Author: J.Bland

I am a Decider.

Into the Void Ref’s Notes 10

This last session was really fun but didn’t really go the way I intended, which is fine. The players did some unexpected things, to which I responded by planning variations to the planned encounters, which they then didn’t encounter for very logical reasons. Lots of fun stuff prepared and not used. No big deal. I’ll repurpose that stuff for future games.

That battle with the megabeetles went much longer than I expected. Giving the beasts a non-lethal but incapacitating chemical spray attack worked really well for making the encounter more interesting. A bit of flavor. Kind of a vomit flavor, of course, but flavor none the less. One thing to consider for the future is that giving a creature or character the equivalent of combat armor protection makes them really hard to hit. So if they have such protection, they don’t need that many characteristic points to obliterate. A total of 25 hits to be destroyed, if the PCs are using autopistols and autorifles, is plenty. That’s tough. It will take them two or three hits to kill the thing, at least. Likewise, having the character Flint wearing actual combat armor essentially made it impossible for the creatures mandibles to hurt him. This was good, since two of the rest of the group were down on the ground barfing, but could make it too easy for him to deal with adversaries in the future. Need to keep this in mind. As it turns out, the fight with the megabeetles was probably the most danger the PCs have been in thus far.

When we got to the big battle at the end (or potentially a big battle), the players had been smart enough to bargain with the rebels and repair the wrecked ship’s laser turret. I had planned to have the troops and the rebels have a big fight, but I was going to “storytell” most of that, and keep the action and die rolling at the PC level and maybe detail the actions of a couple of the important rebels. As it turned out, by blowing up the Grav Carrier with the ship’s laser, they were able to demoralize the bad guys and end the fight with no rebel casualties. More smart play from my players. They are really good at using their heads and solving problems without risking their necks too much.

Soooo…now the players are still on planet Uetonah. They realize the person they were seeking is there of his own free will. They will certainly be able to salvage that working dual pulse laser turret, so that’s going to provide some nice income. The issue of whether the Pachyderms are sentient and can be proved so is unresolved. An NPC that is involved is still unknown the the PCs. Lots of stuff they could discover, but should they? How much railroading do I do? I’m thinking none.  I still have some encounters ready on Uetonah, but these can be reassigned to new game sessions. I’ll prepare for the next game assuming that the PCs will salvage that turret and get off the planet. I expect the next session may involve a lot of bookkeeping and and logistics for the players.

This was game session 10. I’m very happy to have been running this campaign this long.  I think the story is developing nicely. We all seem to be enjoying it. Once of the nice things about Traveller is there is no monster manual. While there are standard ship  designs and weapons, it’s much less cookie cutter than D&D.  This makes it a lot easier for the referee to keep the game surprising for the players. What fun is exploring the unknown if all is known? The players have been to just a hand full of planets thus far, all near the frontier.

An issue that Jeff Koenig and I have discussed is the nature of money and banking in an interstellar setting with no FTL communication. I asked for advice on the Traveller RPG Facebook page and got some really good advice and ideas, kind of in line with what we were already thinking.

A combination of encrypted “debit cards” – unhackable and super secure – that can be “charged up” with credits at an appropriate bank where the PCs have their funds stored. Funds can be added directly to the cards themselves at points of transactions or even card to card, and then stored in a secure bank at first opportunity, or sent there directly via x-boat. The imperial x-boats, in addition to mail, carry banking and financial data that is updated at each stop.

Because “commerce is the glue that holds the Imperium together”, there are incredibly harsh punishments for financial crime, and super effective detection systems for such crime. All this makes the system work well. Because no one want to get in trouble for jacking with the electronic system, card robbery is also very rare. Crooks may steal currency, but not cards. They’ll not even force a card to card transaction, as these are super traceable. Local currencies must conform to Imperials standards. Actual physical currency can be carried. Some ships carry commodities that can be traded in a pinch, precious metals, etc.

This is all “background” info. All our PCs will need to determine is how many credits do they keep on their personal cards at any one time, and if they have other commodities they can trade aboard their ship. So – each PC needs to keep a total for credits in the bank and credits on their card. If a card is lost or destroyed, the money is gone. Players will probably want to keep some actual Imperial currency on their person.

 

ITV Session 10: Jungle Battle on Uetonah

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Having defeated pursuing forces from Samson Mining as well as a giant tree snake,  SAFCO and Rhonda speed down the Pachyderm trails in the jungle of planet Uetonah on grav bikes. Roger’s bike begins to have problems. It was hit by a bullet in the previous battle, and is now losing power. Readouts indicate it has plenty of fuel. The team comes to an area of the trail where the Pachys have created a “cave” to the side of the path, probably a place to rest. They stop to repair Roger’s grav bike.

Barney quickly assesses the situation, but will need a couple of hours to fix the bike. He guesses a simple problem like a power cable damaged by the bullet. Simple, but time consuming to get to the component to repair it. The rest of the team sits down to rest. As they sit there a wailing, groaning is heard coming from the nearby jungle. They scan the area with IR binoculars, spotting a tree about 40′ off the trail with the lower trunk split open. It appears to be full of gelatinous eggs – hundreds off them in a big glob. That’s where the groaning is coming from. Roger, Lucky, and Flint venture out into the jungle to check out the situation.

