Into the Void Ref’s Notes Session 23

After a few months of home remodeling and whatnot, we finally played today. We had planned an in-person meeting, but one of our players had a family member with Covid last week so we opted for online. That family member is fine. Thankfully they are testing negative and are well.

A few notes about this session. Not really any action. I had action planned, but as will happen in an RPG the players were very smart and took a lot of time carefully planning and roleplaying some non-action stuff. The result was great problem solving and skill use, and everyone was fully engaged.  There was just no shooting. Now, they were still dealing with the unknown, so the threat of danger is always there. That is fun. That is suspenseful.

This was session 23. The players started this expedition in Session 15. So that is 9 sessions. That is the longest sustained single “adventure” I’ve ever run. I’ve always found “quests” to be difficult to run. They always seem fun for the first few games, then the quest itself feels like a straight jacket for me as a ref. I feel like everyone is getting tired of it. I didn’t feel like that this time. I am glad the expedition is complete and they are back in charted space, but it was fun the whole time.

Likewise, this is the longest campaign I’ve ever run in real time or in game sessions. Granted, we haven’t played THAT many sessions, but we’ve been at it for several years. Adult life has gotten in the way a lot, but we’ve kept at it, and we’ve reached a point that the campaign has developed its own history, and with the discovery of a real threat to the Imperium during the expedition, the PCs have for the first time done something that could potentially affect the entire Imperium. That is very cool, and I really didn’t plan it. After the encounter in sessions 20 and 21 with the sentient planet-wide psionic fungal network, I listened to Marc Miller’s novel Agent of the Imperium, and realized they had discovered something that needs the attention of the highest-level decision makers.  That is very cool.

I’ve heard many podcasts speakers talk about story telling in their games. That is cool. But I don’t feel like a story teller. I think of my GMing as creating a game — creating situations and problems for my players to contend with and solve using their characters and resources. Clearly there is a story, but the story emerges from the play. Today I had no idea what they would do. I set the stage, the dice and rules and I are the world, and the players interact with it. It is nice if I come up with something brilliant and entertaining, but I’m not writing a story.

However, if you are, and your players dig it, that is great. I’ve just been reflected a bit on how I do things and the way I think about things. That’s all.

Anyway, the team got back to their base planet, took care of some stuff like getting paid, passing information on to the proper authorities, and are new all set up for the next game, which more than likely will involve some action and craziness.

After the session, I had all the players add the skills their characters have been studying for the last 4 years of real time permanently to their characters. Character improvements in Classic Traveller are hard to get, and it has just been a great campaign so far, so I just had them add the skills. No roll. Just some improvement. They can now decide what 2 skills they will study during the next 10 or 20 sessions.

ITV Session 23: The God Killers

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SAFCO begins where they left off, on the Precursor world in the Great Nebula of the Void. Having defeated the alien android possessed by the being inhabiting the Universal Translator, the team decides what to do.

Professor Zal Twist is stabilized in the ship’s autodoc. The Baroness insists that before leaving they attempt to at least take a sample of the withered Precursor bodies in the pods. Barney examines the alien technology, consults with Lucky, and makes a very difficult roll, successfully figuring out how to power-down a pod. He examines the power cable, and after very careful description of what he is doing, confirms there is no power in the cable. He cuts it.

Meanwhile, Flint has brought a lift from the cargo hold of the ship. They manage to lift one of the pods and take it to the ship. Flint brings the body of the alien android. Lucky discovers that while the brain and the Universal Translator are destroyed, the body does still have some charge left it its battery. They remove the destroyed UT and secure it.

Their business here complete, they take off. Once back in space they jump to one of the systems they had previously scanned containing a gas giant. In an effort to cut some time off their return trip to Mylor they do some additional scanning but discover no systems with refueling points. They proceed back to system 2, home of the planet-wide sentient psionic fungal network. They avoid the planet and refuel at a gas giant. They then jump back to Zal’s System, refuel, and return to Mylor. Five weeks travel time.

The Baroness talks to authorities once in orbit smoothing things over for SAFCO, who were wanted for her abduction in the subsector. She explains she stowed away.  All is well.

The team decides, after getting the fairly recovered Zal Twist to the hospital, to go inform the Scouts of the very serious threats to the Imperium lurking just a few parsecs away in the Void. In particular, the Fungal Network. Administrator Billy Zoom is glad to get the information. The Scouts have been preparing to survey that area, and this will keep them out of danger. The fungal planet will be interdicted immediately until the Imperial Quarantine Bureau decides how to handle that threat. Zoom tells that that a freighter full of religious cultist had recently left Mylor in the direction of the Nebula. Should they go to that world it would be an immediate danger, so their ship will be found and stopped. Or destroyed if necessary.

