Have a game idea but need some help to avoid messing it up..

Hopeless

Mongoose
So have a game idea which I'm still sorting out and wanted to ask for help since its currently quite generic and would also need advice on making it more setting specific.

So far the Players are running characters who start the game being "escorted" to a meeting with an underworld fixer who is fully aware of their aware debts and problems and offers them a way out in return for a "favour".

If none of the PCs have access to a ship (very likely) one will be provided but what he wants in return is for them to use that ship and intercept an automated transport aboard which they need to recover one specific cargo crate and deliver it to a deep space station where they'll be paid 10,000 each along with the fixer's help with their debt and other problem and if they do the job well will get a bonus along with additional work if they want it.

Now my main problem is making it clear its to their advantage to accept and actually do the job rather than just steal the ship and try and sell it once clear hoping to escape the Fixer's obviously extensive underworld connections.

Secondly the automated transport turns out to be a prison transport holding alot of prisoners in a form of suspension until they reach their destination its autmated with noone aboard because I figure the contract was put out to bid and the winner cut everything back that they could and the transport being automated meant it could be left unmanned as the odds of anything happening was considered irelevant.

However the cargo they're after is listed numerically but the records they use list them alphabetically because thats what the transport is carrying meaning they need to figure out who they're after quickly and as long as they don't mess about its just a matter of deduction...

Yeah thats the third problem since what might seem simple to me might not be the case for them so I need to run that part past you in case it does rear its head although that still leaves the possibility of a player or players' messing around deliberately!

So the cargo they're looking for is unlisted in the transport records, simply checking the system for the one left unlisted will turn up one which on inspection will turn out to be holding someone clearly not in prison overalls and also not been processed in the transport's manifest indicating she shouldn't be aboard.

If they spend too long searching they will discover a ship on intercept and unless they get clear before it gets into range it will fire on their ship the instant it undocks, if it hasn't undocked they will send boarding parties to intervene resulting in a firefight aboard the transport.

The woman they're both looking for was kidnapped and sent aboard the transport as it was the easiest means of getting her offworld and into their custody.
Whilst the ship that intercepts them isn't the authorities they have no intention of leaving evidence of their presence so will blow up the transport once they confirm their target is no longer aboard. Unlike the PCs they know what they're looking for...


Now once they reach their destination this could go any of several ways.

1) If they revive her before reaching their destination they could find out why the fixer arranged her rescue namely that she's related to someone very powerful and wealthy making that 10,000 reward actually quite paltry in comparison.

2) The ship that intercepted them still has people in pursuit of them and will try to steal back their cargo as the PCs meet their contact,

3) If she was revived aboard the transport they will need to get her to safety as she's the only reason the bad guys haven't blown up the transport, then there's the matter of the other prisoners... now imagine if they're all woken up...

I'll leave that there and see what you think... thanks in advance by the way!
 
Make it clear, through roleplay with the contact, that it will not go well for the team trying to pull a fast one on a powerful organization and could give them a bad rep to boot. Also remind them what it means to run around in a 'hot' ship. That's a lot of explaining to port authorities.

You may want to create clues if someone doesn't figure it out that the ship's computer may have information about the cargo manifest having both the numeric and alphabetical listings. You could also have the manifest list on or in a desk that someone had scrawled because they were trying to keep the to records straight while loading.

To make things a little more exciting, when searching the ship's computer, any failure triggers an alert. They don't know what it's alerting but they know it can't be good. This could explain the ship on the way diverting course to intercept after receiving a request for assistance. Up the odds and have a stored security drone(s) activate too. Internal security sensors do the same if the players aren't careful. Use the Probe drone stats (Core rulebook pg. 95) and add a stunner. It's meant to prevent ship damage and subdue a loose prisoner or invaders. This insures they earn that 10k+.

