Need help with new campaign ideas

DickTurpin

Banded Mongoose
I am planning a new Traveller campaign and am wondering if some of my ideas are too grand (and others too small) for the average Traveller player. Fine-tuning will happen with the players’ input, but I wanted to get opinions from a broad spectrum of players and GMs alike before I spend too much time planning the details.

I do not want to risk giving away too many details of the planned campaign, but a little background will help you see where I might be going with this. . .

A lost world has been slowly rebuilding for hundreds of years and has recently reached the early stellar stage. Several years after they begin mining their asteroid belts, some miners begin reporting strange sensor contacts that do not respond to hails. Belters and their ships begin disappearing. A few destroyed mining ships are found adrift among the asteroids. Explorations of the asteroid belts and outer planets uncover no signs of others living out there – it appears that they are suffering raids from outside their star system.

At the campaign start, it will be necessary to find out who is raiding, where they came from and find some way to stop the incursions. The other ships are higher tech than the world can currently produce and the gap must be closed as soon as possible if the world is to survive. As more information is uncovered the true scope of the danger is eventually revealed. . .

As I currently envision the game there will be aspects of Trillion Credit Squadron, Pirates of Drinax and Secrets of the Ancients incorporated into the campaign. I want it to be mostly a sandbox style game, with themes of technological advancement, infrastructure development, and finally interstellar war as a backdrop. As you can see, there could easily be too much going on; deciding which aspects should be emphasized and which relegated to the background is driving me crazy so I would appreciate any help you could give.

Please comment (both positive and negative) on whichever of the following would interest, or appall, you the most.

A) Fleet battles: Players act the part of commanders of large interstellar warships. Pirate hunting, space battles, and interdicting/capturing/bombarding enemy planets from orbit would be some of the missions they undertake.

B) Privateers: Players are the crew of either a single small armed ship or possibly a tiny handful of such ships. Missions could include disrupting supply lines, raiding enemy planets and installations, scouting, smuggling people and goods onto or off of enemy planets, and occasionally acting as courier or escort for small, high value cargoes.

C) Explorers: Players would travel around, exploring and mapping new star systems. Discovering new resources, finding potential basing locations, scouting enemy systems, exploring new worlds and investigating anomalous sensor readings, locating new allies, ferreting out enemy incursions or bases would be among their assignments.

D) Researchers: Players would try to develop new technologies to give their star nation an edge in the ongoing conflict. Investigation Ancients sites, reverse engineering alien artifacts, exploring ancient ruins of lost civilizations, or studying the technologies of newly discovered alien races and adapting them for human use could all be possible activities for researchers.

E) Spies: Infiltrating enemy strongholds and ferreting out enemy plans and secrets to gain the upper hand. Hunting enemy agents, developing information networks, stealing state secrets and the occasional assassination or act of sabotage would be among the spy’s list of responsibilities.

F) Military: Capturing or destroying the enemy’s ships, bases, and infrastructure. Players would be officers responsible for storming and capturing enemy starships, going on commando raids against important facilities, capturing (or eliminating) key enemy personnel, recruiting and training cadres of resistance fighters, defending bases from attack and sometimes participating in huge ground battles to secure or defend valuable terrain would be their duty.

G) Traders: Paying for all the research, exploration, and huge war machine takes an enormous amount of money and Traders keep the supply of money and resources flowing in. “Buy low and sell high” is the key to a successful career in interstellar trade, but there is so much more needed than merely turning a profit. Locating and procuring and delivering critically needed resources in a timely manner, opening up new markets for your world’s goods, finding and recruiting scientists, engineers, and workers to expand your world’s infrastructure, cornering the market of rare materials to deny them to the enemy, and sometimes fighting off pirates of commerce raiders are required as well as keeping a steady supply of credits flowing.

H) Salvagers: Interstellar wars leave massive fields of debris cluttering up the space lanes, someone has to clean up the mess and there is nothing wrong with turning a bit of a profit as you do so. In addition to general salvage there will be search and rescue missions, salvaging and repairing relatively intact ships, gleaning still useful supplies and materials, or maybe even finding something that has been drifting, dark and silent, out there for thousands of years. . .
 
Just checking to make sure that I understand things. The players are going to be from a lost world (isolated from the rest of the galaxy). That they are going to discover that there is life out there. So their objectives are going to be trying to figure out how to ensure that their world survives? Are they going to need to develop jump technology, weapons and defenses? They are going to need to join the intergalactic community, do trade, and make friends?
 
Generally, yes. Some weapons are currently available, lasers, nuclear missiles and particle beams have already been developed. Mesons guns are a theoretical possibility, Fusion guns and all screens are not even on the horizon yet. Ship armor is possible, but there has not been any reason to armor ships until recently. The planet is limited to small craft production currently so their spaceport will need to add capacity before they can build true starships. Jump-2 will need to be developed to reach the nearest habitable star system.

The world has a fairly small population, but advanced computers, robots, and drones are available that can possibly be militarized. I was planning to use a form of the Campaign Play rules from Trillion Credit Squadron for advancing technology and expanding infrastructure. There will be alien races, both living and extinct, to provide help once they begin exploring their surrounding star systems as well as archaeological sites within their own system to give them a boost if the site(s) can be discovered.
 