When they get about 10′ from the tree the bioluminescence of the jungle is sufficient for them to see there is a human encased in the eggs. They shine a light on him. The scouts have seen things like this before – creatures used as food for egg clutches by creatures of many worlds. The man is still conscious, but being slowly fed upon by the eggs.  “Hellllp me…” he groans. As they consider a course of action, two massive shapes appear in the canopy above them. Huge insects – 3x the size of a human. They move above the team, about 10′ above them, making angry clicking noises. The teams draws their weapons. From this distance it is clear that the creatures are some kind of giant beetle. The beast turn around facing away from the team and each sprays a cone of noxious gas at the men. The gas is non-lethal, but causes 3d non-lethal damage to Lucky and Roger. Flint’s combat armor saves him from inhaling the stuff. The gas reduces Lucky and Roger’s STR to zero, and rolling 1d6 each is incapacitated for 2 minutes due to nausea.

The last 15 minutes have been rough.

As this is happening, a third beetle bursts from the jungle, races across the “cave” past Barney and Rhonda, on its way to defend the eggs. Barney tries to ram it with a grav bike, but it evades him. Rhonda rolls a 12, managing a great auto pistol shot to its head, and rolls very high damage. The creature is still alive, but badly wounded as it proceeds to the eggs.

Flint takes on 2 of the beatles. The massive creatures’ mandibles prove unable to penetrate his combat armor. Rhonda and Barney join the fight from range.  Most of the team’s shots bounce off the great insects hard exoskeleton, which has combat armor-like effectiveness.  After a full 2 minutes of fighting the team manages to kill the bugs just as Roger and Lucky stop wretching, rise, and each take a shot at the beatles.

The team approaches the tree again and looks through the egg blobs to the man’s face. He groans “kill me.” Roger does as he asks. He appears to be a hunter, like the ones who previously rented the grav bikes.

The jungle is indeed dangerous. Lesson learned. Don’t mess with eggs or other things you find out there.

Barney completes repairs on Roger’s bike and the team resumes the trip to the meeting place indicated on the map.

When they arrive at the indicated clearing on the other side of a river there is no one there. They wait. Flint conceals himself. Rebels second-in-command Alyx Aaryn appears with 3 other rebels, riding Jungle Crawlers – vehicles about the same size as the grav bikes, but moving via 4 robotic legs.  After a brief discussion he tells them to follow him. The group set off to the north on the Pachyderm trail.

Flint watches the group disappear down the trail. Before he can set off after them, he see a softball sized drone fly down the trail after them. He sets the visor of his combat armor to track the thing, and sets off behind it at maximum range. He’s able to trail it.

After a ride north, Alyx leads the  team through a slightly less dense patch of jungle. They are barely able to get their grav bikes through, but the Jungle Crawlers easily traverse 100 yards, emerging onto an massive clearing revealing a blue sky. In the middle of the clearing is the decades old wreck of a Lee class 400-ton freighter, serving as a base for the rebels. The ship is covered with plant life that has overgrown it over the decades, as well as intentional camouflage. The hull has several holes that appear to be battle damage, the maneuver drive section is destroyed. One of the laser turrets on top is blown up, the other appears intact. Alyx leads them into the craft to meet with rebel leader Rockyt Raboon.

Flint follows the drone, which was following the team. He decides to hang back at the edge of the clearing, in the jungle, in case the team needs help from the outside. He loses track of the drone.

In the wreck, the team meets with Rockyt, Alyx, and a couple of other rebels. Rockyt is a woman in her mid-60s, short gray hair, wearing beat up combat armor. She welcomes the team. They explain they are looking for Jason Slimjack, who they were told was kidnapped by rebels. Alyx says it was a mistake to bring them here – that they are probably being tracked by Samson Mining. Rockyt explains that Jason is a biologist, crazy as hell, and came here of his own volition to study the Pachys. They believe the creatures are sentient, and as part of the Sophont Liberation Front want the creatures recognized as rightful owners of this world, but they have not been able to communicate with the Pachyderms at all. Still, the creatures are weirdly, proactively, and voluntarily helpful, assisting the rebels with manual labor unprompted and uncoerced.  Jason thinks there is more to the story, and has headed north where he thinks the answer to some mystery awaits. The team realizes that Nora, Jason’s mother, has lied to them.

Still, Alyx doesn’t think they should help the team. SAFCO offers to use their technical skills, in particular Barney’s engineering skills, to repair that laser turret on top of the ship. The vessel still has fuel in it’s tanks, and the generator is supplying a minimal amount of power – enough for water purification and other necessities. It’s a decades old crash, predating the arrival of Samson Mining on the planet. Probably the victim of pirate activity. “You can fix a dual pulse laser turret?” exclaims Alyx. He and Rockyt agree that it would be good to have the turret working. Eventually Samson will find them, even if not now. And if SAFCO has indeed lead the company to the rebels, they’ll need it immediately. They agree to help the team in exchange for the repair work. Barney gets to work. It’s a simple job for a master ships engineer. As he works, the rest of the team explores the ship. They see “grain” shipping containers full of weapons, ammo, and supplies, as they suspected.

As the sun sets, Flint notices a Grav Carrier about 300 feet above the ship. He radios in to the team to let them know they have company. About that time there’s a flash of light up on the G-Carrier, and a plasma bolt disintegrates a section of the ship’s hull.

Rebels spill from the ship, ready to run into the jungle, as Samson troops emerge from the jungle. One of them tries to surprise Flint, but fails. Flint shoots him, and the trooper drops.

Barney having repaired the turret, Lucky race to the turret access to use his gunnery skill. The rest of the team moves into position to fight. Lucky fires the dual pulse laser turret at the Grav Carrier, just as something is dropped from it’s door.

The Grav Carrier explodes.

At the entrance to the wrecked ship, Rockyt and other members of the team see the explosion, and see a body fall to the ground, bouncing in the area in front of them, landing face up in the soft turf. “Looks like they found our mole” says Rockyt, as the teams realizes the body is that of G. Gottfried.

