Running my first traveller game this Friday!

Mage

Mongoose
Yes, like it says in the title, and I am excited about it. There are five people in the game, all have rolled up their characters but still need to sort out their equipment details. I have a nice chunk of the adventure written out, in my own little section of space, and a bit of background work done that fits in with the character's history.

So, at some point every day, I am looking over at the combat section again and again to get it right, as the game seems easy enough to pick up. I'm so excited about it I want to pick up more books, and the GM screen. I already own prison planet but do not feel up to the task of it yet.

Player Characters:

I will not use the players real names, but initials.

M - Playing a corporate agent who worked his way up to director before ceasing character generation. Initially this player was not happy with a character he rolled up for some fun a few months back and was weary about the game. However, he seems to have embraced his 'inner traveller'.

G - Playing a star marine character.

D - Another star marine character.

G2 - The one player who had a concept for a character before he started. He concsiouly chose to start out as a scumbag lowlife and picked drifter. Enter 'Leroy Jenkins'. He then decided to better himself as a merchant marine by going straight. Alas, this was not to be, and failed a survival check, and the trade route / business was destroyed. After this he became a space pirate and was comfortable in this lifestyle for some time, eventually becoming a protoge of a crime boss. My favourite pc so far!

T - Has not rolled up a character yet.

PS - So far all the characters are human.
 
The Plot:

I hope people dont mind me putting in a few posts with different subjects, I hate long trailing posts with too much in it personally. Anyhow, I wrote the scenario, or a decent segment of it, before the characters were rolled up. I won't give too much away as I am afraid one of the players may come accross it, but I wil give you the gist of it.

The characters apply for work with a corporation on a planet, and are rigorously tested to see what they are best suited at and assigned work accordingly. From here, they make their way to another planet on the frontier, working for the company at a dig site, but there are things buried beneath the planet that were not mean to be discovered. This will be the seed for future campaigns and events.

The bulk of the scenario I have written so far is covering the trip to said planet, and sub missions on the way. I plan to get a nice long gaming session out of this when I run it, so there is still some work to do, not loads, but a good bit. I'll have tomorrow, a lot of wednesday, and maybe a few hours thursday to put the finishing touches on it, and then I will run it Friday after work. Just need to confirm who is coming.

PS I will post the scenario when it is run and leave comments with it for anyone who is interested.

Setting and character info:

The main setting from the outset of the campaign is an area of space encompassing three solar systems. Though they will probably not feature prominently as the campaign goes on, the prior events in this area is what is important, for it was a setting for an interstellar war fulled by outside powers. While I have written more and will details it at a later date, the war connects the characters.

The war pitted two star marine platoons against each other on a particular planet. I intened to add these opposing regiments into the player background of the two star marine players. I am not trying to create a nuclear group out to get each other, its just that one of the players is very weak at playing characters as he is new enough to it, while the other does not put much thought or effort into it. Hopefully this attempt on my behalf at creating fiction will engage them in role playing better.

This war also destoryed the trade route of the one time merchant-marine gone pirate, so he might or might not resent people over it. Maybe the corporate agent director was affected in some way, or any other player writing a military, navy, or law enforcement character, even a civilian who was on thep planet at the time.

Depending on what some players roll, say, a star marine who rolled a black ops mission on an event or something, might have done something truly sinister that will be exposed in time that he must strive to keep secret, or be part of a big cover up. It's great that the basic character generation gives a gm so much to work with.

I will brief the players on this piece of background before playing. It will be fun seeing how the marines react to each other whenever they decide to don their combat armour and recognise each other's uniforms. Hee hee hee...
 
Mage said:
This war also destoryed the trade route of the one time merchant-marine gone pirate, so he might or might not resent people over it. Maybe the corporate agent director was affected in some way, or any other player writing a military, navy, or law enforcement character, even a civilian who was on thep planet at the time.

Could be the corporate agent director was involved in some sort of mission there that went horribly wrong, costing the live of a close friend.

Perhaps there was a corporate coverup and he doesn't even know the name of the planet where it happened, but will learn things while there that could give him some clues.

Sounds like a good adventure so far.
 
