Is this a good enough deal?

JMISBEST

Mongoose
Just for a laugh I've joined a newly formed group of Drinax Players as a player and we are discussing, with The completely inexperienced and easily manipulated yet well meaning GM a few ideas for a mutually beneficial alliance of trade, defence, Tech-improvement and overall World-Improvement and want to know if you think the following is a good enough deal?

Inurin and Sperle provide Food, Bryni provides ships, ship-yards and soldiers, Drinax, Neumann and Tech-World provide Tech, Falcon, Albe and Neuman provide workforce's for all the planets, Exe provides Fuel, Wildeman gets protection from Pirates and the benefits of A Free Class-B Starport, Arunissir’s Aslan Rulers regain full control of Arunissir rather then only ruling in name and also get A Small Drinaxian Fleet to protect them from reprisals and we break Acrid and Argona free from The PRQ and they provide the materials and minerals

In the end Drinax gets the worlds of Inurin, Sperle, Bryni, Tech-World, Falcon, Albe, Neuman, Acrid and Argona and nets around 426.9 million part-time soldiers equipped at TL 8 to 12 and around 41.7 million fill-time soldiers equipped at TL's 10 to 15 and nets a defensive Navy of 186 Ships that range from 100 tons to 800 tons Ships to The Drinax Regional Forces and another 50 Ships into The Drinax Starguard and they all range from 200 tons to 800 tons
 
So you joined a new group and want to do the same deal you did three years ago?

http://forum.mongoosepublishing.com/viewtopic.php?f=89&t=122166&p=938363&hilit=deal#p938363

How many times do you play the same campaign? Do you do anything except Drinax?
Or is this another example of someone hacking your account and posting something to make you look stupid?

If so, change your password again.
 
Where would all those ships come from? You seem to have an over-inflated idea of how many vessels a world would have.

Also... yet another Drinax campaign with a referee who doesn't grasp the basic premise. That just does not seem likely.
 
If you have a new GM running the game I would suggest starting with a much simpler scenario than Pirates of Drinax. High and Dry is a good place to begin to allow the Gm to become familiar with the rules and setting. It will also set much more realistic expectations for what a Traveller game is like.

PoD is a great campaign and can be loads of fun for a group that has a good handle on how the game works, but it should come with a warning label that it is for experienced GMs only. The huge scope of the adventures and almost unlimited options of a sandbox-style game make it a challenge to referee properly.

To more directly address your question; yes, that sounds like a good endpoint for the campaign. But it takes much more than just saying that is what you want. It will take years (decades?) of in-game missions, negotiations, and possibly bribes or assassinations to align the leaders of the various planets with your goals. They will want assurances that the deal is fair for their world (or in several cases, places their world in a superior position relative to the other worlds), and that the alliance can indeed supply the promised benefits for their people, security from external forces and long-term stability.

Once you get the framework settled, you get to deal with the logistics of getting everything in place. Worlds are not going to build a space navy, impress millions of their citizens into the military for an off-world power, or give up their crops for free. Money will need to be exchanged, thousands of starships will be needed to transport goods and troops where needed, space and land bases will need to be built to house all that military might, warehouses and trade hubs created to handle goods, mining and manufacturing infrastructure created or expanded, spaceports built or upgraded, colleges and universities established to train the workers, some worlds decontaminated to make them livable, housing built for the transferred workers and soldiers, resource extraction (mining and fuel skimming) to support all the new ship construction and transportation.

The grand alliance you proposed is a nice plan but it is not playing Traveller. Your characters working to overcoming all the challenges to bring it to fruition is actually playing the game.
 
JMISBEST said:
Just for a laugh I've joined a newly formed group of Drinax Players as a player and we are discussing, with The completely inexperienced and easily manipulated yet well meaning GM a few ideas for a mutually beneficial alliance of trade, defence, Tech-improvement and overall World-Improvement and want to know if you think the following is a good enough deal?

Inurin and Sperle provide Food, Bryni provides ships, ship-yards and soldiers, Drinax, Neumann and Tech-World provide Tech, Falcon, Albe and Neuman provide workforce's for all the planets, Exe provides Fuel, Wildeman gets protection from Pirates and the benefits of A Free Class-B Starport, Arunissir’s Aslan Rulers regain full control of Arunissir rather then only ruling in name and also get A Small Drinaxian Fleet to protect them from reprisals and we break Acrid and Argona free from The PRQ and they provide the materials and minerals

In the end Drinax gets the worlds of Inurin, Sperle, Bryni, Tech-World, Falcon, Albe, Neuman, Acrid and Argona and nets around 426.9 million part-time soldiers equipped at TL 8 to 12 and around 41.7 million fill-time soldiers equipped at TL's 10 to 15 and nets a defensive Navy of 186 Ships that range from 100 tons to 800 tons Ships to The Drinax Regional Forces and another 50 Ships into The Drinax Starguard and they all range from 200 tons to 800 tons
One of your clones is posting here again. Just so you know.
 
JMISBEST said:
Just for a laugh I've joined a newly formed group of Drinax Players as a player and we are discussing, with The completely inexperienced and easily manipulated yet well meaning GM

If this referee is a real person instead of fictional then you're treating him or her appallingly and they should kick you out of the game before you completely ruin it
 
I am not the author of the original campaign, but I know more about it than most having written multiple supplements for it. And the Companion of course.

Instead of focussing on the desired end-point with exact troop numbers and whatnot, the Pirates of Drinax need to be working with what they have and exploiting opportunities that arise. Just getting a second ship would be a major achievement, and it might not be the sort of ship they wanted. How to exploit that advantage? Hmm, we could try this.... which leads the Travellers in unexpected directions. The end result will be what it is, influenced by many small decisions and compromises that had to be made.

It is quite possible that a group who set out to build a pirate kingdom end up creating a Drinax that still has no territory outside the Floating Palace but exerts influence as a port of registry and flag of convenience for a number of merchant lines... and has a web of agents pulling strings across the whole sector. Or some other unexpected end position. Point is, if you just play the game and make the best use you can of what you have, an end result will emerge when it emerges.

What you're doing is (apparently) repeatedly proposing endpoints for the campaign and expecting the board community to... do something or other. I'm not sure what you want from the replies since you don't seem to take any notice of them. If these game are real, which I doubt, you'd be better off just playing them out and seeing what happens.

You seem obsessed with the big numbers - portfolios, fleets and troops in the millions. You would have a much better play experience (and encounter less situations you can't cope with) if you just played the game. Half a dozen guys, small ship, big universe, and see where it takes you.
 
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