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Since: Aug 03, 2005 Posts: 488
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(Msg. 1) Posted: Mon Aug 07, 2006 1:55 pm
Post subject: Ideas for clandestine G:Traveller campaign Archived from groups: rec>games>frp>gurps (more info?)
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I've got lots of Traveller books with ideas for mercantile and mercenary
campaigns, but I want to do a campaign that's a bit in between and not
quite either of them. I'm thinking Firefly, a rag-tag bunch not quite
succeeding at staying on the right side of the law.
To get things up to speed, I'm going to make a bunch of ready-for-use
characters that the players can pick: the captain used to be an enforcer
for some crime boss, but wants to go legit (unfortunately, to fund his
ship he had to borrow money from shady friends of his equally shady
former boss, and they plan on using this leverage to force the captain
to do their bidding); a "face", former con-man and buddy of the captain;
a mechanic/scrounger/occasional burglar; possibly a retired S3 operative
who tries to keep that fact a secret (might have even darker secrets in
his past?); a pilot who got kicked out of Naval Academy for some very
good reason, etc.
I want the theme to be that the crew tries to go legit and sever their
ties to organised crime, but they need money to repay the loan, or even
just to barely manage to make the interest payments (or their version
of Jabba the Hutt might send bounty hunters after them). I want to give
them some legal jobs, some illegal ones. The illegal ones can (and will)
get them in trouble, but will also make them money, and not making
money will get them in worse trouble.
My idea for a first adventure: they have a package for an acquaintance
of the captain's former boss, and the boss suggested that the acquaintance
might have a very lucrative job for them. He does; some valuable thingy
(what? no idea yet) was supposed to be stolen and quickly moved offworld
to be fenced, before word of the theft got out. Problem is, the guy who
was supposed to steal it got in some kind of trouble (what trouble? not
sure yet) before he started on the job, so either the PCs have to wait
(making no money) until someone else can be found to do the job, or
they have to leave without this lucrative deal, or they have to do it
themselves, and receive a much bigger share than they would have. Plans
are ready, simple breaking and entering job, which ofcourse goes sour,
perhaps a bit of gunfight (a player expressed a desire for meaningful
combat) while trying to escape with (or without) the goods.
Actually, I'm kinda happy with this plan so far. Still, I could really
use some ideas about how to continue after this, and also how to fill
in the details of this idea. And GURPS Traveller, nor any of my BITS
101 booklets, offers much advice about this sort of campaign. Any idea
where I should look? Perhaps people here have some good ideas for me?
Also, any suggestions for a good starting planet? I was thinking
The Five Sisters subsector in the Spinward Marches, because I've got
Behind The Claw, and it looks like a nice faraway corner of the
Imperium that might have its own rules. On the other hand, I have
no idea what's south or west of this subsector, and I don't want to
throw Aslan into the mix right away. So maybe a bit east? District 268?
Border Worlds? Somewhere else entirely?
mcv. >> Stay informed about: Ideas for clandestine G:Traveller campaign |
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Since: Jul 18, 2005 Posts: 286
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(Msg. 2) Posted: Mon Aug 07, 2006 2:55 pm
Post subject: Re: Ideas for clandestine G:Traveller campaign [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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mcv wrote:
> I've got lots of Traveller books with ideas for mercantile and mercenary
> campaigns, but I want to do a campaign that's a bit in between and not
> quite either of them. I'm thinking Firefly, a rag-tag bunch not quite
> succeeding at staying on the right side of the law.
>
> To get things up to speed, I'm going to make a bunch of ready-for-use
> characters that the players can pick: the captain used to be an enforcer
> for some crime boss, but wants to go legit (unfortunately, to fund his
> ship he had to borrow money from shady friends of his equally shady
> former boss, and they plan on using this leverage to force the captain
> to do their bidding); a "face", former con-man and buddy of the captain;
> a mechanic/scrounger/occasional burglar; possibly a retired S3 operative
> who tries to keep that fact a secret (might have even darker secrets in
> his past?); a pilot who got kicked out of Naval Academy for some very
> good reason, etc.
>
> I want the theme to be that the crew tries to go legit and sever their
> ties to organised crime, but they need money to repay the loan, or even
> just to barely manage to make the interest payments (or their version
> of Jabba the Hutt might send bounty hunters after them). I want to give
> them some legal jobs, some illegal ones. The illegal ones can (and will)
> get them in trouble, but will also make them money, and not making
> money will get them in worse trouble.
