Journeys of the Odyssey

Keikan300

Mongoose
I was hoping to pick the collective brains of this forum for help with a concept that I was playing with.
OK... bear with me...
Early 80's there was a cartoon Ulysses 31.. A cool sci-fi series based on the voyages of ... you guessed it.. Ulysses. They have a ship.. the Odyssey.
ANYWAY... I watched a review on the DEATHSTATION and ANNIC NOVA adventures and they inspired me. Both these have elements that I find compelling. I was thinking of throwing them in the creative blender and churning out a new adventure... The JOURNEYS OF THE ODYSSEY.
What are your thoughts of giving players access to a ship that is probably half-again in tonnage as the DeathStation?
I was thinking of the Annic Nova, a ship that is randomly jumping around. When I saw the Odyssey, it spoke to me.
I read a post where it was listed as a 'mobile station' and that struck me as too powerful. Any thoughts would be greatly appreciated.
I even thought of trying to craft a campaign that follows the story-line of the Ulysses 31 show...

Again... any thoughts would be appreciated.
 
You could simply have the special ship not have any way of directing its jump, but always arrives somewhere. Maybe it uses a different higher dimension, or is actually a dimensional vessel and the PCs are going from alternate universe to alternate universe.

Lost in Space/Space 1999 also used unreliable travel as a way to do planet of the week storylines.
 
Improbably enough, this sounds like very much like the current campaign I am running.

My PCs are 4 of the crew of 20 on a 1500-ton ship called Odyssey, boldly going where no ...etc.

Works well as they can call on the services of specific NPCs when needed, which broadens the range of adventures they can have . Also makes resources feel more precious — no popping to the mall for an ice-cream and extra gauss rounds.

I wouldn't, personally, go any bigger than that, or I fear it might start to feel a bit "small cog in a large machine". With this size, they now know the names of the 16 crew and their roles. The captain then essentially becomes the guide, so it keeps the players on an approximately predictable path which is ideal for GM-ing, although players and events can influence that of course.
 
Having it jump unpredictably is a bit of an issue because if the PCs don't want to jump wild, they could get off the ship at the first interstellar polity they come to and possibly bum a ride home. Not an insurmountable issue, just needs to be narratively handled.
 
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Passengers would tolerate unreliability, as long as it eventually gets them to where they want to go, especially if the cost is tolerable, or even practically minimal.

Considering listed prices for interstellar passage(s), and expected salaries.

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Random from player viewpoint but Referee knows and plans the jumps and adventures I would assume. The ship from the beginning should have a destination and reasons for each stop. Depends what type of campaign the Referee plans.
 
Yeah, that. Hitchhiker's Guide to the Galaxy also follows this idea; the major downside of the Infinite Improbability Drive is that anything can happen, especially if it's very, very improbable. Nonetheless in hindsight everyone goes precisely where they needed to go.

Doctor Who often works like this, especially for the actual episode plot. It's about fifty fifty if the Doctor actually intended to go where they end up. Or when. Very often it seems to be a matter of the Tardis choosing.

And you can always start "random" but move towards agency as the campaign progresses and the players become more in control of things.
 
If you have read any E.E. Doc Smith you may recall his Galaxy Primes. Their ship teleports and they have no theory on directing it but thinks it will be "random" but always near an Earth type world. They accidentally find how to control it

Someone "logged in to the ship" must focus on going somewhere specific.
 
Again... any thoughts would be appreciated.
It sounds to me like you're intending something along the lines of a space-military campaign, where the players are crew - possibly as highly ranked as (maybe) a department head, but not in command of the ship. Some else (an NPC) is the Skipper, the player are "just" the ones who get it done.
It's playable, but it's going to take a certain mindset in your group - they have to be willing to be railroaded, to an extent. But it is possible. The challenge for you, in this case, changes from "giving the group reasons to go where you planned" and instead becomes "giving them things to do along the way".
And - fair warning - you're going to NEED to give them things to do. Or they'll come up with their own things to do - like mutiny, jacking the ship, and heading off to do the things they want to do...
 
If you are familiar with the ANNIC NOVA adventure, the adventure, the Travellers come across a mystery ship and have to investigate. At the end of the adventure, the Travellers can opt to keep the ship, as long as they can afford it's upkeep. Its an interesting way of getting the characters a cool ship and also gives tags for new adventures.
I was thinking of using the Odyssey as the "ship of renown"
I guess I am asking if anybody had done this in the past... Of is the default a Scout Craft???
 
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