Starting my First Campaign

Joebeast

Mongoose
Hi, I am running my first Traveler campaign and wanted some feedback.
The players will all start out heading to Flammarion in the Spinward Marches. They are going their to complete their mustering out.

They will be travelling on a jump three liner from wherever they where last posted at. There will be a misjump and the first adventure will be One Crowed Hour. On board they will meet Haro from Beltstrike. Haro is on his way back after negotiating a deal to purchase The Factory. (From Beltstkie)

After saving the ship (hopefully) they will be asked by Haro to complete The Factory part of Beltstrike. He needs someone to look over the platform to finalize a purchase and trusts the players after seeing them save the day in adventure 1. He does not want any of his own people doing it for fear of leaks. After they finish, Haro will give them free passage to Flammarion so they can formally muster out. Once there they will be offered jobs for either Fiddlers Green or Fair Game from Signs and Portants. [/b]
 
Next the ISS will contact the Scout player (one has stated he wants to be a Scout) and offer them a ship if they can retrieve it. They will play through Type S . Unfortunately the ship is damaged and they can only make Jump 1 until repaired. Jumping back to Flammerion will mean they have to jump through Bowman where Haro is. He will offer to repair the jump drive for them if they can do Working them Angels (part 2 of Beltstrike) In the end Haro will hide away the Stasis Field hoping to use it for his company's gain. Who knows what the payers will do.

During this time the players will hear about the possibility of War. It will finally break out when the ISS is repairing and upgrading their ship. The players will be called to duty and do The Forgotten War and The Gabriel Enigma. In between some scene during the war they will do The Derelict (Sign and Portents) and get the pyramid that is the key for Tripwire. Will not be run until much later.

Thats all I have planned so far but want to tie in the Stasis Field, the Antimatter power plant (from The Gabriel Enigma) with an Ancient study overseen by Baroness Gabriel. Possible a Stargate type of device.
 
Beltstrike as written is a pre-FTL society... should work fine but you might encounter some anomolies, may be worth going through the secnario with a tech 12 head on and see what (if anything breaks)

Love the idea of roleplaying getting the scout his type-S rather than just handing it to them in the kit list...
 
I like the way you have thought this through in order that the scenarios are actually linked together, rather than a succession of stand alones.

Good luck with your campaign. 8)
 
Welcome aboard. :D


Nice layout of the campaign. I am glad to see that you have (are) considering what might happen if they don't complete one of the adventures.

With players, you must always be ready for them to turn the wrong direction. :)

Dave Chase
 
Dave Chase said:
With players, you must always be ready for them to turn the wrong direction. :)

Dave Chase

Of course when you are ready they don't, it's only when you aren't ready that they do...
 
Hi all, thanks for your encouragement.

Beltstrike as written is a pre-FTL society... should work fine but you might encounter some anomolies, may be worth going through the secnario with a tech 12 head on and see what (if anything breaks)

I re-read Beltstrike and made some changes. Thanks for the tip. I knew at the start it would not work as written. I have eliminated the war section completely and replaced it with a legal battle. In the end the Imperial Government will step in a take the stasis field. The players will get it back much later of course.

Anyways, we start making characters Friday, so any more advise will be closely looked at.
 
I started my first Traveller campaign the other week as well. The Players have decided that they intend to be Privateers working for one of the two main powers in the region.

Their group seems pretty well set up with most required skills covered, and the important skills usually doubled up.. The first week was to get their letter of Marque and get an idea of what sort of method they wanted to use for their Privateering. The Second week meanwhile was them going to a ship salesman and trying to get a handle on what sort of ship they wanted.

I managed to sell them a Pentaral Hex class shipping raider, a self designed ship which they pretty much fell in love with immediately. I think it was the combination of excellent sensors, big guns, and the ability to jump with another ship attached!

This coming week I suspect will be a shopping trip followed by them getting some simulation time in on their vessel.
 
Here's a few tips I follow:-

* KISS - Keep It Simple, Stupid
* KYS - Know Your Stuff
* Have fun

Here are a couple of things I've noticed while running Traveller games:-

When I'm running an adventure (e.g. Project Steel), after the first few journeys into the outback and all the interesting events had been used up, I skipped the details for succeeding trips, summarising them.

Incidentally, with the Traveller adventure books today, I have noticed:-
1. The adventure books have a bit of a feast or famine quality. You go from never being on the ground to tearing all over the planet, helping set up a colony.

2. The adventure books like to emphasise their role as source material. I'd rather they had a little less exposition and a little more action.
 
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