>
> My idea for a first adventure: they have a package for an acquaintance
> of the captain's former boss, and the boss suggested that the acquaintance
> might have a very lucrative job for them. He does; some valuable thingy
> (what? no idea yet) was supposed to be stolen and quickly moved offworld
> to be fenced, before word of the theft got out. Problem is, the guy who
> was supposed to steal it got in some kind of trouble (what trouble? not
> sure yet) before he started on the job, so either the PCs have to wait
> (making no money) until someone else can be found to do the job, or
> they have to leave without this lucrative deal, or they have to do it
> themselves, and receive a much bigger share than they would have. Plans
> are ready, simple breaking and entering job, which ofcourse goes sour,
> perhaps a bit of gunfight (a player expressed a desire for meaningful
> combat) while trying to escape with (or without) the goods.
>
> Actually, I'm kinda happy with this plan so far. Still, I could really
> use some ideas about how to continue after this, and also how to fill
> in the details of this idea. And GURPS Traveller, nor any of my BITS
> 101 booklets, offers much advice about this sort of campaign. Any idea
> where I should look? Perhaps people here have some good ideas for me?
>
> Also, any suggestions for a good starting planet? I was thinking
> The Five Sisters subsector in the Spinward Marches, because I've got
> Behind The Claw, and it looks like a nice faraway corner of the
> Imperium that might have its own rules. On the other hand, I have
> no idea what's south or west of this subsector, and I don't want to
> throw Aslan into the mix right away. So maybe a bit east? District 268?
> Border Worlds? Somewhere else entirely?
>
>
> mcv.
One thing that may help keep things moving is if one of the characters
is an agent of IBIS or some other interstellar law enforcement group.
His job is to get information on some of the bigger fish for his bosses.
They could use their connections to make sure that the crew are
funneled in the directions they want, law enforcement showing up at the
wrong time, leads on jobs, etc.
If the character is not an NPC he will have to be working with GM and
keep the knowledge from the others, but that shouldn't be too hard for
an experienced player. >> Stay informed about: Ideas for clandestine G:Traveller campaign |
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Since: Aug 03, 2005 Posts: 488
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(Msg. 3) Posted: Mon Aug 07, 2006 3:55 pm
Post subject: Re: Ideas for clandestine G:Traveller campaign [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Michael W. Ryder <_mwryder DeleteThis @worldnet.att.net> wrote:
> mcv wrote:
>> I've got lots of Traveller books with ideas for mercantile and mercenary
>> campaigns, but I want to do a campaign that's a bit in between and not
>> quite either of them. I'm thinking Firefly, a rag-tag bunch not quite
>> succeeding at staying on the right side of the law.
>>
>> To get things up to speed, I'm going to make a bunch of ready-for-use
>> characters that the players can pick: the captain used to be an enforcer
>> for some crime boss, but wants to go legit (unfortunately, to fund his
>> ship he had to borrow money from shady friends of his equally shady
>> former boss, and they plan on using this leverage to force the captain
>> to do their bidding); a "face", former con-man and buddy of the captain;
>> a mechanic/scrounger/occasional burglar; possibly a retired S3 operative
>> who tries to keep that fact a secret (might have even darker secrets in
>> his past?); a pilot who got kicked out of Naval Academy for some very
>> good reason, etc.
>>
>> I want the theme to be that the crew tries to go legit and sever their
>> ties to organised crime, but they need money to repay the loan, or even
>> just to barely manage to make the interest payments (or their version
>> of Jabba the Hutt might send bounty hunters after them). I want to give
>> them some legal jobs, some illegal ones. The illegal ones can (and will)
>> get them in trouble, but will also make them money, and not making
>> money will get them in worse trouble.
>>
>> My idea for a first adventure: they have a package for an acquaintance
>> of the captain's former boss, and the boss suggested that the acquaintance
>> might have a very lucrative job for them. He does; some valuable thingy
>> (what? no idea yet) was supposed to be stolen and quickly moved offworld
>> to be fenced, before word of the theft got out. Problem is, the guy who
>> was supposed to steal it got in some kind of trouble (what trouble? not
>> sure yet) before he started on the job, so either the PCs have to wait
>> (making no money) until someone else can be found to do the job, or
>> they have to leave without this lucrative deal, or they have to do it
>> themselves, and receive a much bigger share than they would have. Plans
>> are ready, simple breaking and entering job, which ofcourse goes sour,
>> perhaps a bit of gunfight (a player expressed a desire for meaningful
>> combat) while trying to escape with (or without) the goods.
