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.
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.
5 weeks have passed since the last session. The team returned exoarchaeologist Zal Twist to Planet Mylor, and from there he began the long journey rimward to Planet Zapata. The team spends their time doing maintenance on the ships, replenishing gear, maintaining the robot, and designing a drone (to be built soon). They consider buying an office for the company, SAFCO, but decide against it. They calculate that annual maintenance on the ships will cost 30,000 credits for the Scout ship, and 38,000 for the free trader. Berthing at the spaceport will cost 3000 credits per month, per ship. Clearly they have some thinking to do. They calculate how much total money they have made, minus expenses, on the Zal Twist missions, and each put 20,000 into an account for the business, for a total of 60,000.
While maintaining the ships, a local gluck delivers a hand-written message. “Have I got a deal for you. Meet me at the Happy Gluck tonight. Ronda.” Wondering what the old pilot of Croyd’s Scumbags could want, the team goes to the tavern at the appropriate time. After sitting down, they are approached by a 7′ tall, purple skinned, 4-eyed humanoid who introduces himself as Mergatroyd. He claims to be a treasure hunter with information about possible riches in the Void. He finally admits to working with Ronda. The team expresses interest and he says he’ll be in touch. At that time Scout administrator Billy Zoom walks up with two local law enforcement, greets the team, and sits down. After some small talk, he gives them the bad news — they are being reactivated for a short time. The Scout Service needs them, and all the other teams are away on missions. They go back to his office to discuss matters further.
Admin Zoom explains that a research station on the interdicted world of Trillos, 2 parsecs away and on the edge of the Void, has been out of communication for 6 months. Probably just an automated x-boat failure, but still, the situation must be investigated. He explains that the planet is interdicted because of the station there is conducting weapons research. It is run by a small team of scientists, led by Dr. Marla Glascow. Lastly, he notes that she is a low-level Psi, with a minor ability in telepathy. Two marines stationed on Mylor will accompany the team in case there is trouble — Force Commander Gregor Rodrowski and Captain Clementine Strongbow. They’ll be well equipped. The Scout Service will pay the team 60,000 credits and cover fuel expenses. The free trader is already set up with extra fuel tanks, so it can make the Jump-2 trip there and back without refueling.
The marines arrive at the ship the next morning, introduce themselves, and load their stuff. The team takes off. During the week in Jump Space FC Rodrowski helps Roger train with his autopistol. The rest study their own skills.
Arriving at Planet Trillos, Barney sends the appropriate access code to the network of interdiction satellites. He then downloads recent data from them, which indicates no ships have landed in the last 6 months, and no weird activity.
Taking the ship in and surveying from their air, they see the entrance to labs, which are in a natural cavern complex in a mountain. The terrain is rocky. They also see a damaged Scout ship on the landing pad, blocking them. They land 200 yards away, suit up in Vacc suits (the Marines in sealed combat armor), and take the air raft up the landing pad. Fardt goes with them, not needing a vacc suit as he can breath the tainted air.
They see a large hole blown in the left rear hull of the Scout ship. Entering the ship, they find a dead man in a vacc suit near the the hole. He head has been blown apart. Roger examines and determines that it was blown from the inside out. Barney examines damage to the ship, and finds a remote detonator in the same area as the dead man.
The team enters the main airlock to the underground complex, finding a large chamber containing supplies. Lights are very dim – emergency lighting only.
As they explore the complex, Fardt alerts them to a threat from the rear (it’s hard to surprise a gluck). The team turns to find two humanoids fast approaching. The beings wear the tattered clothing of the research team, and each has a 20′ tentacle with claws extending from its back. The team orders Fardt to the back, as they and the marines engage the creatures. Gunfire erupts in the dim light. The creatures lash out at the marines, but their striker appendages prove ineffective against the combat armor. The group blasts the creatures with enough gunfire to kill a dozen normal humans before they fall. As the last one falls, Fardt calls out again — two more are approaching from the other side. They attack the gluck, whose luck proves incredible, as four attacks miss him. Again he runs to the back, the Marines to the front, and again the team blasts away until the creatures are dead. They clearly are the science team, mutated by some as-yet unknown force.