Zoom tells Roger that, sadly, the base recently lost a Scout crew and ship, so the ship that Roger mustered out with — the Rambler — has been pressed back into service. To compensate Roger, Zoom offers the team five IISS grav bikes that are about to be decommissioned as newer models have arrived. Rogers takes the deal.

Roger asks Zoom what else has happened during the months they’ve been gone. Zoom tells him that the local underworld on Mylor is rumored to be in somewhat a state of chaos. Turf wars are breaking out, confusion in leadership…

The team has earned the 100K credits from Zal and the University of Zapata for their help in the expedition. The Baroness arranges for the Precursor pod and the android body to be taken to the University of Zapata. One of the greatest archaeological finds in centuries — funded by her family. Her status should increase in the circles of nobility.  Zal will go down in history.

The team heads toward the Happy Gluck to relax and celebrate survival of yet another expedition into the unknown of the Void.

Ending date: IY6026.253
Elapsed game time: 379 days

Into the Void Ref’s Notes Session 22

Well, Session 22 was a lot of fun. I think my players had a good time.

As always, I feel like I could have been a bit more descriptive with the settings and all, but I’ll give myself a break. When you are GMing there’s a lot to keep track of.

So this game was intended to be the likely culmination of a story seed I planted in session 5, about 4 years ago. Yes, I sat on it that long. I say “intended” because while I had it set up, you can’t control what players do, and I was not going to force it. But it all worked out. The players of course didn’t do everything I expected, but I’ve come to expect that, so my expectations were met.

I go on and on about this, but my group is really good. They are great gamers. They are playing a system that punishes stupid actions. They are adventurous, but they use their head. Their characters use their tech to their advantage. They don’t walk into a situation unprepared, at least voluntarily. So while this session had many chance for grave bodily harm to be inflicted on the PCs, they managed to avoid it.

I knew this was going to be an important session in the campaign. I knew there was greater than normal chance a PC would die, so I wanted it to be very good. I struggled with the design of this session for a long time, writing stuff online, in notebooks, etc. I had a general idea of things, but just couldn’t really bring it together. So I tried something new.

I wrote a 7-page short story of the adventure. I envisioned it like a novel or movie, and I wrote it out. This helped me immerse myself in it and really think Was that fun? Yes, it was fun. Does it make sense? Yes, it does.” So I used that short story as an outline of what could happen. It also gave me some nice, prepared, descriptive text to read or at least use somewhat to provide atmosphere. I’ll often to that anyway, but typically I write my adventures in “scenes” so when they PCs arrive at a new location, if it is one I’ve considered, I’ll have some nice information about the atmosphere.

Overall it was a good way to do things. I don’t know if I’d do it in every adventure, but for this one it worked.

After we finished the session we had a talk, and I had considered resuming the campaign with the team back in civilized space, and not role play the journey home. But we have always resumed exactly from where we left off, and I think it is best to continue this practice. It is fun that way.

ITV Session 22: To Kill a God part 2

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In orbit of the intelligent fungal planet, SAFCO completes a week of maintenance on the ship. During that time Lucky conducts an EVA to inspect the ship for signs of fungus clinging to the hull, and finds none. Barney conducts an analysis of the fuel processed from the water on that planet and finds that the onboard refining process has removed any fungus, which was likely destroyed in the process. The fuel is fine. The rest of the ship is likewise inspected and found to be clean. It has been parked on ice and snow, so likely it did not come into contact with any fungus. The scouts with the help of Joe scan ahead to the destination system using their scout-class sensor array. They are able to detect eight planets, including two gas giants. No additional info at this distance. Art plots a course and Roger engages the jump drive and they spend a week in Jump Space.

They pop out of jump space on the edge of that system, not too far from one of the gas giants, well outside the orbital plane. More scanning is done, and they detect one inner planet in the habitable zone with water. They stop at the first gas giant to refuel. Roger is able to pilot the ship to avoid electrical storms. During the refueling run they witness gigantic gas-bag creatures floating in the upper atmosphere. A kilometer across, sensors zoom and and reveal kilometers-long tendrils hanging from the creatures, occasionaly catching a faster-moving creature of some sort. Though curious about the possible sentience of these creatures, the crew decides to press on with the main mission. Art uses his Nav-2 skill to plot a fast and efficient course to the target planet, slingshotting around the other gas giant and landing them in a perfect orbit of that world.