[snip]
>
> One thing that may help keep things moving is if one of the characters
> is an agent of IBIS or some other interstellar law enforcement group.
> His job is to get information on some of the bigger fish for his bosses.
> They could use their connections to make sure that the crew are
> funneled in the directions they want, law enforcement showing up at the
> wrong time, leads on jobs, etc.
> If the character is not an NPC he will have to be working with GM and
> keep the knowledge from the others, but that shouldn't be too hard for
> an experienced player.
Interesting idea. At first sight, it looks like a potential source of
conflict within the group, but he's not after petty smugglers; he's
just looking for leads about the former boss' organisation. May take
a while before they figure out they have a common enemy, while at the
same time it might be in the agent's interest to get the crew into a
bit of trouble. Firstly, their profits do go mostly to the crime boss,
and secondly, a bit of trouble with the crime boss might lead to more
leads on that crime boss. (But too much might lead to bounty hunters.)
I'll certainly keep this one in mind. Tons of possibilities. Also, his
connections might even help getting the crew out of trouble every once
in a while. Without them finding out, preferably.
mcv. >> Stay informed about: Ideas for clandestine G:Traveller campaign |
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Since: Nov 06, 2004 Posts: 30
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(Msg. 4) Posted: Mon Aug 07, 2006 3:55 pm
Post subject: Re: Ideas for clandestine G:Traveller campaign [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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"Michael W. Ryder" schrieb:
-snip
> One thing that may help keep things moving is if one of the characters
> is an agent of IBIS or some other interstellar law enforcement group.
> His job is to get information on some of the bigger fish for his bosses.
-snip
And if this agent (and the GM) is very mean, he will let the pcs run
into the open knife, as we say in Germany. Sooner or later, the pcs will
be in deepest poo-poo, and than their "friend" will make an offer they
can not refuse, like "you will infiltrate the pirates of district 268,
find their secret base, lead the marines to it and his majesties justice
will forget youre minor sins."
I have done this during my old Shadowrun campaign and it worked really
well.
Bye
Ingo >> Stay informed about: Ideas for clandestine G:Traveller campaign |
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Since: Aug 03, 2005 Posts: 488
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(Msg. 5) Posted: Fri Aug 11, 2006 6:55 am
Post subject: Re: Ideas for clandestine G:Traveller campaign [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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mcv <mcvmcv DeleteThis @xs4all.nl> wrote:
>
> I've got lots of Traveller books with ideas for mercantile and mercenary
> campaigns, but I want to do a campaign that's a bit in between and not
> quite either of them. I'm thinking Firefly, a rag-tag bunch not quite
> succeeding at staying on the right side of the law.
>
[...]
> I want the theme to be that the crew tries to go legit and sever their
> ties to organised crime, but they need money to repay the loan, or even
> just to barely manage to make the interest payments (or their version
> of Jabba the Hutt might send bounty hunters after them). I want to give
> them some legal jobs, some illegal ones. The illegal ones can (and will)
> get them in trouble, but will also make them money, and not making
> money will get them in worse trouble.
[...]
>
> Also, any suggestions for a good starting planet? I was thinking
> The Five Sisters subsector in the Spinward Marches, because I've got
> Behind The Claw, and it looks like a nice faraway corner of the
> Imperium that might have its own rules. On the other hand, I have
> no idea what's south or west of this subsector, and I don't want to
> throw Aslan into the mix right away. So maybe a bit east? District 268?
> Border Worlds? Somewhere else entirely?
I just noticed a book on e23: _Spinward Marches Cluster Book 1: The
Bowman Arm_. Does anyone know this book? Is it any good? Looks like
it's about The Five Sisters, District 268, and possibly bits of
surrounding subsectors. Might be exactly what I need, if it's any
good.
mcv.
--
Science is not the be-all and end-all of human existence. It's a tool.