Artist: Bob Eggleton. Book: Shadow of the Scorpion, by Neal Asher
The team continues to search the facility, finally entering the engineering section. In the corner of that room, they see a horrible sight. A massive insect-like creature sits, leaning against the wall, revealing it’s underbelly. The head scientist, Dr. Glascow, is enveloped in its flesh, tentacles and limbs penetrating her skin, her eyes flashing back and forth as if panicking. Roger hears a voice in his head. “You — are the pilot. I need you. The others must die.” The marines quickly evaluate the situation and begin shooting. Roger shoots too. Barney enters the room to hear a loud popping sound. Captain Strongbow falls to the floor, the interior of her helmet’s visor covered with blood and brain. Barney aims not at the bug, but at Dr. Glascow, having reasoned that the bug is using her telepathy to do some kind of psionic assault. He blows her brains out. Roger and FC Rodrowski continue blasting the bug until it is dead.
They remove Captain Strongbow’s helmet to find her head blown up just as the man they found in the Scout ship. They secure the rest of the facility, collect data. They discover that this was a bio weapons lab, working to weaponize a species discovered in the Void. They had no idea it was intelligent and able to take control of other creatures. Using Dr. Glascow’s knowledge and telepathy, it was able to use the lab to capture and mutate her fellow researchers. Clearly, the dead scientist they found in the Scout ship disabled the ship to prevent the creature from leaving the planet, moments before the creature, able to greatly boost Dr. Glascow’s telepathy and psi power, blew up his brain.
The team leaves the planet, returning to Mylor, where Captain Strongbow receives a proper burial. The team collects 60,000 credits for their work, and are of course instructed that this is all classified information and not to speak further of it.
“I wonder” thinks Fardt, “if there are more of those bugs out there.”
Elapsed game time: 109 days (3.6 months)
IY 6026.043
Well, Game 5 is over. We’ve done a pretty good job the last few months of playing once a month. This last game got delayed due to a death in the family and then again by my mom breaking her hip, but we got back on track.
I’m real happy with the way this campaign has turned out. My players seem to enjoy not being shot at. They are into the characters and the exploratory adventure theme of the setting. Sure, we’ll do more shooting soon, and some ship combat. After all, we have miniatures now!
Doing the 3 hour play sessions has been really good. I don’t know why that seems short. I guess because our GURPS sessions started out at 5 or 6 hours. I felt a lot of pressure to have a lot of stuff ready, and to really be able to think on my feet as ref. As I’ve said before, it’s easier to prepare for 3 hour session. Another benefit is that it allows me to have these nice breaks in which to really think about where the campaign should go. What could happen. What would be cool. You never really know what players will do. Usually they do the unexpected, which opens up even more possibilities.
The “Into the Void” Classic Traveller gaming group, last weekend at Madness Games & Comics, in Plano, Texas. The best store in the world.
So far in this game the players have only been on two worlds. Mylor, the planet they started on after mustering out of the Scout service, and two worlds in the Precursor system, the moon known as Zal’s World and the now destroyed-by-singularity Precursor Prison Planet. Five games. Three worlds. When you start with Traveller there’s this urge to map out several subsectors very completely. I find that overwhelming. I did map out a few in a very minimal way, but really haven’t fleshed out that much at all. I know a lot of refs enjoy the whole universe building aspect of Traveller, and dig coming up with all this background and details for all the systems. I don’t have that much time. I’d rather make things a bit looser, fill in details as I go, and go into great detail as the players actually encounter things. It’s just more efficient for me. Yes, this means my campaign isn’t as sandbox-style as some people like, but we seem to be doing alright.