The explosion of the Carrier and realization that the rebels have a ship’s laser at their disposal demoralizes the Samson security troopers, and they attempt to flee into the jungle, the rebels shooting after them.

Flint drags an unconscious trooper out of the jungle, introduces himself as a member of SAFCO, and turns the man over to the rebels as a prisoner.

The team, realizing that Jason has not been kidnapped and that they’ve been lied to by Nora, gather to consider their options. Rockyt says the rebels will have to move to another location. The team considers having Fardt and the Robot bring their ship here and salvaging the valuable laser turret. Nothing is decided yet.

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1 days elapsed in this session
Game time elapsed 172 days.

 

 

Into the Void Ref’s Notes 9

This game was supposed to happen last month, but life got in the way and we had to postpone. It was worth the wait. Lots of fun. We met yesterday (Sunday) at our usual spot, Madness Games & Comics.  As is my habit, I got there early to get us a good table. One of the employees noticed that I was setting up for an RPG and suggested a table near a column in the store, where I could put the GMs chair at the head of the table and not block an aisle. Nice guy. I struck up a conversation with him, telling him how much we enjoy the store and appreciate the free gaming space, and that each of us always tries to buys something after we play to help support the place. He told me they really appreciate it, and that there are a few groups that not only don’t buy anything, but leave a huge mess at the gaming table. Well, those people need to be taken out and publicly caned. Madness it the BEST, and needs to be supported and respected!

Anyway, back to the game. I’d had some time to plan this game. As usual I’d gone through numerous versions of the session. Numerous possible trajectories for the story. I knew I wanted some really fun action in this session. Last session was nearly all roleplaying, which is great, but we needed some violence. The trick of course is to lead the PCs to the action in a way that makes sense. They still had some work to do finding clues to start leading them to the person they were seeking.

In the olds days I hated having the party separated, but with my current gaming group, over both my campaigns, I don’t mind it too much. Of course eventually I want the team united, but I don’t mind moving back and forth between two or three groups of PCs now. I just make notes, and try move from one group to another pretty quickly, giving them all something to do. This was particularly useful on Sunday, as the team was split into three groups, all looking for clues in different ways. I had four clues ready for them, and was able to work two of them into the game successfully since the team was working this way. I was on my way to discovering this kind of GMing technique for investigative games, and then the GURPS Mysteries book articulated it really well. That book has great advice for GMing investigative games, regardless the system. I recommend it.

The other advice I’ve taken heed of lately — well — I can’t remember where I read this, but it’s to have a third party involved in the story. You need the heroes, their adversaries, and at least one other entity or organization that can provide help, hindrance, information, or otherwise simplify/complicate the story (or in this case game). In the case of my game, I’m using some NPC organizations to let me, as GM, give the PCs a bit of help when they are stuck, but it all fits in well with the story. It’s taken me decades to really learn this simple lesson.

So, we had some nice action during a grav bike chase in the bioluminescent Pachyderm trails through the jungles of Planet Uetonah.  I used the same rules I homebrewed for the mining pod close-quarters ship combat we used in Session 7. They work pretty well. I don’t want our sessions to turn into tactical ship/vehicle combat that slows everything down, and these rules are doing the job. They keep the game moving, offering just enough structure that I’m not just “making stuff up.” The players have some agency and results are still determined by the dice.

The players, of course, threw me a few curveballs. I had a much more complex layer of tunnels through the canopy above the Pachyderm trails I was hoping they would enter, but their use of grenades against their pursuers was very effective. I used that noise of the grenades as the reason the giant snake creature inhabiting the upper system of tunnels was attracted to the action, and it then of course chased them. I made it damned hard to kill. Took a lot of grenades to put it down, and even then it was only unconscious. Tough bastard!

I had lots more stuff planned but we ran out of time. Rather than rush through more stuff probably mess up some fun encounters, I stopped the session a the three hour mark. Plenty left to do in late July, and time for me to modify it more and make it better.

I’m loving this game.

 

ITV Session 9: the Snakes of Uetonah

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Picking up from the last session, the entire team leaves the Inn having learned nothing from the innkeeper. During his time at the starport, Barney had noticed a former colleague from the Scouts, Clem Daxon, working on the subsidized merchant ship nearby. Barney is still curious about the Pachyderms and what’s going on  with the rebels. He returns to the starport to make contact with Clem.

Lucky and Fardt look around the city, Fardt using his streetwise skill to try to pick up some leads or info on the rebels.

Roger, Flint, and Ronda decide to go to a local watering hold, Irma’s Imported Mooch Bar, to likewise try to get information on the rebels, Jason Slimjack (the man they are seeking), or any other information of use. They walk in and mingle, and begin chatting people up.

Back at the spaceport, Barney talks to Clem who was on the Scout Vessel Brave Explorer when Barney, as a junior engineer, saved the ship from being stranded in deep space by improvising a miraculous fix to the ship’s jump drive. Clem was also an engineer, but not a miracle worker like Barney. It seems Clem’s current ship is having jump drive problems, and Barney’s offer to help is accepted. Barney checks the drive and finds no problems. He suggests that the problem may be in the control programs. Clem give him access to the computer then goes back to double check the drives. Barney quickly finds a glitch in the control software and fixes it. He then examines the cargo manifest of the vessel, seeing that they have several containers of grain from Mylor they were delivering here to Uetonah. Problem is Mylor is not a grain exporter. Barney chats up Clem a bit more, after explaining he has fixed the Jump Drive. Clem says they’ve been bringing grain from Mylor to Uetonah for a few months, and the money has been surprisingly good! Captain Seahorn, of the subsidized merchant, is a secretive person but all the crew’s shares have been excellent.

