Varun Campaign

rust

Mongoose
It seems that my next setting is now almost finished, and I thought a de-
scription could perhaps be interesting for someone ... :wink:

The focus of the campaign is a remote water world on the edge of the ex-
plored space, Varun in the Chandalini System of the Demidov Cluster.

I designed the planet and the entire system with GURPS Space, the life-
forms of the planet with Flynn's Guide to Alien Creation, and I borrowed a
lot of informations about the Indian society and culture from various sour-
ces on the Internet, because the explorers and colonists of Varun have an
Indian cultural background.

The background universe beyond the small Demidov Cluster with its seven
inhabited planets will remain beyond the reach of the player characters, it
will influence the campaign only in the form of news and visitors from afar.
Still, I wanted a plausible and well detailed universe, so I did use the Far
Avalon setting written by Martin J. Dougherty.

The next step was the technology of the setting, from the starships down
to the seafloor mining robots.
For the space vehicles I used Mongoose Traveller, for most other techno-
logy either GURPS Vehicles and GURPS Robots or the CORPS Vehicle De-
sign System, and the equipment available to the characters comes from
various sources, from Mongoose Traveller Scout and Central Supply Ca-
tolog through Audace ad Gloriam to the Modern Equipment Catalog for
the BRP roleplaying game and the old Ringworld RPG - finding the right
mix of underwater equipment was a bit difficult, most games do not cover
this kind of technology well.

With this finished, I turned to notes on the colonists and the important per-
sonalities among them and fine tuned their politics, economy and culture,
down to the usual clothing, the cuisine and the most common proverbs.

For the campaign's background events I will use Runequest Empires and
Runequest Guilds, Factions & Cults. While they were written for fantasy,
the very generic systems to play nations or organizations much like cha-
racters should make it easy to create the setting's history in a kind of "in-
visible metagame" behind the actual campaign. At least I hope that this
will be easier and make more fun than coming up with all the events on
my own.

Well, this is where the campaign stands now. At the moment I have about
100 pages plus some maps of setting description and a few more pages
on the "campaign plan", all of it still mostly "systemless", so that the cam-
paign could be played with either of my favourite systems, Mongoose Tra-
veller and BRP. However, most of the creature and character stats cur-
rently are for BRP, so I will probably try that system first.

The player characters will be the members of the first exploration team.
Their task will be to explore the planet, to prepare for the arrival of the
colonists, and then to serve as the colony's "troubleshooters" for a while.
Once they have "learned the ropes" of the setting, I will continue it as a
"sandbox" and leave it to the players to decide what the characters will
do.

Until then they will be busy exploring the planet, learning as much as pos-
sible about the native wildlife, searching for resources, and so on.
The marine biologists will want them to capture a number of rather dan-
gerous creatures, alive of course. The oceanographers have an underwa-
ter volcano chain and a deep sea trench they want explored. The geolo-
gists want ore samples from remote locations on the seafloor. You get
the picture, I think.

And when the characters have understood this part of the setting, and ma-
de contacts with all the important personalities of the colony in the pro-
cess, the focus will shift away from the environment to politics and trade,
for example diplomatic missions to neighbouring colonies and thelike.

Yep, that's it for now. :wink:
 
Interesting as always rust!

Curious - by Indian society and culture - do you mean India Indian, North American Indian or Central/South American?

And - are there water 'beasts of burden' or horse equivalents?
 
I would just love to sit and watch you guys play for an evening. I would love to do a sandbox approach but have never been great with the details

Chef
 
BP said:
Curious - by Indian society and culture - do you mean India Indian, North American Indian or Central/South American?

And - are there water 'beasts of burden' or horse equivalents?
I mean India. Its mix of cultures is rarely used in roleplaying games, and
I thought it would make for a nice change.
The majority of the colonists are Jain. Since their philosophy would make
many necessary tasks impossible for them, there are also some Sikhs as
the security personnel of the colony, which will provide one of the future
conflicts within the colony.

The only aquatic "beasts of burden" are trained non-sentient dolphins, un-
der the command of the Dolphineers, one of the colony's special careers /
professions.
Otherwise there are a number of specialized aquabots, different types for
aquaculture (mainly algae, some fish), seafloor mining, repairs and so on.
 
One game that has plenty of diving and related gear is Blue Planet. The game itself is not based on d100 system (the second edition, that is). I think the first edition used d100 system. I am pretty sure that the base book has some diving gear and Fluid Tech (the tech book) has even more.
 
SnowDog said:
One game that has plenty of diving and related gear is Blue Planet.
Yes, thank you. :D

I know it, and I have borrowed from it, as well as from the Under Pressure
supplement for Transhuman Space.
In my view Blue Planet is excellent where marine biology and oceanogra-
phy are concerned, a little less when it comes to the technology, although
I have mined Fluid Mechanics for a number of very nice ideas.
 
Ah, okay :)

I am not too familiar with either book but since you have already mined the books for ideas then it's okay :)
 
A few more bits of the campaign ...

There are no aliens in this setting, at least I have not yet decided to in-
troduce any. If I do, I think I will use the Droyne as the template, but
right now I see no need for any sentient non-humans, humans alone can
cause all the problems the campaign requires to be interesting.

The usual FTL drive is a hyperdrive with a speed of 2 parsec per day in
the civilian version and 3 or more parsec per day in the military version.
Gravitics and fusion reactors do exist, but they are both very big and ex-
tremely expensive, so they are used on spaceships and in major installa-
tions only. Civilian spaceships are almost never armed, no sane colony
would allow foreign civilians to approach their planet with enough fire-
power to take out an entire settlement. Military spaceships use missiles,
railguns and particle accelerator weapons, lasers are rare.

The settlements on Varun will consist of an advance base constructed with
30 dton modules (thanks to Dave Chase's excellent designs) and of a
domed seafloor habitat that the advance team will have to build and pre-
pare for the arrival of the colonists. The "spaceport" of Varun is a SWATH
ship, a swimming platform just big enough for one standard freighter (I
use Avenger's LSP Modular Starship instead of the Beowulf as the stan-
dard ship), which also has to be assembled by the advance team.

The usual vehicles on Varun are some few big SWATH ships, a couple of
hydrofoils and many submersibles and submarines, the usual power plant
is a radiothermal generator or a fission generator for big ships and settle-
ments (the characters have to find a local source of radioactives soon, or
their vehicles will cease to move). The colony has one 200 dton scout /
courier with aquafitting, able to "land" on water, but otherwise has to rely
on chartered ships or free traders.

There are some powerful computers able to run expert programs that co-
me close to artificial intelligence minus true creativity, but most compu-
ters and all robots are quite dumb. In fact, most of the robots are more
or less drones, able to do routine work, but requiring humans controlling
them with virtual reality systems for all complicated tasks.
 
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