Pirates of Drinax - GMs thread

Incidentally, re my query about Asim upthread, I also asked on RPGnet and we had a couple of other thoughts:
  • Maybe Drinax unleashed bioweapons/WMDs on the ihatei on Asim in 884-5 (maybe also on the other worlds in the chain). This provoked the Ahroay'if to intervene in force (and gives extra motivation for their use of bioweapons on Drinax). By now (in 1105) the bioweapons are believed to have degraded, and/or Aslan scientists have developed cures/countermeasures. (The bioweapon in Shadows of Sindal would be a newly developed variant that the Aslan don't have an immediate countermeasure for.)
  • The Solomani Confederation formed in 871. That's a fair way away, but it could have been a factor in Aslan politics at the time. E.g. maybe some Tlaukhu clans were thinking about a possible war with the new Confederation, and if that went down they didn't want to also be fighting the Imperium, so they urged the Ya'soisthea clans to throttle back coreward expansion. This consideration could be part of why the Ahroay'if settled for smashing the Kingdom of Drinax into bits instead of conquering it.
  • Maybe Asim is just too brown for Aslan to want to stick around.
 
Incidentally, re my query about Asim upthread, I also asked on RPGnet and we had a couple of other thoughts:
  • Maybe Drinax unleashed bioweapons/WMDs on the ihatei on Asim in 884-5 (maybe also on the other worlds in the chain). This provoked the Ahroay'if to intervene in force (and gives extra motivation for their use of bioweapons on Drinax). By now (in 1105) the bioweapons are believed to have degraded, and/or Aslan scientists have developed cures/countermeasures. (The bioweapon in Shadows of Sindal would be a newly developed variant that the Aslan don't have an immediate countermeasure for.)
  • The Solomani Confederation formed in 871. That's a fair way away, but it could have been a factor in Aslan politics at the time. E.g. maybe some Tlaukhu clans were thinking about a possible war with the new Confederation, and if that went down they didn't want to also be fighting the Imperium, so they urged the Ya'soisthea clans to throttle back coreward expansion. This consideration could be part of why the Ahroay'if settled for smashing the Kingdom of Drinax into bits instead of conquering it.
  • Maybe Asim is just too brown for Aslan to want to stick around.
It says something about the first two choices that that option three is the sanest choice.

“Oh yeah sorry we forgot to mention it that Drinax WMDed Asim but luckily nobody mentions it and the Aslan forgot.”

In any case there’s a novella that details the biological-weapons-free invasion.
 
There is? Huh. Which one is that?
Three Drinax novellas:

 
Three Drinax novellas:

Oh. Thanks, but I thought Endie meant there was one about the Aslan invasion of two hundred years before.
 
Another random question: In Drinax Book 1, 'Finale' mentions the (extremely unlikely) possibility that some Aslan systems could join the new kingdom. I'm guessing this could involve a minor clan becoming a vassal of 'Clan Drinax' and leaving the Hierate. Does Clans of the Aslan talk about this sort of thing?
 
I've posted a few more updates on the party's progress since my last update here.

Some were minor (their steward droid's version of events at the start of the Borderland Run, for instance - https://drinax.net/borderland-run-week-1-patricks-version/ ) but in the second session of the Borderland Run, the party continued their investigations into Captain Envai's Cavern; met Amaldae the Vargr and found out more about their "cargo"; got accosted (and hacked - a good idea by Dungeon Musings that I stole) by burly private-eyes; used Sam Kegii, whose Leaky Bucket they had previously fixed for him, as a decoy to raise their misdirection index while retreiving their mission target's luggage, and travelled to the settlement of Hernon's Claim, where they now knew their cargo to be hiding. https://drinax.net/borderland-run-2/

One of the player charcters - Anastasia - is a psionicist and journalist, and the player decided that she would post an article about the goings-on on Pourne to try and shift opinion towards the party's contact on the planet: https://drinax.net/pourne-star-players-version/ I love it when players get involved like this!

The party had also sent their other ships (the Shinkiro and the Grey Area (formerly Redthane's flagship with a stupid name none of us could remember) to conduct piracy in Hilfer, and the same player wrote a piece to undermine the governments on the planet and provoke discontent about the rising levels of piracy. You don't often see actual piracy in accounts of PoD campaigns online so this was quite smart stuff: https://drinax.net/hilfer-political-journalism/

In the next session, the party find Prince Hteilotorl and dine with him This let me plant seeds of sympathy for someone they knew so far as a wanted war criminal, and who they were debating turning in for the 5MCr reward offered by his enemies (dead or alive, where the bounty for "alive" had to be collected from a system in Gushemege, suggesting strongly which option was preferred!)

