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2320: Ashes of Earth

Bill, my apologies to you if I came off sharply. Let's just say that there has been some frustration in this project, and leave it at that.

****SPOILERS****

However, I really did want to sharply deemphasize the Kafer War, and return the setting to effectively where it was just before the outbreak of the war. I did not want to limit GM options to just the War.
In fact, there are limitations to the bioweapon, some of which have been hinted at. And yes, the distribution is rather baroque. The virus/bacteria cannot survive for long outside of a host, only a few minutes. This was deliberately engineered in by the Pentapods to limit its spread. As well, approximately 10% of the Kafer population is immune, and a further 10% is permanently smart. Given Kafer reproductive rates, this will be a major problem for Human forces on Gamma Serpentis, and very soon. Given the overly-involved distribution method, and the difficulty of reaching Kafer worlds, and you'll see why the disease has not spread any further.
As for the human fleets, the high command of all fleets is predominantly from Earth, even if many of the staff come from colony worlds. Any command officer from Earth would share the predominant meme regarding genocide, though are the occasional exceptions.
 
Actually, I think the slow silent threat from the Kafer is quite well done in 2320AD. I had no sense whatsoever of the war actually being "over", really just the classic "period of cheating between wars" is really what's going on right now.
 
Originally posted by Colin:
Bill, my apologies to you if I came off sharply. Let's just say that there has been some frustration in this project, and leave it at that.
Colin,

You have no reason to apologize. I was the one who owed the thread an 'apology' or, more accurately, a better explanation of the point(s) I was trying to make.

A similar problem occurred last year when we were discussing the T20 aliens. I was trying to point out that the Ursa and Sydites could have been 'better', or more 'alien'. Because of my poor prose style, people took that as an attack on T20, something I did not have in mind(1).

What kept the Ursa and Sydites from being better/more alien was not any 'fault' of the T20 writers or error in the T20 system. Instead it was the basic need of any RPG to provide player-characters for the players to use. The Ursa and Sydites were constrained by the requirement that they be 'playable' and nothing else. (That requirement isn't 'bad' in any manner either, a game must be playable after all!)

Once I managed to explain myself people understood. Of course - just as in this thread - I should have taken care to explain myself in my first post and prevented the problem from occurring at all. The fault in both cases was entirely my own.


Have fun,
Bill

1 - I have problems with T20 because I have problems with d20 in certain genres. Would I use it to run a Traveller session? No. Should my opinions influence the opinions of others or stop them from using T20? HELL NO. It's a matter of taste and nothing more.
 
... and peace once more returns to both universes.
 
Normal account service is, so I'm back on GJD instead of GJD2 now.

We had our first session of the Ashes of Earth campaign at the weekend (using Fuzion for the rules - I'm afraid I'm just not sold on T20).

The PC's were the day watch of a battered Thorez courier hired to head into Sol space to recover the data from a surveilance satelite for the diminished Royal Navy. I kept the players mostly in the dark about what happened before "the fall", since information is supposed to be hard to come by. They knew of recent events in the American arm, and rumors about Earth and the Sol system, but few hard facts.

The players headed in and coasted to the surveilance satelites position, fearful of Kafer attacks. An EVA got the satelite into the cargo bay and the night shift started to take it to bits to get at the data storage module.

Unfortunatly things took a turn for the worse, and an accident in the cargo bay resulted in an explosion, killing most of the night shift and badly damaging the stutterwarp. The players had some fun putting out fires and running around with hull patches and then investigated the damage. They discovered that they needed a McGuffin... oops, I mean a calibration key to re-set the stutterwarp. They could find one of these at most large star ports as part of the ground equipment. The stutterwarp would work in the meantime, but would only do so at a much reduced rate - too slow to get anywhere outsystem.

They jury rigged the stutterwarp as best they could and limped to Earth to try and find a starport to use the calibration key. A quick orbital survey and they discovered the devastation down below. Large areas of nuke damage, multiple large impact craters and very low levels of life, in small pockets here and there. They picked a starport near Odessa on the the black sea (one was former Ukranian Space Navy) and had a bumpy flight down.

Upon arrival they asked if they could keep the ship "warmed up" in case they had to make a run for it and we had a brief discussion of how this was a hard sci-fi space craft and not Buck Rogers rocket ship and that it would need a full 6 hour turn around and a thorough maintenance cycle and by the way does anybody remember that a satelite just exploded in the cargo bay?

They then decided to let the engineering NPC's do the scut work whilst they went to look for the calibration key in the terminal buildings.

