I've got 8 players!

Well, My own player crew is similar to yours, with some differences:


Code:
   PC                    Age   Terms
   Rhys Wolcott          42    6 Terms    (3 Navy/3 Merchant)
   Ether Drake           22    1 Term     (1 Drifter (Scavenger))
   Meredith "Stray" Lamb 42    6 Terms    (6 Scouts (Explorer))
   CDR Anneke McClaren   42    6 Terms    (6 Navy)
   Eftear                38    5 Terms    (2 Rogue (Thief)/3 Merchant (Free Trader))
   Sean Peake            23    1.25 Terms (1.25 Navy)
   Kasan Allen           30    3 Terms    (1 Agent(Intel)/2 Rogue(Thief))

(roughly)

Name Position
McClaren Captain / Pilot
Peake Deckhand
Allen Security
Eftear Broker / Trader
Lamb Asst. Pilot / Nav
Drake Gunner/Medic
Wolcott Engineer

As I see it, scenarios for a Far Trader should revolve around, not so much What is rolled on the cargo / spec charts, but instead, what is gonna stop them from getting there? And flavor encounters along the way.

In Space
Ships scanning them, for no specified reason, then moving off.
Police cruisers boarding them, looking for contraband.
Pirate attacks.
Encountering other ships besieged by pirates.

Dirtside:
Meeting and deal ing with passengers they'll be taking to the next port.
Perhaps solving minor to major problems of same, a la Han Solo.
Rip offs from shady traders.
Encounters with NPCs from the past.

On liberty:
pickpockets, muggers, people in distress, etc.

plus add in long term, long duration story arcs that are solved one or two pieces at a time, over extended scenarios.
 
Merxiless said:
As I see it, scenarios for a Far Trader should revolve around, not so much What is rolled on the cargo / spec charts, but instead, what is gonna stop them from getting there? And flavor encounters along the way.

In Space
Ships scanning them, for no specified reason, then moving off.
Police cruisers boarding them, looking for contraband.
Pirate attacks.
Encountering other ships besieged by pirates.

Dirtside:
Meeting and deal ing with passengers they'll be taking to the next port.
Perhaps solving minor to major problems of same, a la Han Solo.
Rip offs from shady traders.
Encounters with NPCs from the past.

On liberty:
pickpockets, muggers, people in distress, etc.

plus add in long term, long duration story arcs that are solved one or two pieces at a time, over extended scenarios.
Don't forget, sometimes the adventure is the cargo. Hazardous or special cargo that is mislabeled so that the shipper can get away with paying a lower rate.
 
I would suggest that everyone have some cross-position skills, e.g. an engineer might also be a gunner (you don't want that, no, but it's an example) or a Doctor may also have piloting experience.
 
Jame Rowe said:
I would suggest that everyone have some cross-position skills, e.g. an engineer might also be a gunner (you don't want that, no, but it's an example) or a Doctor may also have piloting experience.

"You can fly this thing?"
"Are you kidding? This hunk of junk is even older than I am."
 
Jame Rowe said:
...You people do realize that Captain Picard, and indeed Commander Riker, were Red Shirts, right?
They did? I never did follow the post-Kirk TV Trek - didn't seem as realistic - couldn't see the strings holding things up.

And I couldn't understand the French guy as a captain - he didn't seem to know how to properly beat up aliens... and for a French man he didn't fare so well with the fairer species...

[Just Kiddin' Guys.. oh crap.. just realized I'm actually wearing a red shirt!]
 
Just reporting in. Turned out we had 6 players today, and I just found that one of them may not be with us after all. In any case, we had:

1. 6 term Scholar Doctor
2. 2 term Navy Engineering, 5 term pirate
3. 4 terms Nobility Administrator
4. 5 terms Intelligence Agent, 1 term Corporate
5. 2 term Army Cavalry, 3 terms Scouts
6. 6 term Star Marine

Nice, nice mix of players, skills, and such not. The player of the marine might not be there next time, so we'll see.

We took over 4 hours making characters, but it was such fun! We rolled homeworlds, went through the characters one by one per term. They really enjoyed the aging rolls for some reason, and everyone was afraid of aging drugs! We also decided on the ship, the room assignment even, and some things about the sort of campaign they wanted. Great fun.
 
Mencelus said:
We took over 4 hours making characters, but it was such fun! We rolled homeworlds, went through the characters one by one per term. They really enjoyed the aging rolls for some reason, and everyone was afraid of aging drugs! We also decided on the ship, the room assignment even, and some things about the sort of campaign they wanted. Great fun.

Sounds like you are off to a good start there. Have fun.
 
DaisedLady said:
i love rolling characters!!! definetly spend a few hours as a group rolling characters is the best way to proceed.

It really is. I was at first worried they'd get bored with it as time went on, but turns out they thoroughly enjoyed it (and as this was mostly a new group, all new to Traveller AND each other, it was a good way for folks to get to know each other).

Lots of funny moments as decisions were made regarding events or mishaps. At least two of the people had two careers thanks to getting booted out.

I should note that I used the fan made pre-enlistment options, adding universities/academies to the game. Very nice stuff which they abused happily.
 
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