Back at the bar, Lucky and Fardt walk  in, having gleaned no useful information on the street. They walk in to see an old man with cloudy eyes, dark brown skin, and a rough brown cloak begging. Their shipmates all give the old man generous amounts of credit. He pats them all on the shoulder, thanks, and blesses them. He walks past Lucky and Fardt, speaks to them, then Lucky gives him 20 credits. He blesses them too.

The team at the bar receives a  message via their communicators from Barney, who explains that he thinks he’s found the source of rebel weapons, and he’s keeping watch on what happens to the gear, thinking it might lead the team to the rebels and Jason.

As Lucky and Fardt begin to drink the mildly hallucinogenic mooch, a woman approaches Roger and thanks him and the team for their kindness to the beggar. Was she shakes hands with Roger she passes him a tiny map.

Roger and the team examine the map. It shows a series of trails through the jungle, the route crossing a river, and ending in a spot labeled “meeting.” Clearly they are on the trail. The meeting spot is a good 40 kilometers away and they don’t know anything about the trails.

Lucky and Fardt remember seeing some hunters returning five grav bikes to a rental shop. The team goes there and inquires about the bikes and where could they possibly be of use in the dense jungle. The shopkeeper explains that the jungle is riddled with trails used by the Pachyderms to travel long distances. The team rents the five bikes, one for each human member of the group. They are not suitable for Fardt, and they have little cargo space. He’ll stay with the ship. The grav bikes are of the Imperial Scout Service variety, so the Scouts are all very familiar with them, and Flint has a general skill with grav vehicles.

The team, 4 ex-Scouts and an army colonel, are all well-versed in wilderness survival. They collect the supplies they need, choose weapons (including 2 or 3 grenade each from the stash from the asteroid), and set off.

They ride the two kilometers to the mine, and find the entrance to the Pachy trail described by the shop keeper. As they riding into the trails, they find themselves in a different world.  The trail is about 10′ wide and 15′ tall – big enough for Pachys to travel single-file, or to ride grav bikes two side by side. The ceiling of the trails is nearly solid canopy, but they are lit by a weird bioluminescence. The bikes of course have lights. The team proceeds along the route at a moderate speed.

As they approach the first fork in the Pachy trail route, Roger (in the rear position) notices that they’re being followed by men on rapidly closing grav bikes. Roger’s bike is hit by a bullet, but continues functioning, as another bullet whizzes past his head. He puts his bike on autopilot and pitches a grenade back at his pursuers. The rest of the team hears an explosion to the rear, as the two of the enemy bikes blow up pitching their riders, unconscious, into the trees.

The team continues flying down the trail. Barney decides that since the grenade worked so well for Roger he’ll try it too. As the goons shoot, the second grenade explodes, taking out two more. In front, Flint and Ronda see a hole ahead in the roof of the trail, leading into another tunnel. Ronda continues forward, as Flint flies up into this exit, slides the bike around 180 degrees, and waits for the next bad guys to fly down below him, his auto rifle ready to take them out.

However, the team nails the last two goons with another grenade, leaving Flint nothing to shoot.

Just as Flint realized there are no enemies left, he hears something big behind him. He turns to see a gigantic snake-like creature about to strike. He manages to accelerate his grav bike back into the down-tube just as the snake attacks with a loud snap of its massive jaws. It’s fast  – as fast as a grav bike – and follows him down to the Pachy trail.

Lucky throws his bike onto autopilot, swings around facing backward on his bike, takes aim, and hits it twice with his autorifle, but the beast continues pursuit.

The team looks back to see Flint racing back toward them, followed by a 5′ diameter 90′ long snake-like creature. The beast snaps again – barely missing. Flint tosses a grenade into it’s mouth.  The explosion hurts the monster, but fails to stop it. Lucky throws his bike onto autopilot, swings around facing backward on his bike, takes aim, and hits it twice with his autorifle, but the beast continues pursuit.

It attacks again, again its massive jaws barely missing Flint and the bike. Flint clicks the bike on to autopilot, takes his two remaining grenades one in each hand, pulls the pins with his teach, and lobs them into the beast, finally stopping it! The team regroups farther up the trail. Ronda reports from up ahead that more access holes to what are apparently snake tubes are ahead. The team decides that the initial blasts from the grenades used on the pursuing grav bikes must have drawn the creature’s attention. They set off again, this time quietly skimming the bikes down through these biological caves, continuing toward the meeting places on the map.

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2 days elapsed in this session
Game time elapsed 171 days.

Into the Void Ref’s Notes 8

Wow, eight games! For some reason if feels like a milestone. It’s hard enough to make the time to game and to get the guys all together, but it is worth the effort. The Sunday afternoon game time seems to still be a good time to play. I would love to play more than once a month, but it’s rough. Weeknights are not good for most of us, and weekend time is at a premium.

Ready to play last Sunday!

This last session involved a lot of bookkeeping for the PCs, trying to decide how to split the loot and/or reward for the stuff they obtained in the last session. Lots of deliberation. I was worried they would be bored with it, but of course it was their decision to spend that time, so I just let it go for quite a while. They were in Jump Space, so they needed something to do.

Anyway, they are now at the beginning of a new series of sessions, and as usual their activity has given me lots of ideas for things to do in the next few games.