That's probably the ideal scenario for any campaign. Small enough not to swamp the ref, a handy recent war to stir things up and give the military characters some action, a whole ton of secrets and conflicts, and a hint of potentially alien relics. In fact, not far off from the one I was developing for my intermittent players. I shall watch with interest. :)

If it's not too forward to offer some advice, roll up some npcs in the same way the players rolled theirs. Some other marks with the same kind of connection to the story will only help round out the scenario, and give you a pool of potential rivals and allies, and most likely, given the Events tables, lots of plot hooks. They could be fellow hires, or regularly passing free traders, or some such.

(I always like it when a player rolls up a marriage in a life event, as it means I can torment them with an ex-wife; great for getting them into trouble...;))
 
@ AndrewW:

Thanks for giving me ideas for the corporate characters background. While I will not use them immediately, they will add to the deepness of the plot in a scenario or two down the line. Maybe I might throw the Zhodani into the mix and put gaps in the memory or fake memories into the character. Heh heh.

@BP

Will keep ye posted!

@Klaus

Thanks for the encouragement! I hope you enjoy the content! I was going with alien relics or old star gods ala those ancients from Babylon 5. Advice is welcome, I will do that with the important NPCs like bad guys and the like.

As for the ex wife thing, that sounds like fun. The metaphorical sharp stick to poke players with. Hah!
 
Here's some more!

Background event relating to characters in game:

Aesir Gulf Wars

The Aesir Gulf is an area of space containing light patterns similar to aurora borealis, encompassing 3 solar systems. It is located between two larger regions of space which are led by factions hostile to one another.

The Aesir Gulf was a war ignited by these two factions lasting 11 years. House V’Shon & House Drakhun used the region as a stage to enact their hostilities to one another, annexing neutral territories under false pretences and sabre rattling until tensions reached breaking point. Propaganda, assassinations, conspiracy, espionage and orchestrated events all lead to two of the systems in the region taking up arms against the other in stellar warfare and augmented by the two warring houses. The other was caught in the crossfire, experiencing the fallout of the war. Manipulation by vying superpowers caused the denizens of the Aesir Gulf to war against each other.

Though there were many battlefields, skirmishes, famous engagements and numerous forces and conflicts over the 11 years of the war, one of the most famous events was the Invasion of Orpheus.

The Invasion Orpheus / Defence of Orpheus

This battle occurred in the Quaros system on the planet Orpheus. It was one of the few engagements that did not involve the forces from the greater houses, and oddly enough, included the most mercenary and auxiliary units over the entirety of the war. These comprised of Zhodani, Aslan, Vargyr, and other races, as well as various other human forces.

Orpheus 25th Regiment- Hell’s Horsemen Star Marine Platoon

Bear red combat armour with the insignia of a horse’s head on the right side of the helmet with a blue visor. A scythe on the left hand side of the leg marks them as veterans of the defence of their Homeworld.

· Rumoured to have tortured prisoners from the Ice Sharks
· Took down a heavy infantry lander coming into orbit
· Took over the Firesword starship in a boarding action

Izanagi 301st Regiment – Ice Sharks Star Marine Platoon

Bear white combat armour with red triangular dags resembling shark bites on sections (shoulder, chest, abdomen, head, leg, arm). The helmet is a crude enough model with a dark violet visor. The regiment in this engagement was badly equipped at the time due to a lack of resources from over extended battle lines and bad logistics.

· Rumoured to have gunned down civilians
· Destroyed the Orpheus Parliament building early during the engagement
· Invaded Fort Gyre, repelled 16 hours later, planted demolitions and detonated it

Marines (Ground assault, support, star marines)
Navy (flight, crew/line, engineering/gunnery)
Army (cavalry, support, infantry)

Zhodani (not sure to include these or not) / Psions

Psi Warriors
· Kill teams (physical fighting augmented by powers, stealth and assassination)
· Infantry (augmented by missile weapons, armour and powers)
· Eradication squads (walking psychic weapons that simply annihilate)


Other units:

· Aslan – heavy infantry in apcs
· Vargr – light infantry guerillas
· Pirates – air cavalry
· Mercs – various units
· Space Templars – infantry of some sort, not too sure yet, wall defenders
· Pilots – on both sides – companies etc. + flagships
· Armoured regiments – not sure what I mean by that – p armour, mechs?
 
