No Starship Campaigns

Vormaerin

Emperor Mongoose
Not having a starship used to be a pretty standard assumption in Traveller, back in the day. It seems to have largely fallen by the wayside. While having a ship does give the players certain kinds of freedom and opens up certain kinds of adventures, it generally closes off others or makes them much harder.

I run a lot of no starship campaigns. I think there's a lot of benefits to it.

The players aren't bound to their ship. If you want to run some kind of wilderness exploration adventure or longer running story on the same world, the players don't have to worry about protecting the ship, paying for berths and maintenance, and all the rest while they are spending 3 weeks on a yeti hunting expedition. And they are free to take jobs where they are the patron's crew for their safari or to transport their yacht to a shipyard capable of remodeling it or whatever.

Speaking of paying, not having the expenses of a starship means that the players can take smaller jobs that don't pay the kind of money you need to bring in if you have a multimillion credit ship to support. There's a big jump between the expenses of travellers and ship owners.

Another advantage on the adventure side is that there is a lot more freedom to run various kinds of adventures when it's someone else's ship. A crash, a hijacking, these things are difficult (not impossible) to do with a PC owned ship. An adventure like Marooned is a lot more feasible when you aren't taking the Serenity forever away by making it a ball of flaming wreckage they have to escape from. You can have assorted shipboard disasters without having to explain how the PCs made the mistake that caused them, because they are the heroic (or not heroic) passengers.

Yes, commercial passage costs money. But it's not /that/ expensive. Middle passage, double occupancy, steerage, low berths like Dumarest, working passage, temporary crew jobs, expense accounts, and plenty of other options exist for making travel affordable. Or, you know, have your patrons pay enough that commercial travel isn't a big deal, even with the crew's custom submersible ATV they "acquired" on an adventure.

Starship based campaigns are a lot of fun and what we see most often in sci fi fiction. But even if you aren't running an explicitly single world campaign or one using some entirely other form of travel (stargates anyone?), they are not the only way to go. Or even assumed to be the default the way it feels like it is in Mongoose Traveller, based on the kinds of adventures they publish.
 
Or have each player run multiple PCs. Your Starship crew. Your "security" group.

When the security group needs to go somewhere they call in a favour from the Starship crew. When the Starship crew needs help for people they trade with they call in the Security group. Even a small mercenary group that crams in 4 to a stateroom when they need to go somewhere to crush revolutionaries of help them over turn a government. The larger the merchant vessel the more easily they can transport the Security group.

Maybe the Starship crew AND the Security group own the ship collectively or do so along with a subsidizing planet (or planets) having all had connections, be allies or contacts and bundle their ship share together to buy the ship (maybe a 1000 tons or more). The ship could have docking space used mostly as cargo but when the security team needs their fighting small craft taken somewhere the space is made available.

You can have compound adventures where the Security Group are trying desperately to hold on while the Ship Crew are working hard to get the black market weapons and smuggle them to the planet maybe doing repairs of damage caused by the drop off of the Security Group "they told us there were no weapons that could hurt us".
 
Not sure what that has to do with the topic, but yes, you can do all kinds of interesting things with a campaign. Naval and Mercenary campaigns often have players doing command staff and the "action team". But that's a totally different topic.
 
Well, I would say that if you are playing a particularly large party that has a ship, it's still a ship campaign even if you have enough players to split the party.

The point of the topic is that you don't actually need the players to have a ship under their control to have a campaign, including a starfaring one. While there are some adventures where the ship is a key component, in most cases it is just transportation. And there's lots of alternatives to a player-controlled ship. Need to get to that distant space station? "Trusty Bwap's Used Shuttlecraft Rentals". Or the Stars Wars Cantina scene where they hire a ship in a shady bar. Sure, that guy became a PC, but no reason he had to be. Or you run a scam to impersonate members of the corporate crew that does go there. If it is a patron assigned mission, they may provide the transport. Allies, contacts, and other resources handle that.

And, frankly, there are lots of adventures on ships that are more problematic if the ship belongs to the PCs. Hijackers, smugglers, pirates, explosions, crash landings, and lots of other things that the players would rightfully object to you making part of a story on their own ship, because they are probably not going to make those sorts of mistakes.

It's not like there's one true way to play. I've run campaigns with ships, without ships. With FTL travel and without FTL travel. I even ran a game that had stargate type travel. They all work fine.