I was reflecting on the nature of Classic Traveller yesterday, as I often do, and was thinking about the benefits of a game that doesn’t really have experience levels or experience points. When I played this game nearly 40 years ago the lack of a substantial progression system seemed like such a bummer. Now I think it’s great. Really keeping track of the passage of time in the game allows the PCs to take advantage of the very long method of improving their skills, but doesn’t make it the focus of the game. It also means that you don’t have to begin a campaign by slowing getting the PCs “up” to a level where you can have the “real fun.” They don’t start out super-powered, but they aren’t weak either. This is always an issue with D&D. 1st-level characters are so easy to kill, and since the game is so combat-centric I think it’s a real problem.

So as the GM, I find it very liberating to not really need to consider the experience level of the PCs when designing or running a game. They are skilled humans. If they get shot with a plasma rifle they will probably die. After four years of play, they will probably still die if hit by a plasma rifle. It frees me up to do what I want with the game, and not focus on levels or experience points. It also allows us to take our time with the campaign. We’re not rushing through this. We play for about three hours, and when I think we’re at a stopping point, we stop. I go home and think up the next few encounters, problems, and challenges. It all just makes the game a lot better.

All of this, however, also forces me attempt a lot more creativity in the campaign. I swear, for each session I spend a week coming up with ideas, making notes, writing up the session only to start over, then on Sunday morning before the game I get up, sit at my desk in state of panic because I don’t like what I’ve got so far, and then it all comes together. I assemble the pieces I’ve got, come up with contingencies plans, think up some NPCs that might be memorable, and the game seems to be enjoyable to the players and to me.

I do think that in the future I want to give the players a little less accounting stuff to do. That tends to bog things down a bit. Once in a while it is alright, like last weekend, but certainly not every game, or even every four games.  All four players need something to keep them engaged at all times, and I feel like this last game I dropped the ball on that a bit.

Oh, here’s something I found on one of the internet groups for gaming — an article about Lester Dent’s formula for writing an adventure novel. Dent is the author of the well over 100 Doc Savage novels. As an early teen I read about 70 of these books. They are formulaic but entertaining. I had read that Dent had a formula for writing these, but this is the first time I’ve seen it. I think there is some good advice for writing RPG sessions here. Granted, it won’t all work because the players will nearly always do something that you don’t expect, but I think the overall direction of this formula (as well as some of his other advice) might allow a GM to create a nice “filter” to run sessions through. A list of elements to make sure you include. I have made an effort since returning to gaming a few years ago to be a lot more descriptive of location and atmosphere in my cyberpunk and science fiction campaigns. I think I’m going to go through the Dent Formula and make a list of elements I want to be sure to include in every scene I write. It’s just too easy to get going and forget these things.

On a different topic! While preparing for our game Sunday at Madness Games & Comics, among all the Magic the Gathering and D&D players I noticed two guys setting up to play the Fantasy Trip, using the massive and super cool new boxed set from Steve Jackson Games. I was so happy to see someone playing this! I went over and met the two guys who were there, Bruce and Scott. Really nice guys. Bruce told me he’d played a lot of GURPS in years past, and we spent a bit of time talking about such things. He said he recognized my name from online stuff, which tells me what I already knew – I spend way too much time online – but it is nice to make a face-to-face connection!

So, we all connected on MeWe.com, where a lot of the old Google+ groups have migrated. Bruce is sharing writeups of his gaming session, and they are brilliantly written.

ITV Session 8: Mission to Uetonah

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SAFCO, along with Flint Sideron and Ronda the Pilot begin the game on the freetrader, floating outside the asteroid complex they raided in game 7. They have already done ship maintenance, but have not yet skimmed the local gas giant for fuel. The set off to do just that, while discussing their next course of action. They have a hold full of military weapons that Sammy Oberon had stolen from the RCMP, but of course Sammy is dead so Flint can’t get his bounty. Mergatroyd and Reesus Peesus are waiting on Mylor for the team to return with the loot. The members of SAFCO confer amongst themselves regarding the best course of action. Should they return the loot to the dirtbags on Mylor as agreed, or return it to the RCMP, two jumps away on Planet Overon, just across the board of the Prometheus subsector. They decide it would be smarter to be friends with the RCMP, and simply give the scum on Mylor a cut of the reward to keep them happy. Ronda agrees to the new terms which will net her 30,000cr. They will eventually pay Mergatroyd and Reesus back for the fuel they spotted them, and whatever else will keep them relatively happy. After all, they didn’t risk their lives.

They make a Jump-1 to the unnamed system just one parsec rimward. That system, charted but unexplored, proves to have 6 planets, including a gas giant. One planet teeming with life but no signs of intelligent inhabitants. They do drive maintenance in that system and continue working on the drone (failing all their rolls, again).

They then make the Jump-2 to Overon, a rocky world of size 5, and home to a large RCMP mining operation. As they land, they see massive transport ships being loaded with refined and raw ore. A big operation. Flint was stationed on this planet for five years, and knows people. He suggests they visit Administrator Robert Tilton, in charge of security and law matters. The local Law Level is 6, so they leave their weapons on the ship. Barney stays on the ship to begin drive maintenance. He and Fardt keep an eye on Ronda, while Flint, Roger, and Lucky head out to see Tilton.

Legal administrator Tilton remembers Flint well. After some small talk, the team explains there can be no bounty on Sammy Oberon because he’s dead, but they have recovered a lot of RCMP military gear. Tilton agrees to pay them what it’s worth, a hefty sum of 470,000cr. (they keep a few things too – a set of combat armor, some gauss rifles, combat environmental suits). After paying Ronda her 30k and deducting 40K to repay the cost of their fuel of the job, they have 400K left, plus 10 good vacc suits worth 10,000cr each. They give Fardt a 22,000cr bonus, for which he is quite grateful. To celebrate they head to the local casino, where everyone places bets, no one has gambling skill, and everyone loses to the house. Fardt thinks gambling sucks now. They head to the a tavern recommended by Flint, the Mooch Mine. The tavern specializes in an alcoholic drink called Mooch, with mild hallucinogenic properties. Flint sees a number of familiar faces.