The intervening ship should be a tension creator and the boss opposition. If someone is monitoring the sensors, play up as it gets closer maybe have it attempt to contact the prison ship. If things go that wrong for the players, have a boarding action but, really, save this ship for the Big Chase scene. Use a police cutter and start the battle at Medium or Long range if the players are just casting off just so the cutter can get a couple missile shots off for scary effect (remember the missile impact table on page 147) as the players complete their first maneuver phase from the ship. Hopefully you will subtly remind them of their mission goals and not purposely engage. I'm assuming the players refueled so they can jump ASAP but still use the Preparing for Jump rules (pg. 141). Each attempt at Astrogation (If they didn't plan ahead) is part of the Ship Action Phase (pg. 146). Fight, fight, jump, yay! Do not tell them what he result for the JUMP! roll was. They'll discover that a week later. If a misjump, roll the two dice then look for a star system at or within that distance to dump them. Keep the game exciting and fun so don't dump them in empty space. They can explain when they get back.
 
Was looking at running this using Traveller 2300 a now your descriptions are giving me Lost in Space flashbacks (and possibly Disney's Black Hole movie!)...

Was looking at the transport being sent towards the asteroid belt and the space station (picturing Babylon V in shape and size used to help facilitate the mining as well as serving as a junction for ships heading from or to the outer parts of the solar system) and is intercepted at a point where the boarding won't be detected for a while.

Was thinking they aren't the only ones attempting this but your idea sounds better.

If they pull this off they arrive at the same station maybe even shortly before the transport is supposed to dock and can make the exchange before the people actually responsible for the kidnapping realise she's been removed.

Now I'm having Star Hunter 2300 flashbacks (well only watched a couple of episode but still! :shock: )
 
First off, GM's often have this epic adventure planned and it's as awesome as a blockbuster movie. Problem is the players do not have scripts. You've already found a couple things your trying to figure out to keep the players on a pre planned path. I'm sure there are many more that will come up on the fly. Leave plenty of room for players to do things you don't expect.

Some GMs just go with the flow. Others have a detailed step by step plan. I'm more of the first so I probably can't give the best advice other than repeating things I've read from others. The main concept is allowing things to be done multiple ways. You don't just give one clue and expect the players to get it, you plan on three clues that all lead to the same result. Allow for side paths, you may have to do some things on the fly. Allow for some things to be skipped over. You can plan ahead with ideas for how to get players back to your path. Simple examples: Traitor of the players opponent gives them info to get them back on track, they end up in a jail cell with someone that leads them back on the path.

Personally, I find that the things the players come up with are often more fun for them than what I had planned.



Something I often see in games that doesn't seam to bother some, and may not bother you or your players, but for me would have to be clear from the beginning.

Of all the people in all the universe.... If this group really is so powerful and connected, why do they need the players? Do they have access codes or some other "in"? For me, I'd like to have this clear. Otherwise I find people suspicious of the patron and more likely to go their own way. "They are using us because we are expendable. Get them what they want and they will probably backstab us."

The hook for not going afoul with the ship should first, be the same as any other ship in your TU. Numerous discussions about piracy and the ease of stealing, reselling and so on. No need to go over it again here. But you need to decide for yourself how hard it is. If you are looking for possible preventative measures, I'd suggest starting a thread specifically asking for such or going to those piracy discussions - many on CotI.

The patron seams to know the group fairly well. If they had the ability, why wouldn't the patron give them the job of taking the whole ship instead of just the cargo? If the patron doesn't think they can why would the individuals?
 
A common hook is a big organization using unknowns for deniability or bringing assets in an emergency. Explains away a lot of why Travellers get these odd jobs.

I didn't realize you planned it for 2300 (need to leave a clue). You included Auto-pilot ship and suspension tech that are not really 2300. And robot guards are definitely a no-no. Still, the basic idea is similar. You can take my ideas and see how they fit 2300. It's an intercept near your contact destination making the grab before the vessel arrives. Sounds good. I take it the grab occurs out of the station's sensor ranges. Problem will be if you do include the chase ship, how do you lose the tail and reach the station without the two events connecting? You can't beeline to the station with someone following behind.

By the way I did mention 2 ways to get information about the manifest, one might take some thought to discover (the ship computer) and a simpler solution if the players are stumped. You could also include some logical clue as they stand in the hold. Don't try to plan for every path the players might try or you adventure will become a complex pick-a-path. Be flexible during the game but don't load the scenario with too many opportunities to go left and right. You already stated there will be no crew to deal with. Remind them there's a time limit before they reach the station and are seen and they're there for a specific purpose. If they drift too far... you did say a ship is on the way. Try to only add choice if it develops or moves the story along. Do remember, rendezvousing with the ship and getting into the ship can be skill challenges and that could have a few ways to overcome.
 