Well, the game went very... well last Friday. Two players could not make it. I will post the scenario I ran momentarily. I had to tone down the bad guys a bit but they got through it well and everyone had a good time.

I have to say it was my first time using the system, and though I probably did not know the rules all that well, the combat system is simple but very good. I enjoyed it and look forward to running more games and picking up more supplements in future!
 
Act 0 - Premise:

The dig site – players working as people for hire on a dig site. Some security, others archaologist. But whats to be found.

The game can start with or without characters knowing each other beforehand. I prefer them getting to know each other in game, or if they know one another, not very well. That’s not to say not to award them with character links and a skills package, quite the contrary actually. It can be hard for players starting with a new character to focus on how they are playing his part than figuring out via interaction how he knows another character. Some players just don’t get into a character and before long things repeat themselves with players who are familiar with each other. That’s my take on it anyway.

The game starts with each character, for whatever reason, needing employment. Reasons can include: escaping mobsters, being in debt, wanting to work at ‘the job’, wanting to get away, or whatever your player is happy with.

Planet Phyrion

The beginning of the game takes place on the planet Phyrion in the Storm system. This is just a springboard for the rest of the adventure and I am not going into great pains to detail it.

Suffice to say it is the same size and atmosphere as earth, with a law level equivalent to Europe in 2010. It’s a TL13 level world with a military outpost orbiting the world, and is under the control of a human noble house system.

House V’Shon is the ruling government, and it is near but not immeditate to a border with their bitter rivals, House Drakhun (think the relationship between House Atreides and the Harkonnens in Dune). The solar system has a gas giant nearby.


Act 1 - Prologue

Read to the players:

“You saw an advert a few weeks back that the Undine Corporation were taking various jobs allotted to various qualifications, skills and experience. Though it was not specific, it did say that applicants would be thoroughly processed as to determine what suited them in various different ways. As the company is quite large, they could have any number of jobs. After a week of testing, including aptitude tests, psychological screening, and fitness to name a few, the company informed you that you were right for them, and that they would give you two days off with pay before meeting with you to discuss your future with Undine Corp. It wasn’t all bad. The testing environments were relaxing, you didn’t feel under too much stress, and they put you up in a nice hotel for the week with food and a few credits in expenses.”

Inform each player they receive a Link Watch as a gift from the Undine Corp. They are a bright silver, with a high res screen. They have many built in applications, making an Ipod touch look like a brick. One of these numerous apps is a communicator.

· Ask which colour they want the background on it set to and what ring tone they want

To the GM: There is also a tracker the in this so the company can keep tabs. This last day is also a test, but a minor one, just to keep an eye on the new employees. On the other hand, there is also a life signs monitor, so if the player gets hit by a car or something, the Undine Corp will have a specialised medical team on a hovercraft within seconds.

Ask each player what they are doing on the last day. Start about 10 am in the morning. Give each player about five minutes of a turn each before going to the ‘Incoming Transmission’ scene, maybe two if they are doing something that entertains you. If they are about to do something idiotic, drawn out, or get in trouble, go straight to it.
 
Act 2 - Incoming Transmission:

Read the following aloud to the players:

“The comms link you received ring, indicating an incoming message. Its automated with audio only: ‘Greetings employee. We are ready to assign you to your new career. Please go to the reception area of the Undine building and present yourself at the front desk. We look forward to integrating you into our family. Take care.’ The feed ends.”

The Undine Building

Read the following aloud to the players:

“A tall skyscraper stands in front of you. It looks like a very Spartan building from the outside. It claws at the heavens. It’s a bland and clean building that claws at the clouds. A week ago it was new to you, and represented a bright future. Now it looks more like a prison.”

The lobby of the Undine building is more like that of a hotel on the inside, which betrays its exterior. Everything is white inside and surgically clean: the walls, the sytnhwood desks, the metal doors of the elevators, the plastic of the computers, the leather couches in the waiting area, the tiled floors. It contrasted nicely to the archaic décor of the room.

