Pirates of Drinax - GMs thread

I’ll wager they water the Empress Wave down. Fingers crossed. I don’t want to see official setting destruction.
The original was not meant to destroy the setting, it's intent was to raise the profile of psionics, and since going by posts on these boards people have psions in every party with no draw backs perhaps it would be a good thing...
 
I’ll wager they water the Empress Wave down. Fingers crossed. I don’t want to see official setting destruction.
I totally agree, and I’m optimistic on that front. When you read Shannon Applecline’s history of the game you see that the folks writing for Traveller at the time were struggling to find space for conflict and drama and wanted a server wipe, and kept escalating to try and achieve it (and, naturally, to sell their replacement game and setting): rebellion and empress wave and the (moronic) virus etc. The reluctant (relative) sparing of the Marches following feedback from players was grudging and partial.

Luckily, Mongoose have shown with the Trojan Reach and elsewhere that chaos, drama and freedom are achievable without any need to tear up the setting that people love, and the intervening fifteen years showed that the burn-it-all approach was a commercial mistake. So while they may do a campaign based around something like Rebellion one far-off day it’ll be like PoD: here is something you can shape that changes the map, but it’s not a canon future outside of your individual game.
 
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?
Hi there! I'm currently a year and a half into a weekly Pirates of Drinax game, and I can vouch for having used part of the Drinaxian Companion and parts of Shadows of Sindal. I've also used Makergod (we actually just finally started that arc a couple of weeks ago). I picked up the other Reach adventures but didn't end up using them and at the rate we are going we probably won't (but anything is possible).

Since you're asking about other books, I'll limit my advice there. I picked up The Third Imperium and I think it's a solid read for history of the Imperium but I don't actively use it during prep and it's only abstractly come into play. I started before the PDF of Clans of the Aslan was available, so it wasn't immediately crucial. My group is increasingly playing politics with the Aslan Hierate, so for the past few months I've ended up referring to it particularly when I sat down and made some notes for my own mental map of major clans in the (my) Trojan Reach and their relationships with one another (specifically rivalries and vassal relationships). I had wished I had started with a pdf of The Borderlands book that was released more recently (earlier this year, I think).

If I had to offer one minor bit of non-book advice, it's this: If you see a name, any name, that you can't pronounce, please change it or give it an "Anglic Translation." Don't try to pronounce Aslan Clan names if that's not your jam.

Otherwise, the usual suspects of the Core Rulebook, the Central Supply Catalog, and High Guard are books I reference during game prep. I added some ships from Adventure Class Ships and Traders and Gunboats to my random tables of ship encounters, so I've gotten use out of those PDFs. I have one newly joined player, a good friend who I somehow roped into the game, who my wife convinced that it would be a bright idea to play a... er.... Dolphin, so I had a specific need for Aliens of Charted Space Vol 3. but that's a problem with my friends and how they are misanthropes.

That's it. That's all I regularly use during game prep. Good luck!
 
Hi there! I'm currently a year and a half into a weekly Pirates of Drinax game, and I can vouch for having used part of the Drinaxian Companion and parts of Shadows of Sindal. I've also used Makergod (we actually just finally started that arc a couple of weeks ago). I picked up the other Reach adventures but didn't end up using them and at the rate we are going we probably won't (but anything is possible).

Since you're asking about other books, I'll limit my advice there. I picked up The Third Imperium and I think it's a solid read for history of the Imperium but I don't actively use it during prep and it's only abstractly come into play. I started before the PDF of Clans of the Aslan was available, so it wasn't immediately crucial. My group is increasingly playing politics with the Aslan Hierate, so for the past few months I've ended up referring to it particularly when I sat down and made some notes for my own mental map of major clans in the (my) Trojan Reach and their relationships with one another (specifically rivalries and vassal relationships). I had wished I had started with a pdf of The Borderlands book that was released more recently (earlier this year, I think).

If I had to offer one minor bit of non-book advice, it's this: If you see a name, any name, that you can't pronounce, please change it or give it an "Anglic Translation." Don't try to pronounce Aslan Clan names if that's not your jam.

Otherwise, the usual suspects of the Core Rulebook, the Central Supply Catalog, and High Guard are books I reference during game prep. I added some ships from Adventure Class Ships and Traders and Gunboats to my random tables of ship encounters, so I've gotten use out of those PDFs. I have one newly joined player, a good friend who I somehow roped into the game, who my wife convinced that it would be a bright idea to play a... er.... Dolphin, so I had a specific need for Aliens of Charted Space Vol 3. but that's a problem with my friends and how they are misanthropes.

