Monday, November 13, 2023

Play Report - Ghost Town, the Conclusion

 The troubleshooters did not spend the night in the shuttle after all. They chose instead to hole up in the chapel, which they had already searched. They took turns watching, first the two guys (Eowan Addison and Jotunn), then the two gals (Krater Constellation and Genevieve).

In the last watch of the night, Genevieve realized that she was being watched. Through a broken window, she saw a vacc suited figure looking in at her. The face plate was shattered – and there was no face inside the helmet! 


Calling out for her comrades, she tried to bring her autopistol to bear on the figure. Once again it darted away upon being spotted, heading in the direction of the shuttle and the arrival station.

The gang gave chase, but it seemed once again that the mysterious figure had eluded them. Eowan and Jotunn entered the shuttle to inspect it, fearing sabotage. Genevieve and Krater searched the exterior of the shuttle, then Krater spotted the vacc suit figure again. This time, it was on the roof of the station! Bullet and laser beam found their target, knocking the figure backwards. The guys climbed out the shuttle's top hatch and jumped over to the roof. No vacc suit!

But wait! There it was, rushing away down one of the 'streets' of the town, probably planning to lose them in the darkness again. 

Eowan (my son's PC) pulled a neat trick. He teleported to a spot in front of the fleeing figure, and body-blocked it into the dirt. Did I mention that all four of these troubleshooters were Psi-trained? This is only the second time in my history as a Referee that psionics came into play.

From the roof, Jotunn used telekinesis to launch a handful of steel balls at the vacc suit figure. He realized his shotgun would be ineffective at the range, but TK could cover the distance! Between them, they finally put the rogue suit on the ground.

Eowan realized while grappling the suit that there was no normal body inside. Once they had it subdued, he cut into the suit with his Blade, to reveal

Saturday, September 30, 2023

Play Report - Hunting on Narok

Only three days of in-game time were covered in the last session. The Crew of the High Victorian is on Narok. And chose to take a random patron job while waiting for the cargo convoy to ship out.

A local magistrate put out a bounty on a local prairie-dwelling beast known as the yong-gong (shrieking thing). He explained that it had broken into some local farms, killed livestock and then killed farm workers who were defending the herds. The magistrate said it had to be put down, so a “Wanted: Dead, success only” contract.

Do you see it?  It's right over there!
The player for the Marquis said he wanted a quick win, and a success on his record. Plus it would be a little bit of good PR for the Empire.

The players are learning, no rushing off without a plan or enough gear. The Marquis secured vehicles, communicators and enough gear. One PC, an ex-Army man bought himself a modified rifle LINK to hunt the yong-gong. The yong-gong is a big critter, about the mass of a Kodiak bear:

Saturday, September 23, 2023

Play Report - Ghost Town

At this week's game session, a number of regulars were absent so we turned to a standalone adventure with new characters. 

At my encouragement, several of the players went for Psionic training for their new PCs. What we got was a selection of low-level Psi talent, which they put to good use right away. 

The group, troubleshooters on Stavanger prime, were hired by a businessman to investigate some unusual happenings on a subordinate world. A mining town there had closed down when a better operation began elsewhere on the world.

The original owners of the land & mine eventually sold the property rights to the patron. He had a team of assessors on site, to determine the value of the location and inform what the patron might do with the land and buildings. 

The assessors reported back that strange things were happening around the town, so the patron hired the PCs to go out and act as troubleshooters. Get to the bottom of the mystery and let the assessors finish their work. En route to the subordinate world, the PCs passed the assessors' shuttle going the opposite direction. They'd seen enough and were scared off. 

Wednesday, August 30, 2023

The Place of and Importance of Gear

I was tinkering over the weekend with an old project of mine. It's an equipment list, things that either I've pulled from published CT stuff, or seen in other games, or invented on my own. 

I realized that most everything there could be useful, if (and only if) the PCs were in a specific situation and needed one of my widgets. 

The Equipment List in TTB is frankly sparse. Yet much of Traveller adventuring does not require much gear apart from weapons and armor. 

Until you start exploring. 

In the session a few weeks ago, the PCs were exploring a closed-down facility on an asteroid, at the request of a patron. I described the facility to the players, mentioning that the power was off, and had been for a decade, and the asteroid was tiny, so the interior was effectively at 0.0G. This detail, it seems, went over their heads, as no one brought anything along to help mitigate the zero-G experience. Also missing from the shopping list were light sources, and any medical kits or expertise. At least they had a PC with Jack-of-all-Trades. 

All that was left of the cargo bay was containers and scrap

They discovered upon arrival that the facility had no stairs. When in use, it had lift shafts to move people between the five levels. When the power was turned off, the lifts locked in place. One of them was at the top/entrance level, so that shaft was totally unusable. The other lift was at the bottom floor, so that shaft was a five-story drop. Even in near-zero-G, velocity builds up so there was no guarantee of a safe landing, making the jump down (and don't forget the absence of a medical kit) a dangerous option. This was important, as the Patron had informed them that the power plant was on the bottom level. If they could get to it and re-start it, then the lifts would work.

What resulted was a lot of improvisation and a fair bit of luck. As in: Chucking a mattress down the lift shaft and Geronimo-ing after it. That could have ended badly, but didn't. The players discussed afterwards how they could have packed to be better prepared. And in the end, it's player skill that enables the correct packing list for the job. Lesson learned.

For a different perspective: https://grognardia.blogspot.com/2023/07/i-hate-shopping.html

I will remind them about the gear lists in the next session.

Photo credit: Pixabay

Saturday, August 26, 2023

What Are the Assumptions of Traveller?

Bradford C Walker has written some interesting things about the point or goal of RPGs, hearkening back to the roots in wargames. He asked in one post, in relation to games, one of which was Traveller: “Make obvious what is hidden. Make explicit what is implicit.”

Okay, challenge accepted.

Some of what follows is quotes from The Traveller Book. TTB has the most extensive Introduction section of the three rules editions of CT. (TTB, LBBs 1-3, and Starter Traveller) Much of it is my read & interpretation of what I’ve found there.

Some say the one core assumption of Traveller is that communication moves at the speed of travel. The implications of that I touched on in this post.

An implicit assumption of Traveller is that the players are familiar with space adventure literature. There are references to different adventure novels throughout the rulebooks, and the Official 3I setting. 

Encounters are central to Traveller. In space, you have starship encounters. On uninhabited worlds there are animals and events to encounter. On inhabited worlds, there are legal, random and patron encounters. These are tools for the Referee to provide challenge and opportunity for the players. 

“The use of non-player characters is one of the most important things for a Referee to learn.” (TTB, p.13) "A large part of a Referee's job is the administration of encounters." (TTB, p.11) 

There are four types of NPCs. Spear carriers, informants, patrons, and trouble-makers. All can help or hinder the Travellers in their adventures. 

PCs also encounter Information. The Referee should keep information in four categories. One, what the PCs know because they exist in the world (common knowledge). Two what will cost the PCs little to learn. Three, what will cost them much to learn, and four, that which they cannot learn by themselves. 

Marc Miller (the author) states that conventional means like thrift and hard work do not work in Traveller. Bold, daring plans do, or might, work.