After smuggling him offworld they head for Acrid, where they are introduced to the Revolution on Acrid plotline for later, and on to Pandora, where about 15 sessions of research and questioning pay off and they find Captain Envai's Cavern: https://drinax.net/borderland-run-3/ (and very nearly die to a robot I made far too brutal for a group mainly toting stunners).

Finally, I posted a bunch of the INS stories I had been dropping between sessions, including ones trailing the FFW that go back to the original JTAS #1 issue: https://drinax.net/imperium-news-service-1105-summary/
 
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Hello. My first post there. I'm new to Traveller and I'm our group's ref. I plan to take our group through Pirates of Drinax. I have a small number of the core MP 2E books, and the Pirates of Drinax set. I'm looking for advise about other books that can be good to have when doing PoD. I'm thinking of adding the Drinaxian Companion and the Shadows of Sindal. Is it good to pick up any books related to the Third Imperium or the Clans of Aslun, etc?
 
Hello. My first post there. I'm new to Traveller and I'm our group's ref. I plan to take our group through Pirates of Drinax. I have a small number of the core MP 2E books, and the Pirates of Drinax set. I'm looking for advise about other books that can be good to have when doing PoD. I'm thinking of adding the Drinaxian Companion and the Shadows of Sindal. Is it good to pick up any books related to the Third Imperium or the Clans of Aslun, etc?
Please be aware that Pirates of Drinax is not perfectly written; there are holes and such which you will need to fill. Prep takes more work than just a single read-through; and you might want to adjust several things -- the deadliness (and/or sneakiness) of the Harrier, when the Players first get it, how much loot is available & worth, how prevalent psionics are, how 'Standing' (and the completely worthless 'Letter of Marque') works, and so on. No two referees will fix things the same way.

Somewhere around here I have a list of collected tips....

[Edit:] Here are a few suggestions for your consideration (sorry for the long post):


1} Do not start the PoD campaign with the PoD campaign -- let them do some minor missions (and maybe encounter the reputation of Margaret Blaine, infamous pirate) somewhere in the Reach (maybe run 'Exodus', with the Grehai Movement as a minor adversary), and plan to have them have a few amiable encounters with pirates -- maybe 'off duty', or celebrating, or something. Set the stage; establish important elements from the campaign early:

a} The Aslan are the big scary, enemy;
b} everybody hates (but still buys stuff from) the conniving & exploitative GeDeCo,
c} people still tell wistful stories about the 'glory days of the Sindalian Empire',
d} sometimes good folks are forced into piracy to make ends meet, or by other circumstances,
e} the Grehai movement is a recent development, and seems to be a good thing,
f} the Third Imperium is remote, and not interested in getting involved in solving local problems, etc. ('Fire on the Sindalian Main' could feed into this).

The players happen to end up at Drinax at some point in the story, seemingly organically. At this point Oleb or Rao would notice them, but not trust them (off-world traders are curiosities; the Royal Court will fete them just to get fresh gossip) -- then have them undertake a minor mission or two on behalf of Drinax (not necessarily the Royal Family). Once they have proven to be reliable, start them on the PoD main campaign -- maybe through 'First Prize'.

There are resources out there for a series of mini-adventures to recruit some (or all) of the Vespexer Tribes; in my head-canon their point of contact for this is Prince Harrick. The players may initially come to Rao's attention by working (and succeeding) on these mini-missions.


2} Do not give them the Harrier straight away. Maybe they can struggle to get a ship in the lead-up adventures before they get to PoD -- until then they are buying (or working) passage. Once they are enlisted, have them trying piracy missions in a rattletrap junker; rewards along the way can be better access to cheap repairs at Drinax or similar. Upgrading and restoring the ramshackle 'Class A in name only' royal port of Drinax might form several off-the-cuff filler adventures. Give them the Harrier as a reward for doing a mission ('Treasure of Sindal' is the easy, obvious one if you run it early; otherwise some variant of 'High & Dry' might work, to get the wreck back up to orbit where a Jump-Tug can tow it to Drinax).

Also, the Harrier was given statistics in 1e. In 2e the mechanics of the game changed, and now the Harrier is amazingly, absurdly, game-breakingly different. Maybe consider making the Turret a Particle Beam / Laser / Sandcaster turret, and the Barbette is a Torpedo barbette. Since torpedoes are expensive & hard to find, this makes the barbette more situational -- and ALSO gives the Harrier the ability to use the weapons from 'Treasure of Sindal'. It might also benefit from 'Adjustable Hull' (High Guard Update 2022, page 43) instead of the (expensive, power-hungry, and useless) 'Holographic Hull' that it is listed as having.


