magicshoemonkey
Mongoose
I'm planning to run the Classic Traveller adventure Safari Ship for a small group of players. Looking at the adventure, I'm wondering what advice others who have run the adventure before have on it.
The core adventure seems pretty single-minded, but there look to be a few opportunities for quick side quests while between jumps toward 567-908. From what I can tell, the players should have to stop at at least 4 systems. What kinds of distractions have other Referees implemented? Do you find players generally try to go as quickly as possible or do they like to take detours?
As far as the main story, how do you portray the revelations? I was considering doing a few excursions or side stories related to the gemstones, among other things, to drive the big reveals home more. Also, I was thinking of adding more of a subplot (if the players even notice it) involving the corporate politics. Maybe a spy on board for Naasirka, maybe one Thingvellir is completely aware of.
Also, there's no hunting skill, so maybe I could just make it a profession?
Any thoughts or suggestions are appreciated.
The core adventure seems pretty single-minded, but there look to be a few opportunities for quick side quests while between jumps toward 567-908. From what I can tell, the players should have to stop at at least 4 systems. What kinds of distractions have other Referees implemented? Do you find players generally try to go as quickly as possible or do they like to take detours?
As far as the main story, how do you portray the revelations? I was considering doing a few excursions or side stories related to the gemstones, among other things, to drive the big reveals home more. Also, I was thinking of adding more of a subplot (if the players even notice it) involving the corporate politics. Maybe a spy on board for Naasirka, maybe one Thingvellir is completely aware of.
Also, there's no hunting skill, so maybe I could just make it a profession?
Any thoughts or suggestions are appreciated.