A women comes in who looks familiar to Flint. She’s missing a leg, and has a cheap prosthetic. She’s being treated shabbily by the other patrons. He recognizes her as Sergeant Nora Slimjack, who served with him on a few campaigns. Flint buys her a drink and invites her to sit with them. Eventually, Nora confides that she’s like to hire the team with the balance of her retirement account from the army. It seems her son, a biologist, was on the nearby world of Uetonah doing research, and was kidnapped rebels on the world fighting against the Samson Mining Company, who operate a mining colony on the planet. She has 200K. The planet is an amber zone world – serious caution required of anyone landing there as their is military conflict happening. The team considers it. Ronda says “You guys are really going to walk into a war zone to help this hag?” She seems to not want a piece of this action. However, she reconsiders. The team is glad to have her on the job – she is one more person an enemy might aim at during a firefight other than them. Looking at the star map, it is clear that going to Uetonah before heading back to Mylor will cost them only an extra week in jump space, and will of course net them some good money. They take the job. They complete preparations on the ship and take off of Uetonah. Successful jump roll made by Roger.

During their time in Jump Space, Barney assists in the drone construction, and they finally finish it.

They arrive in the Uetonah system, and as per their usual habit decide to skim the gas giant, but first they contact the local authorities, thinking this might be a good idea given the situation on the main world. The response “You are directed to land on Uetonah, at the spaceport, and submit your ship for inspection before you may refuel.” They learn that the locals insist on checking all incoming ships for weapons shipments to the rebels. While they don’t like this, they agree.

As they enter the atmosphere of Uetonah, they see a nearly global jungle. Heavy foliage, very tall trees. You can’t see the ground. As they approach the spaceport, they see a vast area where the jungle has been completely clear-cut. Decimated. Strip mining is occurring. They see lots of activity. Machines and large beasts of burden moving things around, hauling ore, etc. The spaceport and colony are 2km from the mine, also in a clear-cut area, with a 30′ tall stone wall surround the entire city.

They land. Immediately the local inspectors great them and insist on checking the ship. Barney stays onboard with Fardt and Ronda. The others are asked to speak to the head of security, Sergeant G. Gottfried.  As they leave the ship, the crew sees raw ore being loaded by massive green elephant-like creatures  ridden or directed by human and alien workers. The beasts are 12′ tall, have 4 tusks, and use their great strength and tusks to slowly and carefully pick up massive ore containers and carry them into cargo holds.

A small man with a grating voice, Gottfried asks Roger, Lucky, and Flint what they are doing on Uetonah. They explain they are looking for one Jason Slimjack.  Gottfried has a record of his arrival, but nothing beyond that. He suggests that he might have checked into the local in. They explain that he was apparently kidnapped by rebels for a ransom. Gottfried explains that this is not uncommon, as the rebel scum do anything they can to raise money and pay for smuggled weapons. Barney asks what the rebels are upset about. Gottfried shows the crew a flyer, one of many that are distributed around the city, that say “Free the Pachyderms!”. He explains that Uetonah mines valuable minerals useful in high-efficiency fuel purification systems. Criminal elements in the subsector want Samson Mining to pay “protection” but the company refuses. So the criminals have convinced a small faction that the big animals seen working in the docks – the Pachyderms – are sentient, intelligent beings. These true-believers, though few in number, are causing a lot of grief to Samson Mining.

He tells them that if Jason has been kidnapped, it will be hard to find him (if he’s still alive). The rebels are constantly on the move. The jungle is dense and difficult to travel through. Barney asks of the Pachyderm ARE intelligent. Gottfried laughs. Look at them (pointing out the window). They was some of the creatures doing their work, occasionally defecating like a cow might as it lumbers around. “No, they certainly are not sentient. Watch them. They are just big, strong, dumb beasts, though useful.” He goes on to demonstrate his lack of respect for the biosphere in general. Clearly to Gottfried this is simply a world with resources to be exploited.

He writes the team permits to carry their weapons outside the walled city, as they clearly want to look for Jason. He tells them the jungle is very dangerous, but certainly they are free to explore.

The team regroups and goes to the Inn, where they ask about Jason. The innkeeper has not seen him, but offers the team lodgings. They politely decline.

5 weeks, 2 days have passed. 37 days.
Game time elapsed 169 days. 5.63 months.
IY6026.103

Into the Void Ref’s Notes 7

Session 7 presented a couple of challenges. First among them, how to integrate a new PC into the game in a way that was fun, made sense, and enhanced the game. My friend David is the new player. He and I got together last week and rolled up his character. David wrote up a really nice character background and motivation, which helped a lot. Gave me some good motivations for the PC and a good way to drop him in.

Second, I wanted to have a cool ship battle. Starship combat in Traveller, run by the book, is quite boring. It’s like a tactical wargame, watered down, and really lacks the excitement of a dogfight. There are no rules in the basic set for close ship combat, at least not the kind you see in movies. And let’s face it, that’s the fun stuff.

So I made up my own very simple system. I assume a very abstract time frame. We go by turns, all action happening simultaneously as is the Traveller norm. But no defined time increments. Each ship can move as many units (squares or hexes) as its maneuver drive number. Any hard maneuvers require a pilot skill roll. A hit by lasers inflicts 1d6 damage points. When a ship takes 6 damage points, it has to roll on the normal damage tables in the books. The mining pods only have a total of 6 possible damage points, so when all 6 were gone, the pods exploded.