SAFCO confers with Zal Twist, who suggests that they scan the surface for likely unnatural formations resembling the ziggurat they found months ago on their first expedition. They eventually locate one on a small island off the coast of one of the two large continents. They survey the site from the air. It consists of a ziggurat 250 feet across, a large landing pad, and two tall black pylons, all inside a 50′ wall that surrounds the complex. Further aerial recon reveals an apparent breach in the wall of the second level and a main entrance on the ground level of the structure. Lucky uses the drone to take a look at the breach, but while it appears that a human could crawl through, he can’t risk sending the drone in.

On the ground level, the team finds an unpowered control panel next to the huge entrance, similar to the one they found on the other planet. Lucky is able to hotwire it using power from the robot, while Barney tends to the robot. As the door begins to open it draws too much power from the robot, but Barney makes his Engineering roll and prevents it from fully draining him.  They get it open about five feet – enough for everyone to pass.

They send in the drone to survey the inside. The first level appears to be a large ceremonial space. 35 feet to the ceiling, a large pit, columns, and an alter in front of a massive black square stone column the rises to the ceiling. Zal discovers alien writing on the face of that structure. Standing on the alter, he uses the universal translator to read the words…

Here, as the enemy approaches
We create our new body
The New Body
Immortal
Perfect
Powerful and Good
We dedicate ourselves to the New Body
And preservation of our Culture

As Zal speaks those words, a door slides open in that structure, revealing what appears to be an elevator.  Rather than jump in, they decide to send the drone up a stairwell they discovered to explore the next level.

As Lucky pilots the drone on the second level, it is hit by something. He backs it up and turns on the flood lights, to see a group of spider-like creatures the size of large dogs approaching the drone. They are shooting hard darts from their mouths, which trail a fibrous rope. The darts clang off the drone, but they follow it anyway. The team prepares as Lucky informs them of the threat and uses the drone to lure the creatures down the stairs. They manage to pick off the creatures before anyone is hit.  Several team members then go upstairs to explore. They find nothing but empty rooms and a spider lair.

The team decides to use the elevator, as Zal is sure they are about to make a huge discovery! They go up to the only stop – the third floor.

As the door opens, lights come on. Around this level they see two rows of 8 large organic-looking pods full of blue gel. Inside they can see the floating remains of what must have been the Precursors. Each pod has a control panel behind it, and here are huge machines along one side of the room. Across the room is what appears to be an “android” of the Precursor species, still in working order. Black metal surface that resembles that of the universal translator, the being comes to life. Zal uses the translator to communicate the team’s peaceful intentions. The android is confused. It moves about the chamber, looking at each pod, asking “Where are the Makers? How long has it been?” The team explains the situation. The android explains that the Precursors were at war, and losing, and this place was a facility to transform the consciousness of these 16 beings into pure energy, to live forever and evolve their species beyond the threat of warfare. The android asks Zal to give it the UT, as it will allow it to communicate with the whole team.

Zal hands the device to the android. The creature’s head splits open, it places the UT globe in its skull, and the head closes up. Moments later the creature suddenly grabs Zal by the throat, lifing him and squeezing. The team sees the old man’s body go limp and the android drops it to the floor, and speaks. “Thank you for this new body. I have waited months for this. Now I will take your ship. ” The team and the android begin to fight as it tries to move to the elevator. The first round of bullets bounce off the creature as they might off of battledress.  At close range, Flint strikes with his sword doing heavy damage. The creature strikes back, but his combat armor saves him. The team continues firing, and eventually puts the thing down, as Flint cleaves the head in two, destroying the UT, which apparently had housed the mind of the Dead God from session 5, who was apparently a criminal from the Precursor society.

The Baroness runs weeping to the body of Zal Twist, then exclaims that he is still alive. The team discovers that the old scientist is clinging to life, but barely. They rush him back to the ship’s autodoc, where they stabilize him..

We end the session with SAFCO considering their next actions.

End Session
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Elapsed game time: 343

Into the Void Ref’s Notes Session 21

Full disclosure. I think I missed doing these for session 20.  Also, this is about more than the session. This is the referee just thinking.