The desk clerk is polite, a woman of asian, possibly Japanses origin, in a blue suit. She asks the players to present their comms link into a hand slot for a scan, and beckons them to sit in the waiting area in a room behind her until they are called. She says little else and is not rude, as she has many duties.

Ask the players for a regular Investigate roll. A pass tells nothing. A success means they notice that although it is a mostly human world and they have seen a few aliens in public, there are absolutely no aliens in this building that they have seen (with the exception of any player characters they will encounter in the waiting area). It seems odd it only occurs to them now.

Once all the players arrive, give them a turn alone together in the room, and proceed to the following scene.

Welcome to the Undine Family

Read the following aloud.

“A tall man with a bald head, pale complexion and white suit enters. He has a red tie and an athletic build. He wears black gloves and a black long-coat over this. ‘Welcome ladies and gentleman’ he says in a casual way, expressing a vague sense of friendliness and familiarity. ‘Many apologies for being late. Just doing some last minute paperwork. I am pleased to announce that all of you are being hired for a special and secret project on a fringe world.’ He smiles at this. ‘Now don’t worry, we’re not throwing you into a warzone or some dreghole world full of narcadz (slang for narcotic addicts). Due to your skills and background, I have personally chosen you to accompany me on an archaeological mission. Its very exciting. We have the rights to dig on a particular planet, but I can’t tell you more until we get there. You need to finalise your contracts and we will be on the way with some others tomorrow at daybreak. I don’t know about you, but I am very excited. Rumour has it that this world may have the find of the century. Can you imagine finding an ancient ruin, it will be like unearthing the ancient Egyptians of our time!’ he exclaims with an excited glimmer in his eye. There is a quite second. ‘Oh, I got excited and forgot to introduce myself, didn’t I? The names Moises Cameron. Any questions?

Give the players a turn to interact with the NPC.

“The company will put your things onboard the ship. Well then, look at how the time has flown. I’m only getting paid for a half day today since my new gig starts tomorrow’ says Moises. ‘Whose up for going to the pub?’

Everybody gains Moises as a contact with Undine Corp.

If the players decide not to go, they have a boring and uneventful day, but wake up rosy and fresh the following morning.

If the players do decide to go, they have a few quiet drinks in an old fashioned pub, go for a meal, accompanied by wine, go back to the hotel bar for a few, go to another pub, end up in a nightclub, and everything blurs after that. Suffice to say that long with Moises you wake up the next morning with one of the worst hangovers you have ever experienced and are slightly late getting to the dock for take off. There are pills in the medicine cabinet in the bathroom. They will sober you up in ten minutes but your character will still feel terrible for all other intents and purposes.

At the Dock:

<Get a picture of a space dock>

At the dock, Moises arrived before any other player characters, standing there wearing sun glasses, sipping a cup of coffee, and looking worse for wear. Oddly enough, he smells good despite the other night, but still looks wrecked.

When everyone arrives, he just grumbles ‘follow me’. There is a little walk and the players get onto a Launch which will bring them to a ship slightly above orbit. The small craft has the Undine symbol painted on the side, a blue chalice. See p132. It is piloted by Undine Corp. workers.

Read the following aloud to the players:

‘The launch disembarks, moving straight at first, then a 45 degree angle, and further. It’s rough taking off at first and gets smoother as it shoots directly upwards, and then into orbit. You feel your stomach fold like when you’re on a rollercoaster. Eventually the sky thins to reveal space, and Phyrion is behind you. The launch approaches a heavy freighter, the Animus. See p125. The launch enters the ship via the shuttle bay, which is empty for the time being. The launch passes through an energy barrier into an oxygenated environment.’

Moises gets up.

Read the following aloud:

“‘I’m off to my cabin to sleep. The captain is outside, she will greet you. We will be taking this hired freighter for a jump, and then another on a different one until we get to our own ship and go to the dig site. After this jump we will be docking at a space station.’ Moises then leaves before you even have the chance to unbuckle.”

The female captain is tall, slender, and of Hispanic origin. She wears a long black leather trenchcoat and dark attire to go along with it. He hair is bound back.