By thinking of the whole thing in more cinematic terms and using this very fast moving system I was able to let the players all be involved in the fight and use their relevant skills. While Roger was skimming the walls of the mine cavern walls, Barney was working to boost the slow Free Trader’s maneuver drive power to better deal with the very fast mining pods. Meanwhile, Flint and Lucky were manning the two laser turrets and blowing up the pods.

OK, sure. Not very detailed. Not a tactical wargame, but that wasn’t the point. My goal was to have a fun, fast moving ship combat that created some excitement and got all the PCs involved. I think it worked.

ITV Session 7: Asteroid Raid

IY 6026.057

2 weeks have passed since the SAFCO team returned to Mylor after their Scout-Reactivation mission to Planet Trillos and the encounter with the Void Bug. They have been debriefed by Admin Billy Zoom of the Scout Service.  The Type-A Free Trader has been maintained by Barney and is ready for action. Barney and Lucky have been working on a reconnaissance drone. To build it they need to make three electronics rolls and three mechanics rolls over the course of the two weeks. They fail all the electronics roll, and make two mechanics rolls. The project is giving them some trouble. Will take another two weeks, three electronics rolls, and one mechanics roll to succeed. They can roll a couple times during the next two jumps.

Onboard the jumpliner Nebula View, bound for Mylor,  bounty hunter Flint Sideron is getting impatient. After a week in jump about the liner, he has not been able to locate what should be an easy quarry, a rotund and flamboyant trader in illegal arms. He has a description but no name, but believes this man to be the next step in the trail to gangster Sammy Oberon. the Ridley Consortium of Mining Planets, in the nearby Prometheus subsector, has a bounty on Oberon’s head. He stole a massive shipment of military grade weapons from them by colluding with a now-dead crooked corporate accountant. Flint wants the 100,000 credit from his former employer, and has been tracking Oberon for two months. Finally, as the ship is less than a day out from the Mylor system, the portly scumbag shows up in the vessel’s casino, making lots of noise, winning lots of money, women hanging all over him. Flint, dressed in a subdued suit, steps up to the table and places a bet that the big man will win again. He does. Flint let’s it ride. He wins again. The man bellows with victorious laughter, dabs the sweat from his brow with a fancy handkerchief, and declares that he’s now hungry (he’s been munching on candy the whole time). Clearly, this is the man Flint is looking for, who should lead him to Oberon.

On Mylor, SAFCO is once again contacted by Ronda the Pilot and the fixer Mergatroyd.  They agree to meet that afternoon at the Happy Gluck the next day.

The Nebula View pops out of jump space in the Mylor system, a couple of hours from Planet Mylor. Flint is keeping an eye on the fat man. The massive ship lands at the spaceport and the passengers disembark. Flint has his gear stored in a locker and follows the man. Leaving the premises of the space port, they move into the busy market/bazaar outside. Flint keeps the man in view as he weaves through the crowd on the wide walk. He stops and speaks to a beggar sitting against a wall, his chubby bejeweled fingers drops a few credits into the beggars cup, then he smacks him across the cheek for no apparent reason and walks a bit farther, stopping to look at some intoxicants. Flint walks by the beggar. “You look like a man on a mission”, say the man. He’s old. Gray hair, scruffy gray beard, tattered brown cloak. Flint recognizes the man as a monk of the Galactic Brotherhood. He drops a few credits in the man’s cup. “Thank you, brother. May the galaxy’s blessing be yours!” “Why did he hit you? ” asks Flint. “I’ve no idea, I’ve never seen him before. He will have no blessings.” Flint sees that the man’s eyes are cloudy, like every brother he’s ever encountered. Another passerby drops some money in the cup. The monk looks toward him and the man’s face visibly calms, as if filled with peace. The monk directs Flint to the Happy Gluck, at which he might find information about good lodgings, as he see’s the fat man step into an expensive inn a few doors down.

Several hours later, SAFCO, including Fardt, assemble at the Happy Gluck. They are met by the 7′ tall, four-eyed, purple-skinned Mergatroyd, who leads them to a table to find Ronda the Pilot and a rotund man in a fancy jacket. They sit down. Ronda introduces the man as Resus Peesus. She explains the deal. Mergatroyd recently gained information that the criminal Sammy Oberon has been killed by a rival gangster. Months earlier, Oberon managed to illegally have a shipment of military grade arms stolen from the Ridley Consortium of Mining Planets, and diverted to a secret stash. He’d been waiting for the heat to die down before fencing the gear. The weapons are thought to be sitting unguarded somewhere. Hundreds of thousands of credits of gear, waiting to be found. Through his contacts, Mergatroyd found Peesus, who believes he knows the coordinates of the trove of goods. For a percentage of the take, Peesus will give them the location. After bargaining, the assembled group agrees to give SAFCO 35% of the take, since they are doing the legwork. As they bargain, Flint enters the tavern and manages to eavesdrop from an adjacent table. He gets enough info to tell him that he is on the right trail.

As SAFCO returns to their new HQ , Flint follows them. He uses the stealth inherent in his Forward Observer skill and they don’t notice him. Finally, he knocks on the door of their office and hands them his business card. He tells them that Ronda and Mergatroyd are planning to double cross them (a lie) and offers to split the loot with the 50/50 if he can join in on the trip, as he wants to capture Sammy Oberon. Fardt laughs. “Oberon is dead!” The others say it’s a rumor, but they believe Flint, and agree to take him on the trip.