As the days get shorter about this time each year, I always look forward to spending more time on reading and gaming.  Summer, for me, means long days and evening skateboarding sessions. I still work on my gaming and try to run a monthly game, but I only have so much time or energy.

Online sessions have been a real benefit during the pandemic, and of course we’ve been able to to bring in a friend who lives out of state. One part of online session prep that has always been a pain for me is drawing maps. I’ve enjoyed using the many pre-fab maps available on Drivethru RPG, but drawing my own has been a real pain. However, last month I bought a Wacom drawing tablet, and it is making a huge difference. There is a big learning curve to using such and input device, but I’m getting better with it, and it is easier to use than a mouse. It works well with my Macbook, and talks to my Chromebook without any drivers needing to be installed. So I’m enjoying it quite a bit. I found a simple drawing app for the Chromebook, Ibis Paint X, which does what I need it to do. I can set up my maps to scale correctly for Roll20. It’s particularly nice to have the tablet and my chromebook in my backpack during the day. I can work on things while I eat lunch at work.

Our last Traveller session had to be postponed due to technical problems. Turns out my podcast partner’s firewall had suddenly decided it did not like any of the system we use for audio (Roll20 or Discord). We discovered the problem about an hour after cancelling, when simply hotspotting via his cellphone worked like a charm. Lesson learned.

So we’re playing that session next weekend. I’ll get everyone to check their systems the day before to avoid problems. I’m really looking forward to this game. I’m going to go all-out and try to make it a multi-session awesome game.

The group is currently exploring the unknown, which is fun, but I’m kind of looking forward to getting them back to either their own civilization or some other, as it is easier sometimes to created interesting conflict since we have some recurring NPCs. I also need to remember the idea of having three “groups” involved in the sessions – the PCs and a couple of NPC groups or competing interests.  Makes things more interesting.

After that I want to spend a little time back in our sadly under-played GURPS cyberpunk campaign. The idea, however, is to do that one in person, so it may be a while yet. We are not young people, and there are various issues in some of the households which make us wish to avoid the virus, even though we are all vaccinated.

Ultimately, what I’d really like to do is run GURPS Cyberpunk in-person, Traveller online, and I’d like a second Traveller group running online as well. I have one dear friend who lives across the country who is the best game master I’ve ever known, and I really want him involved in a campaign. I miss having him in games.

Omer Golan-Joel has released his new Cepheus Engine variant (speaking of variants), called Cepheus Deluxe. It is essentially an expanded and improved version of his previous Cepheus Light book, which is extremely good (I have it). I’ve ordered the new book in hard copy, and I have it in PDF format already.  As much as I love Classic Traveller, I have to admit I am very tempted to convert our campaign to Cepheus Deluxe. It is that good. There’s so much that Omer’s CE rules do well. One thing I really like about them is that not only are the rules really good, but they are well-organized and the page layout is simple and easy to navigate. The artwork is secondary. These are really perfect Traveller-inspired rules for doing homebrew settings.

I guess this weekend, in addition to preparing for next week’s game, I want to spend some time on my group’s gear, and really get a little better definition of what some of their stuff can do. Combat armor for instance. One of the guys has it. Well, I’ve kind of winged it so far, but I think I want to find some proper armor in the Mongoose Central Supply Catalog and adapt it to my Classic Traveller game. There are a few things like that I need to do. I think I want to also work on a Google Drive central repository for my group to use for their characters and whatnot. I have one already, but I want to really get it working well for them.

My only real comments about Session 21 are as follows. We had a lot of fun. Super fun game. BUT – I blew it. I created what could have been a really great planet and encounter, something that should have been the primary location and focus of a series of sessions, and I used it as essentially a very dangerous fuel stop. Lesson learned. Don’t use your best ideas on things that are not primary missions.

ITV Session 21: Ice Planet Horror

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Starting from where we left off in Session 20, part of the team is about the wrecked freighter, on an ice planet in the Void. The rest of the team is outside, keeping an eye on the ice apes they found hibernating in a ruined cargo pod of the freighter.

Being from the Merchants, Art is familiar with this very common class of freighter. He leads Flint, Barney, and Roger up one level to the bridge.  Flint is able to use his high strength force open the hatch. The ship is dead except for a very weak distress signal. The team is able to locate the memory modules containing the captains log, navigation records, and other ships info. Barney removes them. They return to the Rambler II along with the rest of the team and manage to power up the very rugged “black box” containing the captains log.  For this they learn that the ship has been there for 25 years, that it got there via misjump that resulting in a staggering distance covered. The find out the ship was carrying modular building material bound for the frontier area. This would have been when the team was all just kids (except of course for Zal). They find out the crew apparently build a survival camp in the huge nearby cave using some of their cargo, after firing off a weak distress call.

