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In this episode we talk to Greg Caires about the October 2020 Virtual Traveller non-con that he and Ken Patterson organized. Always fun to talk to Greg!
Relevant links:
Tabletop RPG Gaming. Traveller, GURPS, D&D
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In this episode we talk to Greg Caires about the October 2020 Virtual Traveller non-con that he and Ken Patterson organized. Always fun to talk to Greg!
Relevant links:
Reworked them so they make a bit more sense. Part of the process is to make sure there are opportunities for each of the player characters to contribute to the game using their unique skills or simply the interests of the player. I do this for every game, and SAFCO always surprises me with what they decide to do anyway. But at least I’m ready with something.
Tomorrow I’ll go back over the material, add embellishments, complications, challenges, and more possible twists and turns. Once that is all done, I look at everything I go back in one more time and add in more descriptive elements to insure a science fiction atmosphere. I also look at it to make sure nothing is going to straight-up blow up the campaign, like having the PCS acquire too much money, etc.
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In this episode we read some great email’s from listeners! Lots to think about! We also cover Internet Finds and Rules Finds, and discuss the latest session of our Into the Void Classic Traveller campaign!
Relevant links:
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.
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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
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In this episode Jeff and Bob discuss the basic elements of a Traveller game, as detailed by Marc Miller in the Traveller Book.
Before that Bob does a short correction from the previous episode, we do Internet Finds, and some fun Rules Finds, as well as present the last of the planets submitted in our Random Planet Generation Smackdown! (that system appears below, under the relevant links).
Relevant links:
Random Planet #9!
Faddle – from Pete Burke
C589632-8 Ni
Faddle is a cold, icy world with most of the surface covered in permafrost.
There is a band approximately 400 miles wide around the equator that is comfortable and is actually considered pleasantly tropical. The atmosphere is dense which helps create the effect Faddle is famous for – the floating “Udrassi” mats.
Udrassi is a native organic lifeform that straddles the line between fungus, plant and animal life. The udrassi combine into large circular floating mats that organize around a central hub. On each hub, three pools of amino acids are arranged in a triangular pattern – early colonists to the planet were able to quickly determine that by adding saline water of specific concentrations to the pools in certain sequuences, the mats could be raised, lowered or steered and also directed to attract or repel other floating mats.
The mats are extremely strong – some colonists built houses and larger buildings anchoring into the mats themselves. It wasn’t long until early colonial families created resort hotel compounds for tourists by assembling larger mats together – and by manipulating the hub pools on the mats, small towns developed by combining mats together.
The planet is mostly a recreation destination – the floating lifestyle of the permanent residents is very laid back . Some floating resorts stay in the tropics all year round, while others float to a mountain range south of the equator in the permafrost region where a ski resort has been set up.
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In this episode we are focusing on two more of the random planets submitted during our Random Planet event a few months ago, this time from Dwayne “Hiverlord” Walstrom and Jonathan Daylett (check out his Desert World RPG – a great adaptation of a Mad Max style setting).
Before that we dig into a couple of items from X-Boat Transmissions, and end with a recap or our own last gaming session from our Into the Void campaign.
Here are the planet/system writeups…
From Hiverlord
Planet/System: Not Assigned
Rolled with T5 rules.
FV main star (no companions). Standard orbit. Temperate climate.
B735BDG-9 Hi In
GG=0 PB=3 No bases.
Importance (Ix)=2 Ranks worlds within a region
Economics (Ex)=BA9(-2)
Culture (Cx)=6D68
Population= 102 Billion
Hi=Hi population
In=industrial
With an extremely high population level and poor atmosphere, this overwhelmed planet is run by an accepting, yet overbearing and stern, Religious Dictatorship. The religion itself promotes, perhaps even encourages, Free Love, and has strict rules against contraceptives and most forms of abortion. Birth (and survival) rates are high, given the planet’s TL of 9. Combined with longer lifespans associated with higher technology, the world quickly reached and exceeded its purported capacity.
Several nearby Agricultural worlds have a ready-made market with this extremely overpopulated system.