That's it. That's all I regularly use during game prep. Good luck!
Sing, oh gamesmaster, of the rage of Achilles what has happened in your campaign so far! What have you and your players done?
 
Hi there! I'm currently a year and a half into a weekly Pirates of Drinax game, and I can vouch for having used part of the Drinaxian Companion and parts of Shadows of Sindal. I've also used Makergod (we actually just finally started that arc a couple of weeks ago). I picked up the other Reach adventures but didn't end up using them and at the rate we are going we probably won't (but anything is possible).

Since you're asking about other books, I'll limit my advice there. I picked up The Third Imperium and I think it's a solid read for history of the Imperium but I don't actively use it during prep and it's only abstractly come into play. I started before the PDF of Clans of the Aslan was available, so it wasn't immediately crucial. My group is increasingly playing politics with the Aslan Hierate, so for the past few months I've ended up referring to it particularly when I sat down and made some notes for my own mental map of major clans in the (my) Trojan Reach and their relationships with one another (specifically rivalries and vassal relationships). I had wished I had started with a pdf of The Borderlands book that was released more recently (earlier this year, I think).

If I had to offer one minor bit of non-book advice, it's this: If you see a name, any name, that you can't pronounce, please change it or give it an "Anglic Translation." Don't try to pronounce Aslan Clan names if that's not your jam.

Otherwise, the usual suspects of the Core Rulebook, the Central Supply Catalog, and High Guard are books I reference during game prep. I added some ships from Adventure Class Ships and Traders and Gunboats to my random tables of ship encounters, so I've gotten use out of those PDFs. I have one newly joined player, a good friend who I somehow roped into the game, who my wife convinced that it would be a bright idea to play a... er.... Dolphin, so I had a specific need for Aliens of Charted Space Vol 3. but that's a problem with my friends and how they are misanthropes.

That's it. That's all I regularly use during game prep. Good luck!
Awesome advice, thank you! I might pick up the Borderlands book and maybe explore that before we get into PoD. Right now we're doing my special custom session 0 adventure / tutorial. I had all my players wake up from low berths with temporary amnesia, then we created their characters with the idea that they are slowly remembering something about who they are. The Far Trader they were on crashed and so now they are exploring the wrecked ship, puzzling their way through jammed doors and a cargo bay that was gashed open and exposed to the harsh jungle the ship came to rest in. A tutorial of sorts since it's our first time playing Traveller. It's going great so far, and we're having fun. Next is 'High N Dry' then 'Death Ship' I think. Borderlands could fit right in after that I think.
 
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]

Amazing info! Thank you. I'm currently running a session 0 tutorial where I started the players in low berths on a crashed Far Trader. They were assisted out of their low berths by the ships crew droid. They had temporary amnesia, and the creation of their characters sort of mimicked the temporary amnesia and starting to slowly remember who they are, their long term memories coming back to them after a dose of stimulants from the droid. I'm using the wreck of the crashed Far Trader to introduce them to basic puzzling... opening doors when there's no ship power and some doors are jammed, etc. The ships hull was gashed open exposing the cargo bay to the jungle outside the ship. Some bloody flooring marking where a couple of crew died crushed by cargo boxes, but all that's left were bloody drag marks going off into the jungle. We just had our first combat with a few jungle creatures. I was careful to make it a small threat until we all get the hang of 'how much is too much'.

This practice session is going to set up up for High N Dry and Death Station (custom variants... changing a bunch of stuff) then based on advice here... I think Borderlands should be next for us before we hit PoD.

I'm definitely going to reread and use a lot of that advice you gave me. Thanks again.
 
Amazing info! Thank you. I'm currently running a session 0 tutorial where I started the players in low berths on a crashed Far Trader. They were assisted out of their low berths by the ships crew droid. They had temporary amnesia, and the creation of their characters sort of mimicked the temporary amnesia and starting to slowly remember who they are, their long term memories coming back to them after a dose of stimulants from the droid. I'm using the wreck of the crashed Far Trader to introduce them to basic puzzling... opening doors when there's no ship power and some doors are jammed, etc. The ships hull was gashed open exposing the cargo bay to the jungle outside the ship. Some bloody flooring marking where a couple of crew died crushed by cargo boxes, but all that's left were bloody drag marks going off into the jungle. We just had our first combat with a few jungle creatures. I was careful to make it a small threat until we all get the hang of 'how much is too much'.

This practice session is going to set up up for High N Dry and Death Station (custom variants... changing a bunch of stuff) then based on advice here... I think Borderlands should be next for us before we hit PoD.