‘Welcome aboard. I am Captain Rodriguez. The Animus is my ship. I run a tight house and want no trouble. The only places off limits are the jump drive and my quarters. You are free to come aboard the bridge. I have no secrets to hide, and if it puts you at ease seeing the ship or you can be of some use, I have no objections. I am quite busy. If you have any questions please come aboard the bridge later. There is much to do. Excuse me.’ With that she leaves.

For all intents and purposes, it is a free for all to pick quarters. While the players settle in the ship moves away from the planet and spends awhile in transit via jump.

Act 3 – Inflitration

For the Games Master:

The shuttle bay is empty for a reason. When the next jump is finished but before arriving at the station, the Animus will pick up its one and only shuttle. Though Captain Rodriguez is doing this job for Undine, she has her hand in a lot of different pies, ranging from honest work, passengers transport, cargo and the like to illegal activity and dealing with dangerous people.

This time, she dealt with the wrong people. She had sent a contingent of her men to make a package drop off to a criminal gang. The gang killed her men, took the package, and are infiltrating her ship with the shuttle, intent on taking it and whatever she has to sell.

Triton Criminal Syndicate

10 Criminal Syndicate Thugs & 1 Crime Boss


Triton Syndicate Thugs

STR 8 0 Melee (blade) 0 Flak Jacket (3)
DEX 8 0 Gun combat (rifle) 1 Blade p98
END 8 0 Pilot (small craft) 0 Rifle p99
INT 6 0 Persuade 0 Revolover p99
EDU 7 0 Streetwise 0 Shotgun
SOC 7 0 Pistol + shotgun 0

Triton Syndicate Boss - Antoine Gurro

STR 10 +1 Melee (blade) 2 Combat armour (12)
DEX 9 +1 Computers 1 Broadsword p98
END 10 +1 Gun combat (rifle) 1 Gauss pistol
INT 8 0 Gun combat (SMG) 1 Assault rifle
EDU 8 0 Gun combat (pis.) 1 Laser rifle
SOC 7 0 Leadership 1

Combat Enemies Tracker

Type # Name AP End Str Dex C End Str Dex
Thug 1 Armstrong 4 8 10 10 U
Thug 2 Sherlock 4 8 10 10 R
Thug 3 Heinz 4 8 10 10 R
Thug 4 Helmans 4 8 10 10 E
Thug 5 Norman 4 8 10 10 N
Thug 6 Holmes 4 8 10 10 T
Thug 7 Harvey 4 8 10 10
Thug 8 Joe 4 8 10 10 S
Thug 9 Watson 4 8 10 10 T
Thug 10 Billy 4 8 10 10 A
Boss 11 Antoine G 12 10 12 12 T

The syndicate thugs are there to provide a challenge for the players, but should not be very difficult to beat. If the players snuck dangerous weapons onboard or are wearing combat armour for some reason, then the numbers difference should not really matter as much. There weapons are not very powerful and there armour is not battlefield standard, but I don’t expect a player to fire off a plasma gun inside the ship and tear a hole in the hull blowing everyone out into space either. There should be a firefight lasting a few rounds but I see it as an engagement the players will win.

The cargo bay between the shuttle bay and the passenger cabin will be where the bulk of the firefight takes place. If the thugs can get as far as the cargo bay they will let a few shots off. If the players engage them in a firefight here and do not realise what is happening before the thugs enter the passenger cabins two thugs and the boss will go to the bridge. If the firefight takes place in the passenger area and goes on for three rounds the thugs will fall back to the cargo bay and take cover behind some of the boxes.

During the firefight in the passenger area, two thugs and the boss will go to the bridge and execute the crew. They will remain here and change the course of the ship. When the firefight in the cargo bay is finished, they will enter as the players check out the bodies of the defeated enemies.

Moises will hunker down and hide during the combat, while all the crewmen will be killed by stray fire unless the player characters can save them during the fire fight.

When the fight is over and done with, the players can send out a distress call or pilot the ship to the space station they were bound for: Titan Prime. Failing that a Serpent Police cutter will encounter them within two hours if they can’t manage either of these for some reason. They will take everyone aboard, go to their command centre on Titan Prime and interrogate the party for an hour before leaving them go.

WONT FIGHT TO DEATH< HALF STRENGTH AND FLEE
 
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