Reynard said:
A common hook is a big organization using unknowns for deniability or bringing assets in an emergency. Explains away a lot of why Travellers get these odd jobs.
I know it's common. That's why I brought it up. For the first example I always think. "I don't want to be the loose end they clean up when the job is done."

Emergencies where the right people and resources are not in the right place at the right time is good.

Remote areas with few people with the right skills or ships available, and lots of other reasons are like I said, something clear from the start. But at the same time, how powerful and scary is this mastermind wanna be if all they have is a few thugs and some promise of a payday?

Imperial government needs your help today - go afoul and piss them off bad enough and in a few weeks a military vessel with elite marines could be in system laying down the law. Your name and ship info spread as fast as the xboats can carry it. Sure, maybe you can stay ahead of it but choosing to run afoul is choosing a life on the run or in hiding. Most other organizations don't have that kind of reach.

1) Make sure characters know of a large organizations reputation and how widespread they are.
2) Maybe the characters are not aware of the organization or how widespread their reach. Let them try to do a double cross. Make tentative plans for such. A series of events then the players get caught and beg for another chance - thus perhaps future GM plans for them are still on track. The old, caught by the law and turned into double agents is always an option.
3) Maybe the organization only can reach so far. Let the characters do as they may. If they do a double cross they still have to manage to get out of this small organizations limited reach. Then they may still be paranoid, always looking over their shoulder. All the plans the GM had may not be lost. How about another organization likes what the group has done to their foes and has an offer for the brave adventurers.
 
CosmicGamer said:
1) Make sure characters know of a large organizations reputation and how widespread they are.
Okay my original idea was to demonstrate this by how they met the fixer but I get the feeling this would complicate things perhaps using a flashback so they get their questions answered?

2) Maybe the characters are not aware of the organization or how widespread their reach. Let them try to do a double cross. Make tentative plans for such. A series of events then the players get caught and beg for another chance - thus perhaps future GM plans for them are still on track. The old, caught by the law and turned into double agents is always an option.

Which I figured unless this ends up a one shot they can throw in how the fixer can help them although my explanation as to why they were selected was the urgency and the fact he has something on them that makes them potentially more dependable but that would require the players' to be willing to go along with that.

3) Maybe the organization only can reach so far. Let the characters do as they may. If they do a double cross they still have to manage to get out of this small organizations limited reach. Then they may still be paranoid, always looking over their shoulder. All the plans the GM had may not be lost. How about another organization likes what the group has done to their foes and has an offer for the brave adventurers.

Part of my problem is understanding the setting, Traveller 2300 is where I'd like to set it but so far I'm having difficulty making the story make sense.

The backdrop is that whilst the French have the most power there is work behind the scenes to change that, part of that is the development of a new power system as well as improvements to the various star ship systems which the new power system will change the balance of power as long as the authorities or the major powers remain unaware about what's going on.

The woman whose been kidnapped is the sole authority on the newest power systems and one of the soon to be major powers needs to secure her to insure they are the only ones with access to the knowledge only she has.

She on the other hand was using an assumed identity at the time she was brought in and had her French citizenship revoked and instead of being sent on to the UK as she has multiple citizenship was knocked out and stuck aboard the prison transport where she was supposed to be picked up by a German ship.

Since she wasn't listed aboard removing her won't raise an alert once it reaches the space station but whilst her kidnappers assumed they got her off Earth without notice their actions was noticed by certain Underworld figures some of whom owe her father and see rescuing her as not only paying off this debt but also earning a sizable reward since both father and daughter are independently wealthy so they'd get paid at least twice alone by both and very probably be owed a favour by her father since if he learns what happened to her and she wasn't safe its quite probable he'd take that up with the entire French Navy who aren't prepared for that kind of conflict especially as they won't be expecting him to turn on them...