I'm definitely going to reread and use a lot of that advice you gave me. Thanks again.
It sounds a bit like you are running something quite close (and probably superior) to 'Flatlined'. I would love to hear all about it, if you would care to post it!
 
This practice session is going to set up up for High N Dry and Death Station (custom variants... changing a bunch of stuff) then based on advice here... I think Borderlands should be next for us before we hit PoD.
Seth Skorkowsky has YouTube videos on Traveller that are useful and videos specifically on High N Dry and Death Station that you may find useful. Also he has a video on Flatlined' suggested above by J.L. Brown.

 
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

Excellent! Thank you for posting. This identifies new materials for me to read... :)
 
Sing, oh gamesmaster, of the rage of Achilles what has happened in your campaign so far! What have you and your players done?
I've made the joke in this thread or elsewhere that I'm playing the Small Business Associations United of Drinax rather than Pirates, and that's a joke because it's mostly true. I've had a cast of 3 consistent players with my partner (who travels frequently for work) dropping in once a month or two.

It'll be two(!) years in April. We ambled through a start with Islands of the Rift as an introductory adventure that pivoted into Pirates of Drinax. The group is a young Imperial honor noble on the run from his great aunt and an arranged marriage, a Drinaxian Scout loyal to Oleb and Rao but a rival to the elderly Scholar Voha who may have lured his romantic partner away (take that life event how you will), an Imperial Vargr intelligence agent sent to right the project of establishing a buffer state in the Reach, a pod-less Whiteside Dolphin Scouts Service ex-courier in search of riches, adventure, and friends, and finally a player who just moved away and left the group who was a sector-renowned doctor and virologist a little too interested in Sindalian plague. A perfectly well-adapted group of diplomats!

As for what has happened so far. Spoilers:
We started in 1095 and it just turned 1097. The party has started and occasionally finished operations for regime change on Cordan, Paal, Pourne, Hilfer. They've recruited Harrick to be a messianic figurehead for the Psychopomps of Clarke, started a Vespexer militia to compete with the Hawk Warriors, bribed and suborned the outcasts on Kteiroa, started an NGO for rural education and healthcare as a front based out of Asim, and have nearly made nice or outright bribed the governments of Byrni, Torpol, Borite, Number One, and Thebus. They've assassinated an Aslan war mediator over Akoaft, crossed paths with GeDeCo *and* become minor shareholders, "liberated" an Imperial Treasure Ship and then concluded it was more trouble than it was worth so they stripped it of parts and launched it into a star. Shadows over Sindal and the Grehai movement as been there the whole time, there were multiple trips to their close allies at Tech World (they *immediately* slagged Lemuel), and I think the nano plague out of Neumann got cured but they definitely didn't go past Mirage but did pay homage to the court at Tobia meeting the Duke and Eridani *before* being added to any relevant watch lists.

They are about to have an audience with an Oghman warlord at a chance attempt for regime change there, or in lieu of that crippling their slave trade. I just fired off my version of Sun and Shadow which will entirely be from the Drinaxian perspective with a series of Blades in the Dark style clocks. I've laid hints that the Prodigal Outcast are options and The Vorito Gambit is in play to cue up at some point when I need to throw another event at the Travellers and spice thing ups.
 
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I've made the joke in this thread or elsewhere that I'm playing the Small Business Associations United of Drinax rather than Pirates, and that's a joke because it's mostly true. I've had a cast of 3 consistent players with my partner (who travels frequently for working) dropping in once a month or two.

It'll be two(!) years in April. We ambled through a start with Islands of the Rift as an introductory adventure that pivoted into Pirates of Drinax. The group is a young Imperial honor noble on the run from his great aunt and an arranged marriage, a Drinaxian Scout loyal to Oleb and Rao but a rival to the elderly Scholar Voha who may have lured his romantic partner away (take that life event how you will), an Imperial Vargr intelligence agent sent to right the project of establishing a buffer state in the reach, a pod-less Whiteside Dolphin Scouts Service ex-courier in search of riches, adventure, and friends, and finally a player who just moved away and left the group who was a sector-renowned doctor and virologist a little too interested in Sindalian plague. A perfectly well-adapted group of diplomats!