Feeling a responsibility to find out what happened to the crew and perhaps even find survivors, SAFCO gears up and the entire team except Lucky and Fardt go exploring.

The cave is massive. The entrance is nearly 200 feet across, and the interior is likewise huge. Their cold-suits have helmets with lamps. Flint’s armor has IR capability. As they enter, they find that the terrain steps down a bit. Looking ahead in IR, Flint can see one of the three branches is warmer. They explore and discover a large hot springs and the survival camp. The team searches the camp. They have thus far found no remains of the crew. They find the captain’s portable recorder (he mentioned it in the last ships log entry, in which he thanked the ship for getting them to the ground alive and says they are abandoning the vessel). In just a few entries, the captain describes their hope in discovering so much wildlife, their despair upon discovering that the biosphere is inedible, and his relief that his steward discoverers a common, highly nutritious, edible fungus. They will not starve. As the weeks go by the crew begins to go mad, one by one running deep into the cave or even out into the savage storms that come out of nowhere. The log entries end.

Assuming that the crew all met their demise by losing their minds, SAFCO and friends being to return the their ship. Zal and the Baroness are surprised attacked by three humanoid creatures after lagging behind. Zal takes a hit and is knocked out. The team engages the creatures with autopistols, but at medium range their pistols are not so great.  They close the distance, while Flint actually backs up and uses his sniper rifle to attack the creatures from a distance. A fairly long battle ensues.

At close range it is clear that these three creatures are members of the freighter crew. Their skin is mottled and permeated with weird looking fibers. They appear to be mindless and aggressive.  Roger takes a hit, but over the course of the fight the rest of SAFCO is not hit. The Baroness drags Zal out of the combat zone.

SAFCO hits many times with auto pistols, shotguns, and the sniper rifle. The creatures are extremely hard to kill, but eventually two of them go down, chunks of human flesh permeated by fungal tendrils blasted all over the place. As Roger is about to deliver the killing shot to the third, suddenly the creatures eyes brighten with the light of intelligence and sentience. It stops fighting. Roger has the universal translator. He attempts to communicate with the wounded once-human thing.

Roger hears a voice in his head. “Before I was All. But when the men came I knew there were others. I am not All. I must expand…”

Roger doesn’t like what he hears, so he and the rest of SAFCO empty their guns into the shambling thing like the Sopranos killing a “rat”. As they stand there looking at the thing, Roger still hears the voice!

SAFCO decides it will be a good idea to get the hell off this planet. They refuel from the hot spring and get back into space as quickly as possible, where they begin pre-jump maintenance. They put Zal and Roger in the autodoc to check for  fungal infections, but find none. Then the rest of the crew does the same thing. They theorize that there is an intelligent and psionic fungal colony on the planet, and that eating the fungus allows it to begin taking control of the minds and bodies of other creatures.

End Session
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Elapsed game time: 242

ITV Session 20: Ice Planet in the Void

I didn’t write this one up right after the game, but here are Jeff’s notes. Pretty complete…

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Traveller Session 20 Writeup (from Jeff’s notes, probably a bit “noisy”)

Into The Void – Session #20

9 Jan 2021 (Sat)  Start 1:00PM.

Bob Loftin, GM. Players: Randy (Roger), William (Barney), David (Flint), Jeremy (Art), Jeff (Lucky)

We exit the complex, board ship.  We are at point #1 on Bob’s star map.

Our air raft is damaged.  Jeremy (+3) is the best suited (mech and air raft) to attempt repair.  Jeremy rolls, great success, air raft is fixed.

Roger (+4) pilots ship, rolls for Jump 1, success.

We are now in system #2.  There is a gas giant here.  We have enough fuel to jump to #3, if we want.  We scan – 20 planets, 1 gas giant, couple of icy worlds, no signs of signals.

Nebula – glowy gas.  We can scan one hex ahead.  Art (+2 navigator) rolls, does not detect anyhing in “empty” hex between #2 and #3.

We make it to point #3.  There is a gas giant in this system.  We scan, art rolls 6+2 = 8.  There is a star ahead with 9 planets, we can’t tell if there is a gas giant here. (target scanned = #4).