The campaign is decidedly space opera-esque. I don’t think my players are very interested in trying to make money hauling cargo from one system to the other and speculating things. I don’t worry about doing hard science fiction. I’ve decided to make up crazy shit (the confined singularity power generator of the Precursor Prison Planet, with a mind embedded in the gravitational structure of the singularity – yes – this is gibberish – and we don’t care). We’re doing cool stuff and heroics and space epic kind of stuff. Adventure. It’s fun.
Our ships, thus far. More on the way. Learning to paint all over again.
I love point-buy systems. I really do. But damn, it sure is easy to prepare for a Traveller game. In the time it takes me to create a really good NPC in a point-buy system I can pretty much create an entire 3 hour game in Classic Traveller. It would be easy to switch to GURPS Traveller, but I feel like it wouldn’t really be Traveller. It would just GURPS Space, since I don’t even use the standard Traveller universe of the 3rd Imperium. Nothing wrong with the GURPS Space. I just don’t think it would have the same flavor. I feel like Classic Traveller has just enough game mechanics to get by without just being people sitting around a table talking (which of course all these games are, but they need some structure).
A few things I want to do in upcoming games.
Make sure that in working up every session I give each PC a chance to use their skills – to shine. I think that in the last game I fell short in that area. Each character has stuff he is good at – better than everyone else. I need to make sure they always get a chance to be the hero.
Do some combat on a big ship. I mean — inside the ship. I want some adventure and danger in a great big starship.
Do some spaceship combat. It’s pretty deadly, but we can make it really fun. Each PC has skills that are critical to a good space battle — pilot, engineer, gunner.
Work in some of the PCs background elements. Family, enemies, etc. Give ’em something to worry about!
Better develop some of the alien cultures. The Glucks, Glee-Cheen, etc. Come up with some new ones.
Let the relationships with NPCs they’ve met have consequences. Ronda the Pilot, Zal Twist, Iron Balls McGinty, Rawlph the Gluck, etc, etc. Where the PCs have shown kindness, let it benefit them. Stuff like that. A good NPC from their past is always a good person to save their necks, or to get into trouble again and have the PCs save them! It’s a big universe, but hell, people run in similar circles out on the frontier.
I got a nice notebook to keep the campaign stuff in. Now I need to actually use it. Get organized.
Read more old science fiction, and new stuff, and steal lots of cool stuff.
This image is the work of Charles Chi — great stuff. https://www.artstation.com/artwork/nB6qX
IY 6025.272
The players pick up exactly where they left off from session 4. They are standing before an animated 3-d construct of an insectoid alien’s head, who has said “I was one of the ancients, and I’ve brought you here…to kill me.” The insect-like Protectors surround the players and the 3d-printing pedestal. The image communicates via the universal translator held by the Protector Chief.
The group questions the alien. It explains that this world is its prison. “Why do you want to be killed? Can we simply take you to another planet.” No, says the alien, who goes on to explain that thousands of years before he was a political dissident in the highly oppressive society of the Ancients, known to Zal as the Precursors. Their civilization had grown to a very high tech level, but had become controlled by a “death cult” at its upper echelons. They wished to destroy all intelligent life outside their own culture. This ancient, apparently a person of some influence, sought to change this as well as return a sense of positive purpose to the Precursor society. For this, his mind was stripped from his body, transferred to an artificial matrix, and he was imprisoned on this world on the outskirts of Precursor space, to exist in a state of limbo, alone and going mad, for eternity.
Now the alien wishes for the players to destroy his disembodied consciousness. He reveals that the “Heart of the Gods” worshipped by the Protectors, is in fact simply a minor broadcast power outlet of the true Heart of the Gods – a contained singularity power source, housed hundreds of feet below in a chamber in the bedrock of this planet. He reveals further that his mind is actually stored in the very structure of that singularity. He tells them that they must not allow that level of technology to infect their society, and that by helping him — by killing him – they’ll be serving their own civilization. When they revealed that they understood the true, disruptive potential of the Heart of the Gods (at the end of the last session), he knew he could reveal himself to them.
