Zhodani Campaign

I really liked the method for converting names into Zhodani, in fact I'd like to see them made compulsory for all following alien modules (in fact I'd say it was far more usefull than the usual word generator)
 
Lots of suggestions for Zhodani Campaigns contained within the AM. The easiest one to do is the frontier model - in which Core Expeditions would be akin to Star Trek. In fact, the whole Star Trek would offer an excellent backdrop to any Zhodani campaign. The only thing that one would have to change is the Captain is always a Vulcan which is something ST has had problems with.

I think indeed the Zhodani were meant to be a cross between the USSR and 1979 Iran - but very quickly these games get tired. For if you play your games as epic Space Opera - it might work but Traveller has always been about challenging perceptions and opinions - and you can't do that if the world is Black or White - everything exists as a shade of grey.

But, if you Campaign begins in the Imperium - why not have the players be a party composed of teenagers escaping a high security prison for psions. Kill off one third of the party. Replace the dead teens with a sympathetic trader who travels between the Consulate and Imperium - the Captain (or better yet the Engineer or someone the other players would not suspect) could in fact be a Zhodani Agent. With the remainder of the crew being Proles or Imperials.
 
Very interesting reading for me as I'm doing a campaign based on the nemesis of the Zhodani, the Darrians. I will also be getting them to cross into Zhodani space as part of their main mission later :)

I'd like to know how someone may deal with a Zhodani game based against the Darrians.

How would your Zho ship crew react if they managed to spot a 600dton Imperial-built, Darrian owned vessel wandering through their system as if looking for something? Then going into land on the resident Zho main planet? :)
 
zero said:
How would your Zho ship crew react if they managed to spot a 600dton Imperial-built, Darrian owned vessel wandering through their system as if looking for something? Then going into land on the resident Zho main planet? :)

Unless a Noble or on-the-ball Intendent is in the crew, a presumption of honesty is likely. If the visitor has his transponder going, they'll assume he has all the necessary permissions. If he's running silent they may ask if he needs assistance (assuming they can provide it).

A Noble or Intendent is more likely to suspect something is up, and may ask if System Control is aware of the visitor, especially if they are running silent or head for a landing away from the Port.
 
The Special Arm thankfully are augmented with a Psi-shield to hide any deceptions, although under the cover as a merc ship theyd announce their arrival at the 'Port anyway. :)

In that respect they'll freely wheedle their way dirtside to get to their "Darrian Bank" and do what they came for. They also have a Fusion Bay on that 600ton TL 15 vessel if things get a little hairy :roll:

Its great to know there are players here planning Zhodani games, its always good to get a view of the other side :wink:
 
kafka said:
But, if you Campaign begins in the Imperium - why not have the players be a party composed of teenagers escaping a high security prison for psions.

Wow. You almost nailed down one of my players. He is playing a Zho who began at an early age in a psionic institute, but then discovered the "bad" side of Zhodani society and escaped into the border regions of the Emperium where he continued his studies in one of the underground institutions discussed within the Psion Book. He is now part of the crew with Emperials (one of them being a former psi-cop) and those two have began a very unusual friendship. The Zho is anti Zhodani government control of it's population, and the former Psi-cop is anti-Emperial persecution of most psions.

You might think that having 2 psions in a gaming group would be nothing but trouble, and in a purely cannon world you might be right. But my campaign has a Babylon 5 "feel" to it, so many high grade security systems also include psi protection fields.

Also, we all know the ancients were renowned in the psionic power, but IMTU not all of them were the fore-runners of the modern Dryone. In fact the Dryone were late comers in the "ancient" civilizations before the rise of human kind.

There are older and fouler things than Dryone in the deep places of the void. And they are beginning to wake up... :twisted:
 
alex_greene said:
Jak Nazryth said:
My Mongoose Zhodani book just arrived so I haven't had time to read through it. But I really like the GURPS version of Zhondani society... content and happy citizens. :P Every time a "normal" citizen feels stressed or unhappy about his lot in life he gets a visit from the friendly neighborood government thought police. After counciling the unhappy citizen realizes his lack of success isn't something to be worried about and he embraces his role in life as a lion tamer. Happy ... minds all toiling away for the greater good of society. :P
The Tvarchedle' Department of Inspirational Media thanks you for your future cooperation.


