just delivering reports of whats ahead, based on my narrative/rolls when they rendezvous later. We also agreed the captain would remain an NPC, but I role played him like JL Pecard (always seeking council, acting on said council). We had 6 players; Bridge Crew was the Sword and Belt captains, the second officer of the Orion, Orion Pilot, Orion Doctor, Orion Computer Chief. They also played the "away team" role as the Cedalion bridge crew (not confusing at all), who were each Jack of all trades mercenaries, who could handle rough encounters and complications in the field.

Later the doctor character also played the chief astronomer scientist, getting a foot in the door on the stellar explorers part of the journey at destination for the players, as well as something else the doctor character could participate in, as Doc is often not needed. We allowed one alien PC, the Orion Pilot was a male Sung. We ran an additional cold sleep crew stash for specific skills needed, explosives expert, fighter pilot (they could 3d print one if needed), whatever. We could use it as a story element to replace lost field crew, hey Bill, roll up a guy, and we'll say he was in cold sleep the whole time...

Love the game since the 1989, mature role playing players and DM enjoyed roughly 1/3 "aggressive" flora/fauna encounters (aliens dies hard in us all),1/3 role playing the bridge telling the away team where to go and inter fleet interplay of personalities/agendas, and 1/3 the away team running the front line wet work required, including resource gathering and fleet logistics and maintenance.

Lastly, we enjoyed developing a quality of life index for the mission. I wanted to be able to reward experience for role playing, and have the same rewards as a tough physical encounter. Thus each type of adventure advanced your character, and were different, so everyone enjoyed. The QLI (Qualtiy of Life Index) was a score we set for fleet optimal performance (maintenance), life support stored and grown, culture/happiness of the crew. This was like an academic 4 point scale, and they tracked elements that became a mini game, with best crew rewards. Each point was a multiplier of experience awarded for the evenings play.

You'd laugh at the ideas they thought of, I mean a 5 year mission, hundreds of light years away from anyone! Make it epic!
 
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Also, everyone rolled up their own characters and created a different story for the roles they took. Not a cannon experience per say, but was rewarding for the players to dream up their own interstellar explorers.

The subterfuge aboard wasn't ever to destroy the ship, just get access to the data. Many sponsors to the mission had caveats, and yet the big money donors all bought in for first access to potential Tantalum deposits found on the route. In fact, they set a return route close enough to the first path, that remote probes could jump to outlying systems, that years ago the Orion seeded with kinetic satellites mapping and searching. This retrieval stage is the most important part of the trip, to the investors. Each big player, wants to make sure they get theirs, and block others if possible without repercussions.

In fact, the final Cedalion crew mission was repulsing a Manchurian government sponsored raid on the Orion just before it entered the French Arm, to recover all data for Manchuria and wipe the system. Pirates of course if they failed...

Love this game.
 
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Sorry, last point, the QLI was at max points at the end of the campaign (great players of course), so final reward for the players, they realize the Manchurian's have intercepted a few messages torpedoes right before the Orion's return to human space. They discover by exposing a secret agent on board since the start (stutterwarp engineer of course). They know an ambush is coming. Strap the sword and belt onto Orion around key engineering sections.

They decided to use all remaining resources and a last minute mining run to print and build three French Martel fighters and craft some missiles from modified interstellar probes, to defend the Orion. The grand finale is a deck by deck fight for control of critical systems, zero g and spun g combat, so much fun with all those great maps of the Orion.

Epic ending!
 
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