In talking to the alien, they discover that the weird “cells in space” they have seen on the Precursor star maps represent a planet-killing weapon apparently unleashed after this being’s imprisonment. Not good, as it is headed for Imperial space (at sublight it’s a long way away).
The players voice their concerns that destroying this device, containing a singularity, might destroy the planet and thus annihilate the Protectors. The alien voices some disdain for the Protectors, but also admiration for the groups ethics. He suggests that they might first relocate the Protectors. They decide to move them to Zal’s World – the moon in this system which they first visited. The Protectors, it is determined, could survive there. The Precursor agrees to command the Protectors to cooperate. They believe him to be a god. He tells them that the PCs are the Messengers of the Gods.
The 3d printing pedestal slides sideways, revealing an elevator platform. The team takes it hundreds of feet down, and find themselves in a massive chamber. In the chamber is a circular 200 foot deep pit – smooth metal sides, 90 feet across. The chamber is bathed in shifting blue-green glowing light that shifts eerily on the walls.
Halfway down (100 feet) is a 15 glowing translucent globe suspended in the very middle of the pit, held in place by four 5′ wide metal spokes extending from the walls of the pit. The Heart of the Gods, and the container of the alien dissident’s consciousness. The walls of the chamber and the pit are featureless. Not visible controls or technology. Silent.
The team examines the room, and decides the best way to destroy the machine would be to put a high explosive charge against it. Back up in the main chamber, the Alien agrees, stating the spinning singularity is held in place in the middle of the globe be a complex matrix of artificial gravity fields. Disrupting those fields violently, even for a moment, should destroy the system.
Now – logistics. They need to move the Protectors and they have no explosives. The team decides to return to Mylor and get the much larger Type-A Merchant ship. While there, the team acquires explosives from a mining supply company, a timer and detonator, and some rope to lower a team member down 100 feet to one of the beams holding up the Heart of the Gods. A week there to maintain the ship, and another week in jump and they find themselves back on the Precursor system. They spend a couple of days moving the Protectors to Zal’s World. They then return to the Precursor “prison”. As a show of gratitude, the alien uses the 3d printer to create a data module for Zal, containing cultural info on the Precursor society. For the rest of the team, it creates a smooth black sphere the size of a softball — a universal translator.
The team descends down to the power source. Lucky repels down, with the rest of the team and the robot securing him. He plants the bomb next to the globe, sets the timer for 5 hours.
Then they get the hell off that planet.
From 200 planetary diameters they turn the ship, train the sensors on the rocky little world, and watch the planet disappear into the singularity, releasing a burst of radiation — the last trace of dead god.
Back on Zal’s World, the small red humanoid aliens meet their new Protectors.
We’re now four games into the campaign, which seems to have acquired some momentum. My players keep coming back, at least. I’ve found an alternate system of character improvement in Classic Traveller on one of the Traveller portal websites, and I may start using it. It’s not that much more generous than the very stingy one in the books, but any improvement would be welcome. Personally, I like that the players in this game aren’t always fretting about experience points and advancement, but still I think it would be nice to give ’em a little something.
This last game the PCs did a lot of “housekeeping” work from the previous session. Stuff they needed to deal with. Ship repairs, turning in scumbags for bounties, etc. Then they set right back out to the same system they’d just left. I’d designed a pretty good encounter for them, and as usual my players used their equipment to great advantage. They understand that combat in this system is deadly. This ain’t D&D 5e. They really use their heads, which I appreciate because I try to give them plenty of opportunity to do so. In the upcoming games I want to put them in situation in which they can use from of their lesser-used skills. There’s a lot that can go wrong on a space ship. Or a planet with a thin, toxic atmosphere.
Cover from “Nor Crystal Tears”, but Alan Dean Foster.
I’m finding this game a lot easier to write for than my cyberpunk campaign. The PCs in this game have at least got some logical rationale for working together. Still, when our forth player can get back to the table, I need to be ready to get our cyberpunk on again. But for now, I’m loving the oldschool Traveller.