Zal – Would like to find an actual Precursor city or outpost.  Care needed, they could have sophisticated defense systems.

Roger rolls for jump – rolls 11, successful jump to #4.

ARRIVAL AT ICE PLANET:

We arrive at #4, one gas giant, 9 planets.  Barney (+3 computer) scans.  Barney finds one planet with a lot of water, scanning as we go.  Ass we get close, we find it is ice.  It is planet number 4 in this system.  80% water, frozen, 20% land.  One fairly large continent on southern hemisphere.  No moons.  We pick up a radio signal beacon – standard Imperial, very weak.

LIFE FORMS AND CRASHED CARGO SHIP:

Appears to be life on this planet.  In distance, a herd of creatures stomping through snow and ice.  Flying beings, as well.  We approach the radio signal, a distress beacon.  We see the wreckage of a large cargo ship, a crash site.  Looks like the back section just fell off.  Front is mostly under snow and ice.  Terrain is frozen.  200 foot cliff goes up to mesa above.  The ship is much, much larger than ours, maybe 300 feet long.

Two large holes in front part of ship, open to air.  The back of the ship has a large hole.

We each arm ourselves with 5 grenades.

We land.  I (Lucky) fly drone to survey the crashed ship.  Ship is three decks high, catwalk visible from hole in back.  We see cargo containers, hole at left of ship, destroyed cargo area.  Northwest hole at front of ship is the crew quarters.  No bodies seen anywhere.

ICE APES:

From hole in side of ship, we see four heat signatures.  Moving closer, we see that they are twice the size of humans, look like gorillas or apes.  Bringing drone closer, we see that they are not moving, appear to be asleep or perhaps in hibernation. They look like predators. Zal does not know anything about these life forms.

CRATES:

The crates look like they contained prefab building materials.  

PLAN:

Outside of ship – snow and ice.  No markings evident.  Our plan – Fardt will stay on our ship.  I will stay as nearby our ship as possible, will keep tabs on sleeping lifeforms with drones.  Everyone else will form a team to enter the crew area and explore through the NW hole in the crew section.

EXPLORATION:

The away team enters the crew compartment.  Art knows the general ship layout.  Crew compartment is on three levels.  The party is trying to make their way to the control bridge.  They encounter a hatch, frozen closed.  Flint, strength 10, tries to open it.

— END OF SESSION #20 —

End Session
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Elapsed game time: 241

Into the Void Ref’s Notes 19

Once again we played for about 2.5 hours on Roll20, using Discord for our audio. Everything worked pretty well. We spent a little time before we started getting everyone’s audio levels set to be compatible, which was a good idea.

The session was a continuation of the last one. I was pretty happy with it. While the team did have a little ship-to-robot combat, most of this game was decision making, problem solving, and exploration. The two more combat-oriented characters were able to stay engaged, which was great.

When the team is exploring the unknown, the more “social” skills are not as useful (generally). At least when they are not in the midst of some kind of culture. If they are just on a wild planet, bribery, streetwise, etc., aren’t very useful. So I’m kind of looking forward to the team returning to known space again so I can work them into some city-based adventures, or even stuff on a big space station.

 

ITV Session 19: the Alien Complex

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Session starts where we left off. Half the team is investigating the remains of an alien complex they have discovered, and half is on the way in the ship.

In the complex, Flint and Lucky use the drone to scout down the corridors of the complex. They encounter no dangers other than the green slime in various places, and once they get into corridor leading up to the previously discovered control room there is none. Lucky uses the universal translator to try to find out of the green slime is sentient. A smart move. No sign of intelligence of any kind is detected It’s just slime.

As they explore, Roger, Art, Barney, and Joe are on their way in the ship. Art and Joe pick up another drone heading toward them. Roger makes his Pilot roll, and throws the ship into a corkscrew flight path. As the drone approaches and fires, Barney fires one dual pulse laser turret and Art fires the automated one. They score hits, while the drone misses. Its control computer damaged, the drone flies out of control and is destroyed. They continue toward the complex. Arriving, they see the disabled air-raft. Roger lands the ship, and with the assistance of the mining pod and the robot are able to get the vehicle on board. Barney enters the complex to assist with evaluating it and powering up the alien computers.

Roger takes the ship and finds the big cube ship that has landed in the forest nearby. The crew onboard the ship is able to destroy it before it can launch additional drones.  The return to the complex site and enter.