A very powerful tool, but not the only tool. And if only that which
could be verified scientifically was considered real, then nearly all
of human experience would be not-real. -- Zachriel >> Stay informed about: Ideas for clandestine G:Traveller campaign |
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Since: Jan 25, 2006 Posts: 75
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(Msg. 6) Posted: Sat Aug 12, 2006 1:03 pm
Post subject: Re: Ideas for clandestine G:Traveller campaign [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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mcv wrote:
> mcv <mcvmcv.RemoveThis@xs4all.nl> wrote:
> >
> > I've got lots of Traveller books with ideas for mercantile and mercenary
> > campaigns, but I want to do a campaign that's a bit in between and not
> > quite either of them. I'm thinking Firefly, a rag-tag bunch not quite
> > succeeding at staying on the right side of the law.
> >
> [...]
> > I want the theme to be that the crew tries to go legit and sever their
> > ties to organised crime, but they need money to repay the loan, or even
> > just to barely manage to make the interest payments (or their version
> > of Jabba the Hutt might send bounty hunters after them). I want to give
> > them some legal jobs, some illegal ones. The illegal ones can (and will)
> > get them in trouble, but will also make them money, and not making
> > money will get them in worse trouble.
> [...]
> >
> > Also, any suggestions for a good starting planet? I was thinking
> > The Five Sisters subsector in the Spinward Marches, because I've got
> > Behind The Claw, and it looks like a nice faraway corner of the
> > Imperium that might have its own rules. On the other hand, I have
> > no idea what's south or west of this subsector, and I don't want to
> > throw Aslan into the mix right away. So maybe a bit east? District 268?
> > Border Worlds? Somewhere else entirely?
>
> I just noticed a book on e23: _Spinward Marches Cluster Book 1: The
> Bowman Arm_. Does anyone know this book? Is it any good? Looks like
> it's about The Five Sisters, District 268, and possibly bits of
> surrounding subsectors. Might be exactly what I need, if it's any
> good.
>
>
> mcv.
> --
> Science is not the be-all and end-all of human existence. It's a tool.
> A very powerful tool, but not the only tool. And if only that which
> could be verified scientifically was considered real, then nearly all
> of human experience would be not-real. -- Zachriel
((When doing pre-gen Characters, Remember to give all fighter types:
Combat Reflexes
& for PARRY I would reccommend FENCING 18 is NOT "Too high" an attack,
it ONLY
gives you a 12 Parry; My PC'S would PREFER A parry of 17 ((Rule a 17 is
NOT a fumble
if your hit / parry number is 17 or higher)) INTERESTED in Fencers or
to hit 17-18
Laser Rifle sharpshooters but I usually wear just "Second Chance
CONCEALBLE body
armor" it's enough for 'Civilian' use.
Contact me: esviesso.RemoveThis@yahoo.com I usually play on rpol.net I recently
was magically mutated, & I wound up with a hand to hand VAMPIRE WITH NO
COMBAT REFLEXES
MISERABLE!!!! >> Stay informed about: Ideas for clandestine G:Traveller campaign |
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Since: Aug 03, 2005 Posts: 488
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(Msg. 7) Posted: Mon Aug 14, 2006 6:55 am
Post subject: Re: Ideas for clandestine G:Traveller campaign [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Elvis <esviesso.DeleteThis@yahoo.com> wrote:
> mcv wrote:
>> mcv <mcvmcv.DeleteThis@xs4all.nl> wrote:
>> >
>> > I've got lots of Traveller books with ideas for mercantile and mercenary
>> > campaigns, but I want to do a campaign that's a bit in between and not
>> > quite either of them. I'm thinking Firefly, a rag-tag bunch not quite
>> > succeeding at staying on the right side of the law.
>> >
>> [...]
>> > I want the theme to be that the crew tries to go legit and sever their
>> > ties to organised crime, but they need money to repay the loan, or even
>> > just to barely manage to make the interest payments (or their version
>> > of Jabba the Hutt might send bounty hunters after them). I want to give
>> > them some legal jobs, some illegal ones. The illegal ones can (and will)
>> > get them in trouble, but will also make them money, and not making
>> > money will get them in worse trouble.
>> [...]