I follow several Traveller groups on Google+ and Facebook. There are some fantastic Refs and writers out there. I read some of their material, and it’s just mind blowing. So, so good. And yet, as good as their background material and ships plans and whatnot are, I’m honestly not sure I could use their settings. I’ve started our campaign on the frontier, near the true unknown of the Deep Dark, specifically so I’d not have to worry about Traveller cannon. It’s very freeing to be able to just make shit up. It’s fun. I need to make some notes from the SF short story anthology I’ve been reading too. It’s full of great ideas I may be able to adapt to our game.
Into the Void is at a very fun point right now. The last cliffhanger, I’ll admit, I’m kind of proud of. I can’t wait to continue the story and see what the players do. So much fun. Wish a couple of other old friends were here to play in it — maybe some day.
When we left the Travellers, they had just left the moon we’ll call Zal’s World. Having made repairs to their ship, the Rambler, and the ship formerly owned by Croyd, they begin making their way with both ships to a safe jump distance. The survivors of Croyd’s crew all in cold sleep about the merchant ship, Roger calculates Nav routes for both ships back to Mylor, where they intend to return Zal and collect the other half of their pay.
As they make their way to the jump point, about the Rambler, Zal continues to frantically study information he’s able to extract from the Precursor data module acquired in the alien Ziggurat. The ships sync up for simultaneous jumps, and just as they hit the JUMP button Zal exclaims “Wait! Don’t jump!” It’s too late, jump has been initiated and the ships leave the system.
It seems that Zal has uncovered evidence of another Precursor site within that same system, on a rocky planet in the inner solar system. Too late. The ships are in jump space on their way back to Mylor.
During jump, the team each works on the long process of upgrading their skills. Roger begins learning proper operation of the Vacc suit. Lucky begins studying navigation. Barney begins studying Computer. Zal spends his time reading texts on Galactic Folklore. Fardt, having watched the Scouts pilot the ship, says “I think I can do that! I’m going to become a pilot!”, and begins studying ship piloting. Iron Balls McGinty just watches movies.
They arrive in the Mylor system and must decide what to do with the merchant ship and it hibernating crew. They land. They want to sell the Type A Merchant as-is, but fail to find a cash buyer on Mylor. After some discussion, Fardt makes a Streetwise roll – succeeds – and says “ I know a guy.” He leaves, and a couple of hours later come back with another Gluck named Rawlph whom they apprise of the situation. “For 15K I can make this problem go away, he says.” They agree. Rawlph sees about changing the ship’s transponder and registration. When asked what company name it should be registered under, the team tells him “Super Adventure Friends Co.” (SAFCO). They go about making complete quality repairs to both ships.
They still have a number of the Scumbags in cold sleep. They check all for criminal records/rewards. Two have records on Mylor. They wake them and turn them in for the rewards. They wake Ronda the Pilot and just turn her loose, as they do the remaining Scumbags.
Finally, they decide to cut Iron Balls McGinty loose. He’s been a pretty good crew member, but the scout ship Rambler is crowded, and he really doesn’t have any skills they don’t have. Still, he’s was true to his word when he joined the crew. They give him 10,000 credits – enough for high passage to another world. He thanks them, saying “I’ll have ten times that much once I get to the casino!”. They get contact info should they need him again, and they part ways with him.
They consider what to do with the Merchant ship. They don’t want to be flying a fleet around the sector. They are now the “legal” owners of the Merchant ship. However, it might prove useful in the future, at least until they can sell it. They pay to keep it at the Mylor spaceport.
Zal, of course, is anxious to return to Precursor system in the Void. He agrees to pay them the same fee as before, though he admits that will nearly exhaust his research budget for the time. At least until the University on Planet Zapata can see the value of the Precursor artifact and research he’s accomplished.
A week on Mylor. Maintenance is done on the ship. New gear and provisions are purchased, and they set off of the Precursor system. No jump mishaps. A week in jump. On the way, Lucky installs new heavier plating on the robot, making it a bit more resistant to damage.