Barney evaluates what he sees. It appears to be an engineering and power station. Three vats empty into pipes which disappear down another corridor. He says they are like intended to supply injectants to some kind of reactor.

Inside the control room, the team has had Zal use the universal translator artifact to evaluate the control panels. He’s not an engineer and can’t tell much, but he is able to read the notations of the panels and confirm it is some kind of power regulation system. Barney arrives, and they decide to try to power up the panels. The take the power supply out of the robot, and Barney is able to using his massive Engineering skill to make things work.

While the team works on that project, Flint uses the drone to explore the chamber containing the reactor. Using the multispectral scanners of the drone, he can tell that there is a tiny fissure on the containment vessel and describes if to Barney via radio. Barney says there is probably some kind of spinning core in there, still emitting some radiation, and when it passes that fissure it is creating the signal they picked up that lead them here.  The chamber is full of the green slime, and Art deduces the slime must be feeding on the radiation. At this point there isn’t enough radiation to harm the team.

Barney manages to power up the computers, and is able to use the universal translator to gain some info about the installation. He finds that this planet was inhabited by a race called the Drysti, who were descended from avian stock. They attained TL-11, explored space, and attracted the attention of the Enemy. The never saw the Enemy, and lacked the technology to defend themselves. The Enemy destroyed their outposts in the subsector, and finally bombarded this planet with asteroids, scrubbing it. This was a power station on the outskirts of a large military base, which was destroyed by an asteroid strike. While there is no navigation info on the remains of this computer system, they do find some cultural info on the Drysti, which they download for Zal. Barney also finds a stand-down code with which the team can power down the robotic security forces they’ve encountered — still functioning and self-maintaining for many centuries.

The planet now relatively safe, the team returns the ship to the shelter they had previously discovered, and begin pre-jump maintenance.

End Session
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Elapsed game time: 217 days

 

Into the Void Ref’s Notes 18

Session 18 was a continuation of the adventure from the previous session, and I suppose part 3 o4 4 in series of games related to an expedition into the Void (unexplored space beyond the Imperial border, going coreward).

As our gaming group has expanded from three players to six, running the game and keeping everyone engaged has become more challenging. This is a good thing. As a Traveller Referee, and gamemaster in general, I think it’s important for me to keep challenging myself. Otherwise, things get stale for all of us. This means that sometimes a session, like the previous one, might not be action-packed. Sometimes it is necessary to set the stage. That is not to say that in session 17 no one did anything. It’s just that they aren’t making constant die rolls and skill checks. A lot of our games are just the players discussing possible actions, and doing things that don’t require a skill roll. I feel like this is kind of different than a lot of games. I’ve never been in a D&D game where there wasn’t a lot of die rolling, a lot of combat, etc. Superhero games of course tend to be constant combat. The trick is to keep players engaged with the game without cramming it full of die rolls and violence. In Traveller, violence will get you dead.

Anyway, in this session the pace picked up a bit. Eventually the party had split into 3 groups (though one group was a group of one). We’ve done enough of this kind of thing that it no longer phases me. They can do whatever they want. I can make it work. Split the party? Sure, go ahead. This works just fine IF your players don’t insist on super accurate timelines. If they are good with letting the GM manage the timing of everything, you can have create a nice flow without railroading the players. I do think it’s important to move back and forth between the groups and the players fairly quickly when running a session like this. I don’t like any player going more than a few minutes without getting to make some decision, do some roleplaying, or being active in some way. They are there to play, not be spectators.

One thing I really considered about the current adventure, on the current planet, is whether or not is would be too tired and expected for them to find what they have found there.  However, I think I’ve planted enough clues and knowledge to be gained on that world that if the players choose to investigate, it will not just a planet where they blew up robots.

But there is nothing wrong with blowing up robots. That can be really good too. As my podcasting partner Jeff K says, an adventure needs ups and downs.

Ooooooo! I just thought of something great to put in there!

Now, all this being said, I have reiterated to the players that they can proceed however they want! If they think this planet is taking too much of a toll on their resources, not on-task, or whatever, they can try jumping to the next system (skipping the standard week of maintenance and risking miss-jump, of course). Hell, they could tell Zal and the Baroness they are done and just return to Mylor. I, as referee, will keep up with them. I have encounters and ideas to throw at them regardless. I want them to really feel free to pursue whatever they want.

One thing I need to do next session is increase my description of the alien environment. That is very important. This time I was so focussed on keeping the game running that I feel like I let that slide a bit.