>> >
>> > Also, any suggestions for a good starting planet? I was thinking
>> > The Five Sisters subsector in the Spinward Marches, because I've got
>> > Behind The Claw, and it looks like a nice faraway corner of the
>> > Imperium that might have its own rules. On the other hand, I have
>> > no idea what's south or west of this subsector, and I don't want to
>> > throw Aslan into the mix right away. So maybe a bit east? District 268?
>> > Border Worlds? Somewhere else entirely?
>>
>> I just noticed a book on e23: _Spinward Marches Cluster Book 1: The
>> Bowman Arm_. Does anyone know this book? Is it any good? Looks like
>> it's about The Five Sisters, District 268, and possibly bits of
>> surrounding subsectors. Might be exactly what I need, if it's any
>> good.
>
> ((When doing pre-gen Characters, Remember to give all fighter types:
> Combat Reflexes
The whole idea behind pre-gen characters is that I can make them
interesting, balanced and real without minmaxing them to death. I'm
going to make sure they're all useful, but all of them will have
tons of points wasted in seemingly useless advantages and skills.
Chances are that not all fighters will have combat reflexes.
Ofcourse they'll have something else to make up for it.
mcv.
--
Science is not the be-all and end-all of human existence. It's a tool.
A very powerful tool, but not the only tool. And if only that which
could be verified scientifically was considered real, then nearly all
of human experience would be not-real. -- Zachriel >> Stay informed about: Ideas for clandestine G:Traveller campaign |
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Since: Feb 26, 2005 Posts: 657
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(Msg. 8) Posted: Sun Aug 20, 2006 3:39 am
Post subject: Re: Ideas for clandestine G:Traveller campaign [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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mcv wrote:
>
> Actually, I'm kinda happy with this plan so far. Still, I could really
> use some ideas about how to continue after this, and also how to fill
> in the details of this idea. And GURPS Traveller, nor any of my BITS
> 101 booklets, offers much advice about this sort of campaign. Any idea
> where I should look? Perhaps people here have some good ideas for me?
Early print issues of JTAS featured adventures that, if not actually
illegal in some way, were questionable.
Cyberpunk adventures, with some modification, are also a good source of
ideas.
Brandon >> Stay informed about: Ideas for clandestine G:Traveller campaign |
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Since: Nov 06, 2004 Posts: 30
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(Msg. 9) Posted: Sun Aug 20, 2006 8:55 am
Post subject: Re: Ideas for clandestine G:Traveller campaign [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Warren Okuma schrieb:
-snip
> Look at the 1 cr. coin. You know what? It's a map. A map leading to the
> greatest treasure of the Imperium... Find us this treasure and your debt is
> clear and you get a finders fee of 10%.
>
> Roll 1D6
-snip
1)It is an old wreck with a still active low-berth coffin. Inside sleeps
the only living relative of the Empress Jaqueline I, whose
assassnination in 604 caused the beginning of the civil war. The sleeper
would be the legimate heir to the iridium throne.
2)A lost starship with the prototype of a working jump-8 drive.
3)A cache with Thousands of ultramodern, top-secret weapons - TL 9 ACR's
and reflec armor. It's been a long time.
4)"How I Spend My Holidays" - a rather embarressing old homework written
by little Strephon Aella Alkhalikoi, age 9.
5)"A long, hard service" - the manuscript of an unbelievable digusting
"erotic" novel written by Midshipman Strephon X, Imperial Navy. The book
does not contain any female characters.
6)A computer disk, labelled "Hastur Hastur Hastur".
Bye
Ingo >> Stay informed about: Ideas for clandestine G:Traveller campaign |
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Since: Aug 03, 2005 Posts: 8
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(Msg. 10) Posted: Sun Aug 20, 2006 10:55 am
Post subject: Re: Ideas for clandestine G:Traveller campaign [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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mcv wrote:
> I've got lots of Traveller books with ideas for mercantile and mercenary
> campaigns, but I want to do a campaign that's a bit in between and not
> quite either of them. I'm thinking Firefly, a rag-tag bunch not quite
> succeeding at staying on the right side of the law.
[..snip..]
> I want the theme to be that the crew tries to go legit and sever their
> ties to organised crime, but they need money to repay the loan, or even
> just to barely manage to make the interest payments (or their version
> of Jabba the Hutt might send bounty hunters after them). I want to give
> them some legal jobs, some illegal ones. The illegal ones can (and will)
> get them in trouble, but will also make them money, and not making
> money will get them in worse trouble.