They arrive in the system and locate the smaller, rocky inner planet. First they go to the gas giant to refuel, Roger skillfully avoiding the dangerous radiation bursts. Arriving at the smaller rocky world, they find it to be size 3, with a thin tainted atmosphere. No water – no large liquid bodies at all. From orbit the planet appears to be blasted. The surface is covered by massive craters. They scan the surface, but detect no abnormal radiation. Spending some time in orbit, taking turns searching for signs of Precursor civilization, Roger detects an obviously artificial radio signal. They trace it to its approximate point of origin. Having taken the “covered” air raft from the Merchant vessel, they leave the Rambler in orbit and take the air raft to the surface. As they descend, more surface features come into view. They see some volcanic activity. The surface is covered by some alien flora – clearly based on a completely different biology. Still no radiation.
Following the radio signal to its source, they see the ruins of an installation far below on the edge of one of the massive craters, next to a dry river bed which runs along the side of a cliff.
The examine the area from the air. The alien forest surrounding the small ruins is thick. They can see that something large — some things — seem to be moving in there. They find a landing spot in the compound far away from the movement. They decide that Roger and Fardt will stay in the air raft, keep it floating above the compound, watching for trouble, while the others investigate.
Donning protective suits and respirators, the landing party investigates the ruins. They notice what is apparently a collapsed bridge, leading across the dry river bed. On the other side appears to be the entrance to a natural cavern. Reporting to Roger, he brings the air raft down to get closer, confirming the opening and seeing that it’s big enough for a human to go through.
The robot reports something is approaching from the other side of the compound – audio sensors indicate something big. The team turns to investigate, to see 3 giant insect-like creatures approaching. The things are about twice the size of the air raft, 8 legs, and seem aggressive. Roger quickly brings in the air raft, they landing party gets on board, and he takes it up high in a nick of time. The beast stand below trying in vain to reach the air raft, opening their jaws and extending powerful 20’ “strikers”. The teams determines from their behavior that they are probably not sentient, and they are impeding the team’s mission. Opening a hatch, Lucky uses an auto rifle to test the creatures toughness. They are easy to hit, but 8 shots simply deflect from the monsters armor before one strikes a relatively soft spot. The monster barely notices. This will be a problem, as they have no more powerful weapons.
About this time, one of the monsters, then the others, seem to back down and begin retreating. From across the dry river bed, a new group of creatures has advanced. Insectoid — resembling a cross between a man-sized grasshopper and preying mantis, these creatures each old a circular device between manipulative limbs. While the team can’t see what is affecting the monsters, it is clear that the new creatures are using a technological weapon. They drive the beasts back into the forrest.
The team lands the air raft and meets the creatures. Zal attempts to communicate. The creatures seem friendly. They motion for the team to follow them, leading them into the cave entrance at the foot of the cliff.
The interior is of a regular shape. Clearly not natural, and opens into a large, square chamber. It is lit. There are openings all over the walls, which are 40’ high, in which the team can see many more of the insectoids.
There are two features in the room. First is a stone column extending to the ceiling, with a glass window displaying a technological system. In front of that is a small black stone pedestal. The leader of the insectoids again attempts to communicate, as more of the creatures some out front the walls. The team finds itself in the midst of an entire tribe. They can see that floating in the middle of the chamber in the column is some kind of slightly glowing metal ball.
The insectoid leader turns to the pedestal, bows, and on top of the surface a device is quickly materialized. The leader picks it up, clicks out some of it’s language, and the devices translates. “We are the Protectors. Are you the ancients?”
Zal responds. “No, we are not, we are simply seekers of knowledge. What do you protect?”
“We protect the Heart of the Gods”, replies the being, gesturing toward the floating ball in the column. “For Millenia we have served this function, awaiting the return of our creators.”
“May we look upon the Heart of the Gods?” asks the team?
“Yes, of course.”
The team sees, on display through the glass, a glowing metal ball floating in what is obviously a magnetic levitation/containment system”.