AG.... you are brilliant! :lol:
I would like to publicly thank Mr. Greene for showing me the errors of my selfishness. It is true. I am in fact a very proud Lion Tamer. I will do my best to tame all the Lions that might do harm to my fellow citizens. I would also like to point out to Mr. Greene that he and our esteemed leaders might want to talk to Fred in accounting. He's the guy who got me second guessing the wonderful, helpful government we have. You also might want to check out his secret twitter account....
All hail the wonderful Department of Inspirational Media!
Your loyal and happy sub-jak. :P
 
OK, I'll start. I realize that you probably can't answer this, but your opinion would be appreciated.

In the world building section you state that no Zho world should have a population below 4. OK, no problem.

BUT, in the Spinward Marches (Tloql Sector), there are several worlds in the Consulate that have populations less than 4.

I know the Tloql Sector data was produced long before there were details on the Zhos (especially your stuff), but how would you justify having worlds within the Consulate (some for several hundred years) that do not meet the stated requirements of the Zhodani Consulate?

Specifically:

Cantrel [Kronor/0104] (C366243-9) based on the GOV score, this should be a fully integrated Zho world, with a POP of 2.

Sansibar [Querion/0402] (B200310-A) - has a Zhodani military base, perhaps you could argue that the military population is not included in the Imperial population data, but when added to the Zho population makes it OK for the Consulate.

Terra Nova [Querion/0501] (C786342-9) - like Cantrel seems to be fully integrated into the Consulate with a Population of 3.

Rapp's World [Querion/0702] (C592320-8) - Also with a Zhodani Military base, but a low population.

I guess I need an "in-Game" explanation if possible.

Also, your timeline and maps (WHICH I LOVE!) indicate that Cantrel has been part of the Consulate since the end of the 1FW (604) and the rest since the end of the 3FW (986).

So, Cantrel has been part of the Consulate for 500 years and the rest for 120 years. That should have been enough time to integrate them. Especially since they are on the Imperial Border and that makes them important.

BTW: I have the CT module, but I like your module MUCH better. Good Job Sir!
 
Rikki Tikki Traveller said:
In the world building section you state that no Zho world should have a population below 4. OK, no problem.

BUT, in the Spinward Marches (Tloql Sector), there are several worlds in the Consulate that have populations less than 4.

I know the Tloql Sector data was produced long before there were details on the Zhos (especially your stuff), but how would you justify having worlds within the Consulate (some for several hundred years) that do not meet the stated requirements of the Zhodani Consulate?

I guess I need an "in-Game" explanation if possible.

ALL of these worlds are really Imperial worlds occupied by the Zhodani, so the rules do not actually apply. Tloql sector breaks the Zhodani rules, because if the Imperials had been calmer, more logical and rational, accommodations probably could have been made.

The Zhodani haven't wasted additional populations on fixing these ex-Imperial colonies, as there are better, more high priority targets in better locations within Zhodani space. You are, as some Zhodani nobles have before, arguing that in fact to complete a tighter integration with the Consulate, populations could have been moved and adjusted, but the Consulate has really tried to avoid that in Tloql, as it simply "proves" to the Imperium what they want to argue regarding the worst in Zhodani planning and governance.

In fact, the worlds you specify are all examples of how far the Consulate has been willing to go to avoid the expected Imperial propaganda regarding populations.

8)

And the maps I used actually are redone from the GDW originals in Spinward Marches Campaign -- I want to give credit where credit is due.
 
I like that statement that the Zhodani 'establish bases"--mostly to support the Coreward Expoeditions, but also Trade-lines. While they might not be deliberately "adding worlds" or "expanding a border now agreed to be set and established" (the tloql region notwithstanding & the Imperium), this leads me to think of Zhodani bases set along say trade routes into Foreven, on Zho-friendly worlds...

Great Book, once again!
 
No problem.

In fact, if there are other about the Zhodani book, please send them over. I'm pretty excited about my first book, but I'm also viewing it as a learning process as well.
 
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