How safe is it to assume that the player's will be agreeable to this?
I know that if I tried to run this in my group, they'd probably find the
illegal jobs more interesting and would need a really good reason to
try and go legit.
--
Be seeing you,
Sam. >> Stay informed about: Ideas for clandestine G:Traveller campaign |
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Since: Aug 03, 2005 Posts: 488
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(Msg. 11) Posted: Mon Aug 21, 2006 5:55 am
Post subject: Re: Ideas for clandestine G:Traveller campaign [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Samuel Penn <sam DeleteThis @bifrost.demon.co.uk> wrote:
> mcv wrote:
>> I've got lots of Traveller books with ideas for mercantile and mercenary
>> campaigns, but I want to do a campaign that's a bit in between and not
>> quite either of them. I'm thinking Firefly, a rag-tag bunch not quite
>> succeeding at staying on the right side of the law.
>
> [..snip..]
>
>> I want the theme to be that the crew tries to go legit and sever their
>> ties to organised crime, but they need money to repay the loan, or even
>> just to barely manage to make the interest payments (or their version
>> of Jabba the Hutt might send bounty hunters after them). I want to give
>> them some legal jobs, some illegal ones. The illegal ones can (and will)
>> get them in trouble, but will also make them money, and not making
>> money will get them in worse trouble.
>
> How safe is it to assume that the player's will be agreeable to this?
> I know that if I tried to run this in my group, they'd probably find the
> illegal jobs more interesting and would need a really good reason to
> try and go legit.
That's a very good question. I think the illegal jobs will be more
interesting, but I don't want them to become hardened, uncaring
criminals. I need a way to scare them away from too much crime. The
obvious one here is the law, but the problem there is that a
confrontation with the law is either not scary enough, or ends in
incarceration. The safer way is to confront them with the consequences
of their actions. Show them what crime does, and whose side they're
really on.
mcv.
--
Science is not the be-all and end-all of human existence. It's a tool.
A very powerful tool, but not the only tool. And if only that which
could be verified scientifically was considered real, then nearly all
of human experience would be not-real. -- Zachriel >> Stay informed about: Ideas for clandestine G:Traveller campaign |
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Since: Apr 14, 2006 Posts: 181
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(Msg. 12) Posted: Mon Aug 21, 2006 6:55 am
Post subject: Re: Ideas for clandestine G:Traveller campaign [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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On 07 Aug 2006 16:42:48 GMT, mcv <mcvmcv DeleteThis @xs4all.nl> wrote:
>
>I've got lots of Traveller books with ideas for mercantile and mercenary
>campaigns, but I want to do a campaign that's a bit in between and not
>quite either of them. I'm thinking Firefly, a rag-tag bunch not quite
>succeeding at staying on the right side of the law.
>
>To get things up to speed, I'm going to make a bunch of ready-for-use
>characters that the players can pick: the captain used to be an enforcer
>for some crime boss, but wants to go legit (unfortunately, to fund his
>ship he had to borrow money from shady friends of his equally shady
>former boss, and they plan on using this leverage to force the captain
>to do their bidding); a "face", former con-man and buddy of the captain;
>a mechanic/scrounger/occasional burglar; possibly a retired S3 operative
>who tries to keep that fact a secret (might have even darker secrets in
>his past?); a pilot who got kicked out of Naval Academy for some very
>good reason, etc.
>
>I want the theme to be that the crew tries to go legit and sever their
>ties to organised crime, but they need money to repay the loan, or even
>just to barely manage to make the interest payments (or their version
>of Jabba the Hutt might send bounty hunters after them). I want to give
>them some legal jobs, some illegal ones. The illegal ones can (and will)
>get them in trouble, but will also make them money, and not making
>money will get them in worse trouble.
>
Odds are good that your player characters will become hardened
homicidal hoodlums in no time whatsoever. >> Stay informed about: Ideas for clandestine G:Traveller campaign |
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Since: Jul 31, 2006 Posts: 55
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(Msg. 13) Posted: Mon Aug 21, 2006 6:55 am
Post subject: Re: Ideas for clandestine G:Traveller campaign [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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mcv <mcvmcv DeleteThis @xs4all.nl> writes:
> I need a way to scare them away from too much crime. The obvious one
> here is the law, but the problem there is that a confrontation with
> the law is either not scary enough, or ends in incarceration.