This world is located in a ‘Dumarest’-style setting, with no significant interstellar powers. The reasons why this world hadn’t begun expanding (aggressively or otherwise) is simple to deduce: with over 100 Billion citizens to support, it doesn’t have any resources to spare for expansionist activities.
From Jonathan Daylett
Planet/System: Aristodma
Rolled with combination of Mongoose Traveller 1e and 2e
CAB2654-9 R Ni
Large, extremely hot planet with a corrosive atmosphere and scant water. Rich in phosgene and hydrogen chloride, very valuable chemical compounds used in plastics and technology manufacturing. Due to the high gravity, the densest parts of the atmosphere are much lower to the ground, allowing for research stations, collection facilities and refineries to be built on the highest points of elevation.
The primary authority is a feudal technocracy. What began countless rotations ago as a corporately owned resource, Aristodma is now home to millions of people who live in ports, research stations, and other dense plastic fortresses. They are governed by those with the highest level of understanding of the environmental hazards present. People came here for the high risk, high reward lifestyle of gas-farming. Over the years, however, it became apparent that there were those more suited to the dangers involved, and they soon became leaders among the people. Generation by generation, the highly profitable gas-farmers have gained a reputation of shrewd but fair governance.
It has worked well enough, until recent years as a few other factions started to see the cracks in the system and decided to try and make their own ways of life beyond the confines of primitive feudalism. Now those in command have to contend with not only an environment that is actively trying to kill them every second of every day, but with a contentious minority group that steals technology and parts for building new facilities as well as a political faction that seeks to upend the centuries-long reign of those who see themselves as de facto rulers of Aristodma.
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.
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SAFCO and associates start where they left off, on a blasted planet several parsecs into the Void. The away team of Flint, Lucky, Zal, Fardt, and the Baroness are at the ruined alien installation they discovered last session, on the edge of an impact crater. They are outside the entrance to the corridor they had only begun to explore, looking at the disabled air-raft that was shot by an alien robotic drone’s laser. Flint, having air-raft skill, examines the vehicle and finds a laser shot has gone right through the power source. The vehicle might be repairable. Lucky and Flint examine the wreckage of the drone, finding somewhat high tech level electronics and technology, but incompatible with their own systems for various reasons.
Back on the ship, Barney has repaired minor electrical damage done by Joe’s jury-rigging of an external sensor array to give them some vision outside the rocky overhang currently sheltering the ship. Joe and Roger alert the away team that one of the two large objects that were descending from space appears to be landing very near the alien installation. The away team spots it, high above their position and slightly back toward the ship, Flint using his rifle scope and Fwd Observer skill to estimate its size. Looks to be about the same size as the ones encountered in space — about the same volume as their ship.. Joe keeps watch for any drones that might approach the ship’s location.
Back with the away team, the group shelters in the first few feet of the damaged corridor in the side of the crater wall. Flint stays outside and attempts to use his Forward Observer skill to tell where the thing is going to land, but it land back over the crater wall — obscuring his view. Still based on his last sighting, he estimates it has landeded between 1/4 and 1/2 a mile away, which would put it back in the woods. He grabs some supplies (including a grenade launcher and some grenades) and stealthily climbs the up to the top, and proceeds out to find the cube.
Lucky and Fardt cover the air-raft with brush to camouflage it from the air. They then move back into the corridor. Inside the corridor, Lucky feels someone tap him on the shoulder. It’s Fardt, who then points down the dark corridor to the Baroness, who is moving past some rubble, further down the hall. Lucky calls out to her, but she doesn’t answer. Eventually he hears her exclaim “amazing.” The group follows her, dodging patches of glowing green slime, emerging into a larger and rubble-strewn chamber.