They spend the next day preparing for the trip. The next morning they go to the spaceport, where they meet Ronda and Mergatroyd at the ship. Merg gives them a chip with the coordinates of a large asteroid in the Zerix system, the supposed location of the weapons stash, and wishes them well. They board with Ronda and set off.

One week in jump space takes the group to the Zerix system. The scouts are familiar with the system, having helped in the initial survey many years before. Roger pilots the ship to the asteroid belt, and successfully gets to the target asteroid without incident. The asteroid is about 1.5 miles long, 1 mile wide and thick. There is an opening on one end large enough for a very large ship to enter easily. The opening has some working lights around its edge. Barney runs a sensor sweep, detecting some power and heat generation from inside, but no radio emissions. Roger takes the ship into the opening.

Inside they find a huge cavern. The walls are scattered with abandoned mining equipment. The interior is still lit, though dimly. There are openings to very large tunnels that appear to be natural formations. They take the ship deeper, slowly exploring the interior of the asteroid. To be on the safe side, the crew dons their vacc suits.

The find another large chamber 1/2 mile per side and just as tall. At the “bottom” is a complex of modular structures that appear to be quarters from the old mining operation. Some lights are on.  As they survey the area, the robot detects the electronic chatter of other robots – up to 20 – on the ships radio. Simultaneously, two mining pods fly into the chamber behind the ship. The pods are spherical, with powerful thrusters, 2 manipulator arms, and close range mining lasers. The pods are fast. Faster than the ship.

Roger takes the ship into an evasive course, skimming the walls of the cavern, as Lucky and Flint each take a gun turret. They destroy two of the robot-piloted pods and two more appear. In engineering, Barney uses his Engineering-3 skill to boost power to the maneuver drive temporarily, making the ship only slightly slower than the pods. They are still faster, but at least now SAFCO is 2/3 their speed, rather than 1/3.  Barney bounces against the cavern wall, but the hull remains intact.The crew destroys the two pods and one other while Roger evades. Finally the pods stop coming.

The team lands the ship some distance from the buildings, with both turrets still manned and ready for action. As Barney, Fardt, and Ronda get out in the vacuum and microgravity to repair the hull damage, more robots exit one of the buildings, armed with military gear – guns, a grenade launcher, a laser cannon, and a plasma gun. Flint and Lucky blast them with the ships lasers before they can fire, exploding the plasma gun, grenades, and laser cannon and destroying the robots.  SAFCO’s robot reports that there is no more robot chatter on the radio. Apparently they’ve destroyed all of them.

The team explores the buildings, eventually finding a number of large crates full of military gear intended for the corporate military of the Ridley Consortium of Mining Planets. Besides personal weapons, there is a very valuable Gauss gun turret meant to be mounted on some military vehicle.

They load the stuff into the ship’s cargo hold and take off. They intend, at this point, to return the stuff to RCMP, after perhaps taking a few items for themselves, and hopefully collect a nice bounty on the stuff (since Oberon is, apparently, dead). They will decide how to deal with Ronda, Resus Peesus, and Mergatroyd next session, and finalize plans on where to go and what to do with the goods.

Elapsed game time: 132 days (4.4 months)
IY 6026.066

 

 

Traveller this weekend

We’re playing our Classic Traveller campaign this weekend, and I’m very happy to be adding a new player to the mix, my friend David. My current group are guys I was friends with in highschool and I was an occasional participant in their games. Great dudes. This new guy was one of my main gaming group. He’s really excited to be gaming again, and I think it is going to work out really well. I’ve been meaning to invite him for a while, but as I am “the new guy” in this group, I wanted to run it past the lads and make sure they are good with it. They are, so it’s on.

Dave and I got together this last Sunday to roll up his character. He did a really nice background, which will allow me to drop him into the campaign immediately, and in a fun way. None of the old “this guy just shows up and wants to join your crew” sort of thing. Gotta make it cool. The background of his PC is also helping me delve into the nature of another subsector, which is fun.

More after the game. I’m just really happy about this.

 

 

Into the Void Ref’s Notes 6

Session 6 was the first one-shot I’ve run. It was tough. The game was fun, but really we need more than one session. I had to cut out a lot of stuff to squeeze this into one 3-hour session. My players are really good. They play hard, but they are thorough. They take advantage of roleplaying opportunities. They don’t rush. So I think one-shots will be rare.

Didn’t manage to work in any starship combat. That’s still on the agenda. We did get  in a lot of gun shooting, which was on the agenda, so that’s a success. I also managed to drop the seed of the next series of games, so happy about that.

I’m getting more organized with the campaign. The customizable GM screen was useful. I did a reasonable job of giving each PC a chance to use their skills, considering this was really a combat-oriented session. I need to spend some time doing write-ups of weapons, especially non-standard stuff like the “big gun” machine gun I had one of the marines carrying. I made it a submachine gun with a +3 damage. I wanted to make it like the harness-mounted super gun the marines in Aliens used. So I want to work on that.

We used miniatures this time. It was fun, but we didn’t really use an accurate scale. I feel like agonizing over tactical movement slows the game down a lot. The minis were useful to knowing the marching order and general arrangement of the characters. I found that helpful.

I like leaving some loose ends. The PCs know now that there is this alien bug puppeteer species out there in the Void somewhere. It is something for them to worry about. The Void Bugs. Space is big and fully of scary stuff. Evil and dark stuff as much as wonderful and beautiful.

I think I could have done a better job being descriptive in this session. I need to remember that painting a great mental picture for my players is critical.