This topic does interest me, but I haven't read enough books for Mongoose Traveller to be really helpful... yet. That said, I'm pretty sure I know which books I need to read.

Anyways, I don't think that Jump-2 would be mandatory. A ship can carry enough fuel to make multiple jumps, and you could always build midway stations for refueling.
 
ShawnDriscoll said:
How many sessions would it take to play out this campaign?

That is part of the problem and why I am so concerned about the scope of the campaign. Giving every possible subject full attention would probably drag the game out for decades. The campaign will cover about a dozen years of in-game time with actual play sessions skipping over long stretches of time to focus on the "good parts" as much as possible. How long it actually lasts depends on how long it remains interesting for the players and myself.

What I expect to happen is for the players to elect to do something like a hybrid of the Explorer and Privateer roles; maybe including some of the Trader role as well. I would be thrilled if someone wanted to take on the Researcher role, but I am not holding my breath.
 
As a GM who's been running games for a long time, my advice to you is to stop asking us and start asking your players what they want to play. Not all players realize what they really enjoy, but asking them will at least get you closer to the bull's-eye than asking a forum.

I'd give them a list like the one you gave us, and ask them what interests them the most. The list you provided us seems pretty good:

DickTurpin said:
A) Fleet battles: Players act the part of commanders of large interstellar warships. Pirate hunting, space battles, and interdicting/capturing/bombarding enemy planets from orbit would be some of the missions they undertake.

B) Privateers: Players are the crew of either a single small armed ship or possibly a tiny handful of such ships. Missions could include disrupting supply lines, raiding enemy planets and installations, scouting, smuggling people and goods onto or off of enemy planets, and occasionally acting as courier or escort for small, high value cargoes.

C) Explorers: Players would travel around, exploring and mapping new star systems. Discovering new resources, finding potential basing locations, scouting enemy systems, exploring new worlds and investigating anomalous sensor readings, locating new allies, ferreting out enemy incursions or bases would be among their assignments.

D) Researchers: Players would try to develop new technologies to give their star nation an edge in the ongoing conflict. Investigation Ancients sites, reverse engineering alien artifacts, exploring ancient ruins of lost civilizations, or studying the technologies of newly discovered alien races and adapting them for human use could all be possible activities for researchers.

E) Spies: Infiltrating enemy strongholds and ferreting out enemy plans and secrets to gain the upper hand. Hunting enemy agents, developing information networks, stealing state secrets and the occasional assassination or act of sabotage would be among the spy’s list of responsibilities.

F) Military: Capturing or destroying the enemy’s ships, bases, and infrastructure. Players would be officers responsible for storming and capturing enemy starships, going on commando raids against important facilities, capturing (or eliminating) key enemy personnel, recruiting and training cadres of resistance fighters, defending bases from attack and sometimes participating in huge ground battles to secure or defend valuable terrain would be their duty.

G) Traders: Paying for all the research, exploration, and huge war machine takes an enormous amount of money and Traders keep the supply of money and resources flowing in. “Buy low and sell high” is the key to a successful career in interstellar trade, but there is so much more needed than merely turning a profit. Locating and procuring and delivering critically needed resources in a timely manner, opening up new markets for your world’s goods, finding and recruiting scientists, engineers, and workers to expand your world’s infrastructure, cornering the market of rare materials to deny them to the enemy, and sometimes fighting off pirates of commerce raiders are required as well as keeping a steady supply of credits flowing.

H) Salvagers: Interstellar wars leave massive fields of debris cluttering up the space lanes, someone has to clean up the mess and there is nothing wrong with turning a bit of a profit as you do so. In addition to general salvage there will be search and rescue missions, salvaging and repairing relatively intact ships, gleaning still useful supplies and materials, or maybe even finding something that has been drifting, dark and silent, out there for thousands of years. . .

Though I have to admit, a lot of these concepts should be rolled together into a few categories:

1. Fleet Commander. This really sounds like it'd be better played out as a wargame. If you and your players enjoy wargames, this is good. Otherwise, not so good.

2. Privateers. This will probably have elements of Explorers and Salvagers as the campaign style is inherently opportunistic. If the players become too wealthy (more than one ship) it'll probably become "Fleet Commander" however.

3. #3 Explorers and #4 Researchers are probably best rolled into a single plotline.

5. Spies. Spies is a subset of military with an emphasis on covert action. In reality, you should probably combine the two to give your players more variety, UNLESS they like roleplaying combat, in which case being "spies" might not satisfy their thirst for combat.

7. Traders. "Traders" is a really vague term. From the way you make it sound, it sounds like the "beloved of traveller grognards but never really works as an RPG without a lot of fudging" plot where a merchant ship plies the spacelanes ... and a single player can play Traveller without a need for other players or even a GM by rolling dice and looking at the Trade Tables and make enormous profit in a J-1 Free Trader or go out of business in a J-2 Far Trader. OTOH if you're using Trading as a backdrop, you'll be able to roll in "Explorers", "Salvagers", and perhaps even "Spies."
 