Zal looks astonished. “Boys, we have just discovered something of incredible danger. From my research of the last few weeks using the precursor data module, as well as folk tales, I had thought this might be possible. I believe this is a confined singularity power generator. Should this technology become known, it would change the balance of power in the entire Empire. Our civilization is not prepared to handle this power. We can’t allow this power to be taken — it will be misused.”
“I agree”, say Barney and Lucky. Roger nods.
The black pedestal becomes active again, as thousands of tiny black cubes form the 3-D image of an insectoid head and face, vaguely similar to the Protectors.
It speaks, the voice emanating from the spherical translation device.
“Greetings. I was one of the Ancients, and I’ve brought you here…to kill me.”
We’ve now played three sessions of my classic Traveller campaign, “Into the Void.” I really should say “our” campaign, because at this point the players are starting to make it their own as well.
A few thoughts.
It’s pretty damned amazing how much fun you can have with those three little black books. In some ways they are the barest outline of a game system. Nowhere in them is there even an example of play! And yet they are amazingly complete and flexible. Back in the old days when my friends and I played Traveller one a week, I don’t think we had the experience to appreciate just how well the rules work. Frankly, there weren’t really many complex, “crunchy” systems out there to compare it to.
The ship combat system is actually really good. It seems like a ship combat system from a war game, that’s been simplified to fit into a roleplaying game. With small ships at least, combat is something to avoid. In our most recent session (#3), the PCs ship got into a skirmish with a slightly larger ship. We had one round of combat, resulting in the PCs hull taking a hit and depressurizing and the enemy ship having it’s maneuver drive disabled, putting it dead in space. That’s in one round of combat. We didn’t even get to draw the movement vectors on my game mat!
The time scales are way different between ship combat and personal combat, so with PCs running around inside the enemy craft during the ship combat, we first did some personal level stuff inside the enemy ship, then the ship combat round, then more inside the enemy ship. The effect was actually really good – very cinematic. I think we all liked it. As Ref, I thought it all fell together well.
I’m trying hard not to turn these sessions into dungeon crawls. Now, I think that can be fun sometimes, but it seems too lazy. But I’ll admit — it is tempting. When I’m sitting there, writing, working on ideas, I do sometimes thing “man, it would be easy to have them explore a complex building.” But that’s not the direction I want to go with this. It needs to be about action, ideas, drama, conflict, and story.
The scouts begin this game on the surface of the moon, on which they have investigated the Ziggurat temple and its observatory upper level, obtained the robot, and taken a data storage module. They attempt first aid to the Scumbags from whom they saved the natives. Roger uses his Medic skill – failing his roll on Croyd, the leader. Croyd will bleed out and die. He makes the roll on the others. They keep the Scumbags restrained.
They know that Croyd’s ship is still in orbit, and is likely bigger than theirs. Iron Balls McGinty confirms this, noting that they are dealing with a modified Type A Trader, with 2 double laser turrets. However, most of the crew is here on the ground, leaving Ronda, the pilot, and 3 crewmen in the ship. The PCs need to get Zal Twist back to Mylor to complete their job, but realize that with the enemy craft in orbit they may not make it to the jump point. They devise a plan.
Roger realizes that the Scumbags’ ship must be parked in orbit, using the moon as a shield against the periodic radiation bursts from the planet.
Having bribed Iron Balls to join their crew, Lucky and Barney take him, the Robot, and Fardt up in the Scumbags’ landing craft. Iron Balls reports that he’s returning with the injured Croyd — that the “marks” were tougher than they looked — the rest of the crew is dead. Ronda believes him and sends him coordinates for the current location of the ship. The landing craft leaves the atmosphere and after some time approaches the ship. Ronda opens the bay doors for the lander, and they touch down in the small hanger.