The crew at the ship decides on a course of action. Joe has spotted one of the smaller 4′ cube drones moving over the canopy of trees, some distance away. It must be destroyed. They decide that Art, the newest member of SAFCO, will use his Grav-Vehicle skill to take the mining pod and attempt to destroy that drone before it finds the ship. The pod is quick and maneuverable, has 2 grasping arms, one of which includes a mining laser usable at short range for 5d6 damage. He’ll have to get in close. Joe moves out in the forest, finds a line of site to the cube drone, and fires at it at extreme long range to distract it. It takes notices and begins moving toward him and away from the ship. Art takes off in the mining pod, quickly seeing it in the distance.
Using his Forward Observer skill, Flint creeps through the woods and finds the larger cube landed in a clearing. It is quiet. He waits and watches, debating further action and conferring with the team via communicator.
Art makes his Grav-Vehicle skill roll and is able to execute a fancy evasive maneuver that allows him to get to close range on the cube drone without it noticing. However, when he finally gets in laser range, the cube makes it’s target roll. It twirls about in mid-air, the muzzle of its laser cannon facing the mining pod. Simultaneous action — the mining pod hits it doing enough damage to severely disable it, while the cube misses the quickly darting pod. The cube is wobbling in the air.
The Rambler-II has meanwhile taken to the air to assist the pod. Roger makes an absurdly high Pilot roll and performs some crazy evasive maneuvers in case anything decides to shoot at them. Barney is in the top dual laser turret, and trains the sites on the cube. However, the pod and the cube are very close together. A miss might result and the loss of the pod and the loss of good navigator. Barney decides not to fire. Art fires the mining pod’s laser again, destroying the cube.
Hearing all this on the radio, and knowing that Lucky is having trouble keeping the Baroness and Zal under control, Flint starts back toward the installation. The mother cube is just sitting there.
Inside the alien installation, the away team discovers a large chamber with 3 large vats. the vat’s all have a pipe running into the north way, and each has a pipe running south, converging with the other two, and leading down another passageway.
Roger and Barney decide, for the meantime, to return the ship to its shelter. Art follows them in the mining pod, and they meet back up with Joe.
As Flint makes his way back to the installation, the away team continues to explore the facility. Like the entryway, there are patches of glowing green slime on the floor and walls, and the dust of dead slime all over. The Baroness discovers a thick glass window on the far side of the chamber, and uses a rag to clean it off enough to shine a light inside. She tells the team it looks like some sort of control room, but there is no obvious entrance. Lucky and Fardt explore the rest of the chamber, finding another corridor that was obscured by rubble. Fardt goes in and reports that there is a lot of rubble inside, and some slime, but it is passable. Lucky follows him and goes further, finding that he corridor moves diagonally and left, and there are a number of doors and openings down there. The team discusses what to do next.
End of Session
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Elapsed game time: 217 days
This was the first session in which I really tried to randomize things and play things a bit more sandbox style. I’ve never been very comfortable with doing things that way, but felt like I needed to stretch myself and see where things went.
I created a few different tables, all rolled on 1d6. The tables were (or are, since I’m still using them)…
I had the players roll to determine which possible landing sites they found, and I used the others to create the story. Pretty much the way one would use some of the tables in the Little Black Books, but I’m not fast enough with those and it would take too long.
One benefit of doing things this way (for me) is that I feel less like I’m railroading the players. It also tests my ability to think on my feet, which I’m not super happy with. I need practice. I made a few mistakes I’m going to correct in the next session. Yet another benefit of short sessions — this one was two hours. Beside fixing things I’ve messed up, since this was a short session the actions of the players and the way things developed have given me some ideas for the next game. So cool.
Challenges . In this case, the party decided that several player characters would stay at the ship while the rest went off exploring. This is fine, but it isn’t easy to engage players that are simply at the ship doing Jump drive maintenance. So I had to come up with some things to get them engaged. Not easy. However, I think the exploration party is in a big enough mess now that the characters at the ship are going to need to help out.
I don’t know what the PCs are going to do in the next session. They could do anything. But in this game their actions helped me figure out a few things about this planet, so I think I can have plenty of ways to react no matter what they decide. What I need to do is plan a couple of jumps ahead. For all I know they may decide to take off and risk a no-maintenance jump just to get out of this system. So I need to be prepared.