Stingray_tm
Mongoose
So far the campaign I created for my players was more or less unfocused. We used Traveller as a stop-gap online activity until we could meet again in real life and so I as referee did not put much effort into designing a real campaign. Instead it was a succession of individual adventure modules, that I had in my possession.
Then I got version 2 of the main rules as well as Pirates of Drinax, and now I am highly motivated to play this campaign with my players. But I would like to have the old campaign getting to a satisfying conclusion first and not abrubtly end it.
Two of my PCs are on the run. One has made an enemy in SuSAG, who is using his resources to find and kill this Traveller and the other player has offended an Imperial Knight, who wants to solve this issue with a duel to the death (which the Traveller would lose...).
I am not sure how to resolve these conflicts to be honest. I do not just want the Travellers flee into non-Imperal space, where they can not be found, since this was the conclusion of the last campaign. I was thinking about getting the PCs caught and then play the "Prison Planet" module but I am looking for an idea how to bring everything to an end.
An idea that was floating around in my head was a very influental prison inmate, which the Travellers could befriend, help escape and after that he could make their problems "go away". Or maybe I will keep the Travellers in prison, until the pursuers catch up with them and then there is a final confrontation. (But I am not sure, how the Travellers could not lose in such a situation).
Any good ideas that are not Deus Ex Machinas or result in the PCs remaining outlaws?
And no, having the PCs just conveniently slip into "Pirates of Drinax" is not a solution, I would prefer, since the Travellers generated do not really work as Pirates (they lack a lot of the necessary skills for Space Combat) and also I would like to start with fresh PCs instead of converting MGT1 characters to MGT2.
Then I got version 2 of the main rules as well as Pirates of Drinax, and now I am highly motivated to play this campaign with my players. But I would like to have the old campaign getting to a satisfying conclusion first and not abrubtly end it.
Two of my PCs are on the run. One has made an enemy in SuSAG, who is using his resources to find and kill this Traveller and the other player has offended an Imperial Knight, who wants to solve this issue with a duel to the death (which the Traveller would lose...).
I am not sure how to resolve these conflicts to be honest. I do not just want the Travellers flee into non-Imperal space, where they can not be found, since this was the conclusion of the last campaign. I was thinking about getting the PCs caught and then play the "Prison Planet" module but I am looking for an idea how to bring everything to an end.
An idea that was floating around in my head was a very influental prison inmate, which the Travellers could befriend, help escape and after that he could make their problems "go away". Or maybe I will keep the Travellers in prison, until the pursuers catch up with them and then there is a final confrontation. (But I am not sure, how the Travellers could not lose in such a situation).
Any good ideas that are not Deus Ex Machinas or result in the PCs remaining outlaws?
And no, having the PCs just conveniently slip into "Pirates of Drinax" is not a solution, I would prefer, since the Travellers generated do not really work as Pirates (they lack a lot of the necessary skills for Space Combat) and also I would like to start with fresh PCs instead of converting MGT1 characters to MGT2.