As this is happening, Roger has taken the Scout ship (the Rambler) just beyond the horizon of the small moon. When he gets word that they are about to board the other ship, he pops out of the atmosphere by surprise, with Zal manning the laser turret. Now, Zal isn’t trained on the turret, but the goal isn’t to hit the trader, but only to cause a distraction for the pilot. Zal screws up and hits the enemy anyway, disabling the traders’ maneuver drive. Ronda, using the automated turret, scores a laser hit on the Ramber, hitting the hull. The ship begins to depressurize. Roger and Zal put on their vacc suits. Roger continues to use the maneuver/evade program to avoid further damage, no knowing that the trader is now incapable of maneuvering.
Back on board the Scumbag’s ship, the boarding party guns down two of the remaining crew members in the shuttle bay (“I never liked you anyways, Jonesy”, says Iron Balls, as he blast his former crewmate). Iron Balls leads them to the hatch down to the main crew deck, which is guarded by “the Crab” an alien crewman resembling a huge crustacean. The crab is, sadly, outnumbered and outgunned, and is quickly rendered unconscious. They open the hatch and go down the ladder, finding themselves right in front of the door to the bridge. The door is locked. They need to get in there. They know they are in a damaged ship, but have no idea what the damage is. They need to end this before either of the ships is further damaged or destroyed. Iron Balls voices concern that Ronda might depressurize the rest of the ship, in which case they are screwed. They order the Robot to use its immense strength to open the door, but as the Robot moves to do this, the door opens…
Ronda, the pilot, is standing in front of them, hands up. “I surrender. This ship is dead in space. If it takes one more hit we’re all dead. Call off your attack before it’s too late.” The Scouts contact Roger, who tells Zal to stand down. Disaster averted.
Now — what to do? Both ships damaged. While Roger lands the Rambler back at their original landing site on the moon’s surface to make repairs to the hull and take on more atmosphere, Barney uses his Engineer-3 skill to get the trader’s maneuver drive working again. It won’t last forever, but should hold until they get to a proper space port. They land that ship on the surface too.
So, they have two ships available, but also a bunch of captured Scumbags. They are able to keep all of them from bleeding out. They can’t leave the Scumbags on the moon. They may get loose and cause problems for the natives. They don’t want to kill them, or take them into orbit and space ’em. Scouts — good scouts — don’t do that kind of thing. So they take them all onboard the trader and put them to sleep in that ship’s cold berths. They keep Ronda awake, locked in a state room. They’ll have to deal with her at some point. They recognize her as former Scout who was kicked out of the service years ago for a breach of ethics.
Both ships leave the surface. They spend a day in orbit, as the trader carefully avoids radiation bursts and skims fuel from the gas giant. Zal connects the alien data module to his mobile computer, interfaces it with the ship’s mainframe, and continues investigating its mysteries. Together the ships begin the journey out to the jump point, at which point they plan to jump back to Mylor, deposit Zal there, collect their pay, make proper repairs to both ships, and go underground to change the traders’ registration and transponder so that they own it. They may need a company name.
I had some time today, so I started working on the plans for session 3 of Into the Void, my classic Traveller campaign.
As I’ve noted before, playing 2-3 hours, rather than longer games, is helping me come up with good ideas without getting overwhelmed. It also helps me produce about the right amount of content for the session, rather than feeling like I have to have absurd amounts of prep done.
I was talking with my gaming group tonight, and thinking about how the old Traveller games I played as a kid were all “murder hobos in space” kind of games. Then I thought about the rule books. The books are not only very dry, but they don’t give a single example of play! Of course, there were a lot of adventure supplements, but let’s face it, they were dry as hell too, and also contained no examples of play. So it’s no wonder a bunch of 15-year olds could only think of going berserk with plasma guns. In fairness, our Ref did do some sessions based on some science fiction novels. Jack Chalker’s “Well of Souls” novels come to mind. Those were fun games. But as players, we were not very helpful in collaboratively creating an interesting universe.
Well, I’ve got a fair amount of prep to do, but at least Traveller characters are easy to generate. The work is mostly thinking of scenarios, possible contingencies, clues, encounters, rather than a lot of mechanics building NPCs and whatnot.
Oh, here’s a cool picture someone did of a standard Traveller Air Raft.