I was just reminded that Mongoose leans extremely heavily, nearly exclusively, into adventures that either require or grant starships. Which is not how the game used to be presented. In CT days, adventures were about 50/50 between 'PCs need a ship" and "PC's don't have a ship". With some that worked either way. The old 76 Patrons book specifically flagged the adventures that needed a ship, the same if they flagged if you needed Explosives skill or some other element that a group might not necessarily have.

I thought it might be interesting to talk about. But perhaps not.
 
I'll ask here, something that has been bothering me for awhile. How does one actually find a starship? I mean, you can find one that is willing to ship a cargo to somewhere for you, but AFAICT there is no mechanism for finding a ship heading where the Traveller wants to go.

I dislike the "You see four ships in port taking on passengers: The Pennsylvania, B&O, Reading, and Short Line" each of which is oddly enough heading to the planet where the next adventure is going to take place."

Could someone point out the tree I'm missing in this forest?
 
I dislike the "You see four ships in port taking on passengers: The Pennsylvania, B&O, Reading, and Short Line" each of which is oddly enough heading to the planet where the next adventure is going to take place."

Could someone point out the tree I'm missing in this forest?
In that case the ships are a monopoly and you have to pay extra.
 
I dislike the "You see four ships in port taking on passengers: The Pennsylvania, B&O, Reading, and Short Line" each of which is oddly enough heading to the planet where the next adventure is going to take place."

Could someone point out the tree I'm missing in this forest?
Depends on how your Referee decides to give choices or illusions of choice. If one adventure has ended and you're not following a hook to the next, then you have 4 ships going to 4 destinations where an adventure will find you (the same or different adventures depending on how far ahead the Referee is prepared)
 
Depends on how your Referee decides to give choices or illusions of choice. If one adventure has ended and you're not following a hook to the next, then you have 4 ships going to 4 destinations where an adventure will find you (the same or different adventures depending on how far ahead the Referee is prepared)
Yahbut, it's still by fiat. Let's say the Travellers have scoured a sweet bit of cargo on Regina - and know it will sell for a profit on Ruie - what are the chances of a random ship taking both passengers and cargo to Ruie? Good, because it's close and there is a lot of demand, and reduced because of the Amber rating.
What I'm asking as a referee, is how to not decide by fiat whether there are ships heading for Ruie. Otherwise you get a wagging the dog situation where your Travellers have something that will only sell on Ruie, so a ship has to magically appear heading just that direction, whether you have an adventure planned there or not.
 
Ah, I misunderstood the question - I thought you meant between adventures and hooks, when one location could be as good as another, not following one. To analogize to a previous response, it would be easier to find a ship willing to go from Tatooine to Alderaan than one going the other direction. FWIW - Obi-Wan does specify "Only Passengers".

It's an interesting question to look at the market from this side: I think most are used to thinking of it from the crew side - what are the chances we can find someone who needs passengers and/or cargo transported off-world and are we willing to go there?
 
So, Traveller does not have rules for finding a ship, because that's not normally considered something likely to be a problem. Since the GM is generally going to do something to ensure the players can go where they wish to go, whether that's buying a ticket or negotiating in a bar or finding a patron or whatever.

That said, if you do want that to be a random element for some reason, you can use the trade & passenger rules to see how much traffic does flow between two particular worlds, especially if you have the World Builder's Handbook. Or you can use the Speculating Without A Starship rules, because if there is a freighter going there, you can probably figure out a way to get there as a passenger.

Personally, I think that's low value for effort, but you can do so if you wish.

You can also use the Expected Ship Traffic chart to see how likely there is to be a ship visiting the world on any given day and you can determine where it's likely to go from there. Note that this is just starships. There's going to be small craft and system only ships to determine if the PCs are just trying to get to the asteroid belt or the like. (Also, the Importance of worlds is already included in the details on Travellermap, using the T5 version that is roughly the same as what the WBH produces, if you don't want to grind out the individual world importance yourself).

1758517739198.png
 
Ah, I misunderstood the question - I thought you meant between adventures and hooks, when one location could be as good as another, not following one. To analogize to a previous response, it would be easier to find a ship willing to go from Tatooine to Alderaan than one going the other direction. FWIW - Obi-Wan does specify "Only Passengers".

It's an interesting question to look at the market from this side: I think most are used to thinking of it from the crew side - what are the chances we can find someone who needs passengers and/or cargo transported off-world and are we willing to go there?
It's nearly impossible to not have passengers wanting to go where you want to take your ship. From that, you can either determine that there is a shortage of shipping and it's hard to get places so there's always a backlog of desperate passengers or you can say "There's so much shipping that people are confident they can find a ship at the last minute." Either one could follow from that facts of the game mechanics..
 