3} Remember the timeline -- by 1107 the Fifth Frontier War starts, pulling Imperial Navy assets toward the Spinward Marches (and away from the Trojan Reach); and in 1116, Emperor Strephon is assassinated, the Imperium is in tatters, and the Trojan Reach consumed by the Aslan -- they take Tobia in 1118, and all the worlds up to Gazulin before they are stalled. If you want the Kingdom of Drinax to survive at all, start the campaign well before the suggested 1105 date. I sort of favor starting in ~1094, about 2 years after the explosion at Vorito highport, with 'Vorito Gambit' playing out in 1099, and Finale during or before 1100. I am considering using the 2300 AD third party 'colony development' stuff, and this gives the 'Kingdom of Drinax' a few years to build.


4} If your players are coming from heroic-fantasy, it might be good to do a 'Session minus 1' as well as a 'Session Zero'. The point is to walk through character generation a few times until it is easy, and then (crucially) run a bunch of disposable mook characters through a half dozen 'Snapshot' or 'Azhanti High Lightning' scenarios -- the point being that you need to hammer home the blood-drenched nature of Traveller combat so that they respect violence as a last resort. The goal is for the players to realize that their super-duper-kill-anything starting characters will, with excellent die rolls, usually die in round two instead of round one. If everyone is having fun, maybe do the same with some ship-to-ship combat.

Also, having a stable of a few dozen extra 'Traveller' PCs will be a neat resource; later in the campaign the players are overseeing groups of allies, assets, and factions -- and probably a whole pirate fleet. The 'extra' travellers can be colorful & relatable additions.


5} Do not feel like you are obligated to run the adventures in the PoD campaign in order, or without breaks. Plan carefully how you want the plot to progress, and run the adventures in the order that best supports your plot-line (or what your plot-line ends up being after the players do something crazy and unexpected). Some groups entirely skip 'Treasure Ship', for example. 'Demons Eye' and 'Prodigal Outcast' both take the characters quite far afield. You might want to add your own twists to the adventures, too -- will the players be able to parlay GeDeCo support into taking over some (or all) of the GeDeCo assets in the Reach during the 'Vorito Gambit'? Will players be able to manipulate the outcome of 'Shadows of Sindal' to put Drinax in charge of the Dustbelt? During 'The Knife Edge', can the players talk one or more minor Aslan clans (or maybe even the Ahraoy'if?!) into declaring fealty to Drinax?


6} Try to have one or several characters have ties to Drinax; maybe they aspired to the Star Guard once upon a time, or were a Vespexer from a tribe friendly to the Floating Palace. It is possible to do this on-the-fly during play, by using 'contacts' or 'allies' from Character Generation; but it is probably better to have at least one or two characters start with Drinax or Asim as a home planet. There are careers in PoD book 2 that work.


7} Decide early about the role you want psionics to play in your game. Some GMs run psi-free games because some of the powers might derail or otherwise ruin some adventures; but PoD specifically DOES feature encounters with several psions. Do you want all your players to start with psionics as an option? Is there one player you can trust to not break the game, and role-play correctly, if allowed psionics? Do you want psi-training as something to reward the players later?


8} Be prepared to give the characters truly ridiculous amounts of money. The task of restoring the Kingdom of Drinax is staggeringly huge in scope -- just detoxing Drinax will probably run ten to thirty years, with maybe a dozen TeraCredits spent per year. Double (or more) the money to reduce the time down to a minimum of half of that -- and the characters should probably not expect to see the end of the project. A new starport (including a suitable highport & shipyard) to get Drinax back to an 'A' rating is probably hundreds of GigaCredits, and a similarly long timeline. Rebuilding the agricultural, mining, smelting, manufacturing, and transportation capacity is also hundreds of GigaCredits per year -- and this is just for Drinax; other worlds will need similar investments. All these investments are pointless without people to do the work -- and that means recruiting, vetting, training, transporting & supplying many millions of colonists.


Building empires is so expensive it is not really useful to even think of it in terms of 'Credits'; the sums are too vast. Hook your players on building bases, fleets, starports, networks of agents, universities, housing, factories, terraforming installations, orbital rings, space-based defenses, research think-tanks, and so on -- and soak them for unspeakable sums of cash to build, use, maintain, expand, and repair these assets. But do not be stingy handing that cash out; they should have the money to start some grand (years or decades long) projects, along with monthly or seasonal progress reports to make them feel invested and proud... only to have situations where they do not have the cash to do everything they want. Some things will need to be postponed; scrapped; or put on hold to address some other urgent need that also requires grand expenditures. The rats are still struggling to keep up with the treadmill -- but the treadmill is bigger.