Surely more than that. Incarceration leads to:
- time without improving most adventuring skills, so the character
falls behind
- a negative Reaction modifier, from many of those who know about
the incarceration
- *much* stiffer penalties the next time
There are also many other penalties the law could exact, not least of
which being fines and seizure of property. See p. B508, "Criminal
Punishment", for more ideas on what the legal system could exact on
the criminals.
All of these should be much more of a deterrent than just "okay, you
spend X months doing time, now back to the fun".
> The safer way is to confront them with the consequences of their
> actions. Show them what crime does, and whose side they're really
> on.
This is certainly a good idea, but is not incompatible with using the
full game effects of a run-in with the law.
--
\ "Money is always to be found when men are to be sent to the |
`\ frontiers to be destroyed: when the object is to preserve them, |
_o__) it is no longer so." -- Voltaire, _Dictionnaire Philosophique_ |
Ben Finney >> Stay informed about: Ideas for clandestine G:Traveller campaign |
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Since: Aug 03, 2005 Posts: 488
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(Msg. 14) Posted: Mon Aug 21, 2006 8:55 am
Post subject: Re: Ideas for clandestine G:Traveller campaign [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Ben Finney <bignose+hates-spam@benfinney.id.au> wrote:
> mcv <mcvmcv.TakeThisOut@xs4all.nl> writes:
>
>> I need a way to scare them away from too much crime. The obvious one
>> here is the law, but the problem there is that a confrontation with
>> the law is either not scary enough, or ends in incarceration.
>
> Surely more than that. Incarceration leads to:
Thing is, I think the most important result of incarceration is:
the rest of the crew finds a replacement for you. Go make a new
character. Or if the entire crew is locked up, they lose the ship.
Long time incarceration is a bit too disruptive to the campaign.
> All of these should be much more of a deterrent than just "okay, you
> spend X months doing time, now back to the fun".
That's certainly not what I want to do.
>
>> The safer way is to confront them with the consequences of their
>> actions. Show them what crime does, and whose side they're really
>> on.
>
> This is certainly a good idea, but is not incompatible with using the
> full game effects of a run-in with the law.
I'm still afraid a run-in with the law will either result in too much
disruption for the campaign, or a "see? I told you we'd get away with
it!"
mcv.
--
Science is not the be-all and end-all of human existence. It's a tool.
A very powerful tool, but not the only tool. And if only that which
could be verified scientifically was considered real, then nearly all
of human experience would be not-real. -- Zachriel >> Stay informed about: Ideas for clandestine G:Traveller campaign |
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Since: Jul 31, 2006 Posts: 55
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(Msg. 15) Posted: Mon Aug 21, 2006 9:55 am
Post subject: Re: Ideas for clandestine G:Traveller campaign [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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mcv <mcvmcv.DeleteThis@xs4all.nl> writes:
> Ben Finney <bignose+hates-spam@benfinney.id.au> wrote:
> > Incarceration leads to [consequences]
>
> Thing is, I think the most important result of incarceration is:
> the rest of the crew finds a replacement for you. Go make a new
> character. Or if the entire crew is locked up, they lose the ship.
It seems you're allowing them to avoid the consequences of their
actions.
"finds a replacement"? Their adventuring comrade(s) are held by the
law, and they do nothing to defend them? Sounds like time to dock at
least some of them their session points until they start playing their
characters properly.
"lose their ship", and have trouble getting any kind of high-income
work for a long time, until they develop enough friends through hard
work to shake off that Reputation, or Social Stigma, or bad credit
rating, et cetera.
If you want them to have consequences from incarceration, ensure from
the very beginning that their group *won't* just leave some of them
stranded, without extremely penalties for bad roleplaying. If some of
them are pinched, make sure at least some of the remainder have good
reasons to want them un-pinched. Make it clear that those characters
won't get any points until they deal with the situation in character.
Don't allow an entire group of characters who consider each other
expendable. Make their characters face the consequences, and ensure
that the process of un-entangling is also an adventure!
--
\ "Hey Homer! You're late for English!" "Pff! English, who needs |
`\ that? I'm never going to England!" -- Barney & Homer, _The |
_o__) Simpsons_ |
Ben Finney >> Stay informed about: Ideas for clandestine G:Traveller campaign |
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