As for what has happened so far. Spoilers:
We started in 1095 and it just turned 1097. The party has started and occasionally finished operations for regime change on Cordan, Paal, Pourne, Hilfer. They've recruited Harrick to be a messianic figurehead for the Psychopomps of Clarke, started a Vespexer militia to compete with the Hawk Warriors, bribed and suborned the outcasts on Kteiroa, started an NGO for rural education and healthcare as a front based out of Asim, and have nearly made nice or outright bribed the governments of Byrni, Torpol, Borite, Number One, and Thebus. They've assassinated an Aslan war mediator over Akoaft, crossed paths with GeDeCo *and* become minor shareholders, "liberated" an Imperial Treasure Ship and then concluded it was more trouble than it was worth so they stripped it of parts and launched it into a star. Shadows over Sindal and the Grehai movement as been there the whole time, there were multiple trips to their close allies at Tech World (they *immediately* slagged Lemuel), and I think the nano plague out of Neumann got cured but they definitely didn't go past Mirage but did pay homage to the court at Tobia meeting the Duke and Eridani *before* being added to any relevant watch lists.

They are about to have an audience with an Oghman warlord at a chance attempt for regime change there, or in lieu of that crippling their slave trade. I just fired off my version of Sun and Shadow which will entirely be from the Drinaxian perspective with a series of Blades in the Dark style clocks. I've laid hints that the Prodigal Outcast are options and The Vorito Gambit is in play to cue up at some point when I need to throw another event at the Travellers and spice thing ups.
I cannot tell you how much I would love you to expand on some of these! Especially as I have a party launching into Islands in the Rift right now as a way to get them to the Trojan Reach since they have read about PoD and want to play it (https://traveller-rpg.com/ )!

I'm super-interested as I skipped Demon's Eye the first time around, although I intend to run it for the current two parties. The reference to Akoaft suggests that your party took the grand-scale approach to Ihatei!: how was that? Did it work? And how did the party handle the heist for the Martin II?

I suspect that my current most advanced party are going to launch into a version of Makergod in the new year (they've brought Clarke to haven status and are about to get into a couple of adventures around resolving the Harrick Proposal, then Torpol want the Oghma Situation dealt with after that).

Did you run through the whole of the Shadows of Sindal campaign, including the complex (and kinda scripted) finale?

Don't rush: I want hear all of it :love:
 
I've made the joke in this thread or elsewhere that I'm playing the Small Business Associations United of Drinax rather than Pirates, and that's a joke because it's mostly true. I've had a cast of 3 consistent players with my partner (who travels frequently for work) dropping in once a month or two.

It'll be two(!) years in April. We ambled through a start with Islands of the Rift as an introductory adventure that pivoted into Pirates of Drinax. The group is a young Imperial honor noble on the run from his great aunt and an arranged marriage, a Drinaxian Scout loyal to Oleb and Rao but a rival to the elderly Scholar Voha who may have lured his romantic partner away (take that life event how you will), an Imperial Vargr intelligence agent sent to right the project of establishing a buffer state in the Reach, a pod-less Whiteside Dolphin Scouts Service ex-courier in search of riches, adventure, and friends, and finally a player who just moved away and left the group who was a sector-renowned doctor and virologist a little too interested in Sindalian plague. A perfectly well-adapted group of diplomats!

As for what has happened so far. Spoilers:
We started in 1095 and it just turned 1097. The party has started and occasionally finished operations for regime change on Cordan, Paal, Pourne, Hilfer. They've recruited Harrick to be a messianic figurehead for the Psychopomps of Clarke, started a Vespexer militia to compete with the Hawk Warriors, bribed and suborned the outcasts on Kteiroa, started an NGO for rural education and healthcare as a front based out of Asim, and have nearly made nice or outright bribed the governments of Byrni, Torpol, Borite, Number One, and Thebus. They've assassinated an Aslan war mediator over Akoaft, crossed paths with GeDeCo *and* become minor shareholders, "liberated" an Imperial Treasure Ship and then concluded it was more trouble than it was worth so they stripped it of parts and launched it into a star. Shadows over Sindal and the Grehai movement as been there the whole time, there were multiple trips to their close allies at Tech World (they *immediately* slagged Lemuel), and I think the nano plague out of Neumann got cured but they definitely didn't go past Mirage but did pay homage to the court at Tobia meeting the Duke and Eridani *before* being added to any relevant watch lists.

They are about to have an audience with an Oghman warlord at a chance attempt for regime change there, or in lieu of that crippling their slave trade. I just fired off my version of Sun and Shadow which will entirely be from the Drinaxian perspective with a series of Blades in the Dark style clocks. I've laid hints that the Prodigal Outcast are options and The Vorito Gambit is in play to cue up at some point when I need to throw another event at the Travellers and spice thing ups.
That looks like an action-packed two years! :) I'd love to hear more about what you did with Pourne. (To me that seems like one of the biggest gaps in the campaign.)
 
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