9} GeDeCo & the Third Imperium backing Theev makes very little sense. If you are also running 'Shadows of Sindal' with 'Prince' Richter Grehai, then maybe you want to alter the deal a little. In this version, Richter stumbled across a cache of ancient Sindalian treasure on Theev: A few ships; supplies for a couple small infantry units; a small, hidden (underground!) shipyard; and the blueprints & technology to produce a limited number of types of combat clones -- Blacksand Widows. Theev as a 'Legendary Pirate Haven' is recent, within the last decade or so as Richter built up his power & connections. He has the Pirate Lords on a leash, and collects a small part of their take in exchange for stuff built in the shipyard, and some protection via the Widows. On the other hand, the players may get Theev to declare fealty before Finale -- if they get it to 'Haven' and then defeat or otherwise remove Grehai.

[/Edit]
 
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Those look like great tips, J. L. Brown! But:
3} Remember the timeline -- by 1107 the Fifth Frontier War starts, pulling Imperial Navy assets toward the Spinward Marches (and away from the Trojan Reach); and in 1116, Emperor Strephon is assassinated, the Imperium is in tatters, and the Trojan Reach consumed by the Aslan -- they take Tobia in 1118, and all the worlds up to Gazulin before they are stalled. If you want the Kingdom of Drinax to survive at all, start the campaign well before the suggested 1105 date. I sort of favor starting in ~1094, about 2 years after the explosion at Vorito highport, with 'Vorito Gambit' playing out in 1099, and Finale during or before 1100. I am considering using the 2300 AD third party 'colony development' stuff, and this gives the 'Kingdom of Drinax' a few years to build.]
Or maybe just, like, ignore the future timeline? Sure, have the FFW start up in the background, but a Drinax GM doesn't have to assume Strephon will be assassinated or any of that possible future stuff.
 
Those look like great tips, J. L. Brown! But:

Or maybe just, like, ignore the future timeline? Sure, have the FFW start up in the background, but a Drinax GM doesn't have to assume Strephon will be assassinated or any of that possible future stuff.
Sure, it is impossible to know the future. So far, Mongoose has claimed that the future timeline (if it even happens) of MgT 2e is NOT going to be bound by prior material. But -- Mongoose has also hinted that the 'rebellion era' is certainly possible; the first Act of Singularity is dedicated to showing the Players all the internal stresses at play in the Imperium. The second Act of Singularity strongly foreshadows 'virus'.

If we guess correctly then future published material will need fewer modifications, less 'work', to fit in the New Kingdom.
 
Yeah I didn't have any of the "let's break the setting" stuff from MT like the assassination etc in my first run-through, nor will it happen in either of the two PoD campaigns I'm running now. I enjoyed Megatraveller a lot at the time, but for me it's a "what-if" timeline that diverges from what really happens.

All that said, I didn't even mention the FFW first time through but I have been trailing it heavily this time around.

@DeHammer I agree with @mavikfelna about Clans of the Aslan. There are also a few adventures set in the Trojan Reach that can work really well:

- The Borderland Run is a cracker, with a brilliant ending that had my players buzzing about it for days afterwards on Discord. It can introduce the Aslan as something far more complex than just the genocidal WMD murderers of the Drinax cleansing or the slavers of the Glorious Empire, and can give the party links and alliances in the Hierate. It is also really useful for introducing hooks and NPCs in the Borderland subsector since it actively rewards the party for wandering around and not just redlining to the end. It gave us about thirty-two hours of gameplay
- Exodus is another useful view into the Hierate, and balances a very positive view of some clans - benevolent and generous - with a darker view of the triumvirate of clans wanting to murder 8 billion humans. It really shows that Aslan - while utterly different from humans - are not a single stereotype. I also like that a thoughtful player will spot that the point of the mission is to aid the "good guys" in ethnic cleansing! For the PoD campaign on the grand scale, it also offers a hint of huge numbers of (very problematic!) humans to fill up all those low-population garden worlds near Drinax!
- Makergod is great for an introduction to Oghma, even if using it in the middle of a PoD campaign may alter how you start into it, and what the end state is. I have a sneaking worry that one group of my players might decide that the Makergod is just the sort of firm leader that they can negotiate with to bring Oghma into the fold :oops: Iron Spine and the Tktk Convergence can add some episodes to a PoD campaign, too, and give an entry point into Glorious Empire interactions
- Fire on the Sindalian Main would be hard to work into a Drinaxian campaign, but has great background on several worlds.
- I've not used the Hellworld Heists yet but I intend to use it soon for one of the two current parties, and maybe for the more action-focussed B-group of characters in the other campaign
 
Huh. Well, that's a shame.
The official stance at Mongoose seems to be that, like the 'rebellion era', 'virus' is one of several possible futures -- and that they have zero interest in advancing the timeline. I have not flipped through Act Three yet, but I do not expect any hints of the Empress Wave -- we'll see.

That said, the Fifth Frontier War may not follow the previously 'canon' script.
 
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