I look at the player characters first, then reveal parts of a campaign's setting to them that would fit with their backstory, etc.
 
Some more thoughts. Don't force the players to try to do everything on the list you made. You can allow them the opportunity to do many things, but it helps if a game has focus. They might end up only wanting to do 1 or 2 things, with the occasional distraction.

As for technology, this world sounds like TL 7 or 8, but you would need to be TL 8 to prototype Jump technology. Jump-1 is normally available at TL 9, and Jump-2 at TL 11. However, not all worlds fit this mold perfectly, some being higher or lower in different domains of tech. This can be further distorted if they get a hold of a working piece of technology.

The book, Supplement 4 Central Supply Catalogue, does contain rules for reverse engineering devices. It starts on p. 11 . To give a quick summary, you can create a low tech version of a high tech devices, using low tech components. To reverse engineer, you spend some money (to try to make a prototype), make a dice roll (applying bonuses and penalties, big ones from TL differences), and determine the quality of the prototype from the dice result. The best results are devices that are the same quality of the intended device, but a little bit more expensive than the original, but lower dice results suffer reductions in performance and reliability, with an increase in size and price. For jump technology, I suggest you instead use a dice penalty (-1 for every 10% reduction in reliability, or fraction of) to use the device, making skilled pilots and taking extra precautions really important.

Edit: Ok, clearly I only needed to read the stuff on p. 20 in the Trillion Credit Squadron, not need to make something up...
 
One technique that I think works very well and can be borrowed from the game system it was introduced in is the concept of 'The Other 100 Points'

When creating characters you provide them with your list of possible scenarios and give them 100 (or any arbitrary number) of points to assign to each individual category. The more points they assign, the greater their interest in exploring it as a theme. The game ssytem I'm getting this from - 7th Sea - uses it for themes such as Military, Exploration, Romance, Drama etc. in traditional swashbuckling fashion.

If there's significant disparity, you might also consider a 'troupe-style' campaign where players have multiple characters that fit into different roles. You may alternate what the focus of an individual session is and that determines which characters your players will paly for that story arc. Of course this is dependent on your players willingness to take hiatuses between plot arcs for group X while group Y has a plot arc, potentially tangential or parallel to the original.
 
A) Fleet battles: Players act the part of commanders of large interstellar warships. Pirate hunting, space battles, and interdicting/capturing/bombarding enemy planets from orbit would be some of the missions they undertake. WARM

B) Privateers: Players are the crew of either a single small armed ship or possibly a tiny handful of such ships. Missions could include disrupting supply lines, raiding enemy planets and installations, scouting, smuggling people and goods onto or off of enemy planets, and occasionally acting as courier or escort for small, high value cargoes. WARM

C) Explorers: Players would travel around, exploring and mapping new star systems. Discovering new resources, finding potential basing locations, scouting enemy systems, exploring new worlds and investigating anomalous sensor readings, locating new allies, ferreting out enemy incursions or bases would be among their assignments. HOT

D) Researchers: Players would try to develop new technologies to give their star nation an edge in the ongoing conflict. Investigation Ancients sites, reverse engineering alien artifacts, exploring ancient ruins of lost civilizations, or studying the technologies of newly discovered alien races and adapting them for human use could all be possible activities for researchers. HOT

E) Spies: Infiltrating enemy strongholds and ferreting out enemy plans and secrets to gain the upper hand. Hunting enemy agents, developing information networks, stealing state secrets and the occasional assassination or act of sabotage would be among the spy’s list of responsibilities. HOT

F) Military: Capturing or destroying the enemy’s ships, bases, and infrastructure. Players would be officers responsible for storming and capturing enemy starships, going on commando raids against important facilities, capturing (or eliminating) key enemy personnel, recruiting and training cadres of resistance fighters, defending bases from attack and sometimes participating in huge ground battles to secure or defend valuable terrain would be their duty. WARM

G) Traders: Paying for all the research, exploration, and huge war machine takes an enormous amount of money and Traders keep the supply of money and resources flowing in. “Buy low and sell high” is the key to a successful career in interstellar trade, but there is so much more needed than merely turning a profit. Locating and procuring and delivering critically needed resources in a timely manner, opening up new markets for your world’s goods, finding and recruiting scientists, engineers, and workers to expand your world’s infrastructure, cornering the market of rare materials to deny them to the enemy, and sometimes fighting off pirates of commerce raiders are required as well as keeping a steady supply of credits flowing. COOL

H) Salvagers: Interstellar wars leave massive fields of debris cluttering up the space lanes, someone has to clean up the mess and there is nothing wrong with turning a bit of a profit as you do so. In addition to general salvage there will be search and rescue missions, salvaging and repairing relatively intact ships, gleaning still useful supplies and materials, or maybe even finding something that has been drifting, dark and silent, out there for thousands of years. . . COOL
 
A) Fleet battles: COLD

B) Privateers: TEMPERATE

C) Explorers: HOT

D) Researchers: WARM

E) Spies: WARM

F) Military: COLD

G) Traders: COLD

H) Salvagers: WARM
 
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