If you're doing the 'shady troubleshooter for hire' thing, and a given job requires interstellar travel, you can always try and negotiate Medium passage back to a travel hub.
Unless, of course, standing the PCs on Garda-Vilis for an adventure or two.
The nice thing about 'no ship' campaigns is that the players can't run from law enforcement so blithely and the ref doesn't have to keep a logbook of the PC's various crimes and misdemeanors. This tends to make the players FAR more careful with their shenanigans.
 
I mean, yes and no? It is a lot easier for 4 people to get lost travelling about than it is for a starship. Yes, a starship can just keep running, but you know the Fat Cow of Aberdeen is J1, whereas the pigs won't necessarily know if you changed names and took a J4 vessel, a J2, or somehow got on that J6 special transport. :D

But, yes, I find campaigns generally benefit from recurring locations and people, whether you have a ship or not.

My last campaign some of the players wanted to do Tomb Raider and others wanted to do Leverage. So we ended up doing both, with a crew that specialized in stealing archeological relics, whether from sites or from collectors. There were lots of shenanigans. Just not much in the way of lethal violence.
 
Otherwise you get a wagging the dog situation where your Travellers have something that will only sell on Ruie, so a ship has to magically appear heading just that direction, whether you have an adventure planned there or not.
So, what I do in my campaign is that I have a rumors, patrons, job offers, and other hooks that lead all over the place. It is up to the players to figure out where they are going and how to get there. Now, I play my Charted Space campaigns in a very customized version of the Islands subsectors in the Great Rift, so there's generally a fair bit of ship traffic, so getting regular tickets isn't that difficult.

The thing is that my players don't always want to travel quite that openly, so they come up with other schemes for arranging transport from time to time. And if they are going somewhere that rarely gets ships, they know that going in and it's their responsibility to figure out a plan for that.

Because I don't care where they go. Or if they change planets at all. Sometimes they spend days on a planet, sometimes they spend weeks. Sometimes even months. It's never my problem how they get places. It's my problem to have lots of places they might want to get to. Which ones they go to and how they get there is their problem.

Like one time they wanted to go to this supposedly destroyed space station that they didn't think had actually been destroyed. Obviously, not exactly easy to get to without a ship. So after helping this corporate exec out, the favor they asked for was a way off planet on the down low, so they got to take a partially fitted corporate yacht to the main shipyard a few parsecs away. And they just happened to stop at that space station they wanted to check out on the way. And then get to a planet they wanted to visit without having to have any records on any commercial manifests. And the corpo contact was happy because he paid off a debt by having the crew deal with a problem for him (how to get the yacht where it needed to go).
 
The cheapest option has always been to join the Scout Service, and retire with a Scout/Courier.

Or, after retirement, find a patron with his own interstellar transport.

Space Daddy.


 
To qualify for a ship in CT you had to be very lucky.
Survive to mustering out as a scout and then hope to roll a 6 on your benefit roll...
get really lucky on your merchant promotion rolls and again hope for a 1 in 6 chance...

If you look at the mustering out table the various types of passage are a common benefit and a few lucky ones may get TAS membership...

Now go to the Starships book. The first thing we get is ticket prices and alternatives to paying for passage.

Traveller assumes characters will travel from world to world to seek their fortunes and have adventures, it does not assume one of the characters will have their own ship.

Now mechanics.

If you want to travel to a world on a trade lane/xboat link you buy a ticket - the referee can decide how many days it is until the ship leaves (roll 1d perhaps?). In CT LBB:0 the game authors described interstellar travel as being as common as long haul air travel is today.

If you want to go to a system off the trade lanes then you will have an adventure - remember the purpose of the game
is there a patron who wants a job done there and has arranged passage
can you charter a ship that doesn't mind risking the misjump chance of using unrefined fuel*
can you find a ship advertising for passengers to such a world.

As to sending trade goods to Ruie - you pay Cr:1000 per ton per jump and it gets there in a certain number of weeks as determined by the referee.

Referees are really important in Traveller to adjudicate on stuff like this...

*trade lanes are usually between words with A and B starports - refined fuel. Once you jump to worlds with C or less than your return trip is going to be on unrefined fuel... do you feel lucky, punk?

The vast majority of my Traveller gaming has involved characters with no starship of their own.
 
Back
Top