As I said I'm not conversant enough with Traveller 2300 to pull that off, but worst case scenario the PCs end up being responsible for one of the worst defeats the French will have ever experienced and you can be sure they will learn who was responsible... but enough about that I think I ought to focus on how to get those points you mentioned across to them without railroading them.
 
Hopeless said:
CosmicGamer said:
1) Make sure characters know of a large organizations reputation and how widespread they are.
Okay my original idea was to demonstrate this by how they met the fixer but I get the feeling this would complicate things perhaps using a flashback so they get their questions answered?
The characters do have a past and you could simply tell them things they know. Stating that in almost every system they have seen news stories about the organization, maybe even had personal encounters. Things like mob run dock workers that need to be paid off, or cargo stolen and police unwilling to risk it, or payed off to do nothing about it. News about someone with ties to the organization buying an election. On another world, news about a local government capturing one of the members and four hours later the new has live coverage of the police station being attacked, a huge gun battle, numerous officers killed, and the prisoner freed. Another member on another world was implicated in a crime and within days all the witnesses ended up dead. You could even have high level government officials or even military personnel missing or killed - the organization is so bold they even admit to it.

As I said I'm not conversant enough with Traveller 2300.
I probably know far less than you about this version.
 
I was thinking that you could run it as a manned cargo ship - something happened to it while it was in the middle of nowhere that caused a catastrophic life support failure, killing the crew. The 'organisation' had a snatch squad waiting for the ship when it would have arrived at a certain planet, but they now have to change their plans somewhat. The 'snatch squad' might rent the PC's ship for a fictional survey, hoping that they could force/bribe the PC's to help them with their real mission. Meanwhile the cargo ship is drifting way out in the boondocks and someone else may have stumbled upon the location.
 
Plus your 'form of suspension' that you mention could be, instead of a low-berth style container, a sealed medical bed that has independent life support and puts the occupant into a drug induced coma for the duration (well, until the drugs run out of course).
With that in mind, the drug dose would have been for an average person; someone who is bigger, or with a slightly faster metabolism, than average will run through their drug supply before the others, leading them to wake up in advance. In addition, a tiny percentage of the occupants may have an extreme adverse reaction to the drugs, turning them into mindless psychopathic cannibals (think fast zombies!) when they wake up.
 
Ooh that last idea does sound interesting but how about she woke up because she wasn't medicated like the others and is pulling a "die hard" evading the crew some of whom know she's aboard and want her secured before they make the transfer?

Could even have the other prisoners accidentally or otherwise released and they try to seize the transport as there isn't enough crew to handle that!

The zombie bit hmm there's a couple of ways that might work...
 
Reynard said:
I think this is becoming extremely complex for a simple story.

Agreed, it was originally set out to make sure i covered the bases in case the players decide to go off on a tangent and now I'm finding myself trying to explain the back story when ultimately they'll probably have neither the interest nor would know anything about it unless they mess things up and that will probably mean it won't be anything more than a one shot so it wouldn't be important anyway.

So they start the game aboard a shuttle on course to intercept an automated transport to retrieve a package aboard and return with it to earn their 10,000 pay.
Once aboard they realise its a prison transport and their package turns out ot be a young woman whose obviously been kidnapped since she isn't on the ship's manifest and isn't dressed like she's one of the prisoners.

Its at this point whoever's left aboard the shuttle detects another incoming ship which docks on the opposite side releasing a squad of troops who will engage the PCs if they get between them and the package they've both come for.

If the PCs move quickly they can disembark and head back to the space station before the other shuttle realises they just left the transport in which case they meet their patron and get paid its only then they discover why they was offered so much as the package gives them a separate reward for rescuing her.

If they don't get clear in time they will have to race back with the rivals' shuttle in pursuit who deliberately blow up the prison transport and use that to implicate the PCs in an effort to get the station security to apprehend them before they make the exchange.

Unless they mess about they will get to the exchange without problems and end up in a fire fight with the rival shuttle crew which draws in the station security and may end up with them imprisoned but later released if they did the sensible thing and protected their charge who presents enough evidence that they will be cleared... well maybe kicked off the station but lets not go too overboard!
 
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