After a bit of exploration they found a few bits of useful gear and an automated fuel cracking station that was happily churning out H2 for them to re-fill the ship with. They then looked for a way inro the passenger terminal propper and were distressed to find it full of skeletons, all having apparently died quickly - some still in their seats and so on. The players deduced that some sort of nerve gas or bio-weapon had been used and they all fumbled about for respirators, until one of them pointed out that if it was still active, they'd be dead by now. They explored some more and tried to bring the central computers back on-line. After perusing the available systems they got the central database up then asked to see if traffic control could be brought on-line.

I asked the two space military guys to make a roll here, since activating the traffic control would start up the radar and they would know that they might want to be keeping a low profile. They BOTH flubbed it badly. One of the other PC's, the passenger liasion/fixer/fast talker of the group actually then asked out of the blue if it would switch the radars on and would that be a good idea? The sound of both the hard-core sci-fi space navy types slapping their foreheads in near unison was quite satisfying.

After mucking about with the computers for a bit they decided to see if there were any other ships at the starport. I'd already decided that there would be another Thorez - a source of spares if they'd flubbed the damage control rolls, and a couple of space planes including a military liasion.

they headed over to the Thorez after checking in with the hard working engineers back on the ship and picked up a few bits and bobs and salivated over the other Thorez's combat module ("Can't we get a crane and just lift it out?" "No, it's three weeks in drydock to fit one and am I the only one that remembers the exploding satelite in the cargo bay?"). They also found the calibration key here and took the doo-hickey with them on a hand cart. They'd been out for about two hors now, so I had them roll for a random encounter and they had a brief encounter with a mixed pack of wolves and dogs, which they made short, but noisy, work of.

They then headed over to the space planes and spent ages trying to find some sort of secret, hidden cargo on the military liasion ship. They did find some ration packs, but that didn't seem to satisfy them....

Anyway, they then headed back to the ship and were ambushed en route by a group of local refugees, come to investigate the earlier fight with the dogs. To their credit, they did try to talk the refugees down, even though they were being held at gunpoint, but their curse of bad dice rolling resulted in three fumbled persuasion rolls. Whatever they seemed to say seemed to enrage the refugees further and a gunfight ensued. Since they had pissed off and the blown away my handy source for local information, I improvised and quickly came up with an encounter with a scavenger for later in the day, but i had to get them into a position where they'd be able to and want to talk to him, so I had ne of the NPC engineers radio them and advise that they needed to find a replacment door seal for the cargo hatch.

The PC's turned around again and headed back to the other Thorez. I realised that with my oh-so-clever quick thinking I'd actually shot myself in the foot here since one of the players mentioned that I'd already told them that fitting the combat module in the other Thorez resulted in the upper cargo doors being welded shut. Doh! They went back anyway and after a few frantic moments of stalling I told them that the combat module had just been fitted and that the old cargo hatch and seals were actually already removed (hurrah!).

With seals, spares and calibration key laoded into a small cart the players set off. At which point I remembered the whole point of them going back to the other Thorez was to meet the scavenger, who had been strangely silent the whole time they'd been there. And invisible. Almost as if I'd forgotten to mention him. Doh!

Anyway, fed up with the stupid scavenger now, I had him waiting at the ship chatting to one of the engineers when th PC's got back. Not the chance encounter I wanted, but nobody to blame but myself. The PC's had a chat with him and got a general idea of the crappy conditions hereabouts and what had been happeining since The Fall. I had the scavenger asking if they were a scouting element for a larger force and when were they comming back to kick the Kafers out of the system. The players responded quite well to this, and to the general crappy state of life on Earth and gave the scavenger quite a bit of kit and medical supplies, on the promise that he would share it with local communities. This suprised me, as my lot are usually quite mercenary and I expected them to be asking me what size boots he was wearing. I was so impressed by their altruism, and by the vast quantity of chinese food that we had just ordered, that i decided to skip the last planned encounter (mob trying to storm the ship) and instead they made the final repairs, topped off the tanks ("OK, I'll fill her up" "This is cryogenically cooled liquid hydrogent... It's not like filling up with unleaded" "OK, I'll fill her up CAREFULLY") calibrated the stutterwarp (after a few duff rolls - "I hit it with a hammer until it works") and lifted off. Here endeth the session.

G.
 
GJD,

SU - FREAKIN' - PERB!!!

Please, please, please keep us updated!

Campaign logs like this one are not only fun to read but also show prospective GMs how they can manage a session without seeming to 'railroad' the players or the story. Your continued gentle 'reminders' about the damaged cargo bay, (Anyone remember the satellite exploding?), your smooth re-insertion of the scavenger and his information into the session once the players' actions prevented the meeting you'd planned on, and your 'trimming' another dangerous event from the session as an unannounced 'reward' for the players' altrusitic behavior are all great examples of what it takes to be a good GM.

Can't wait to hear about the next session.


Have fun,
Bill

P.S. You all should notice that GJD has set his campaign after the POD he presented earlier in the thread. This too is the mark of a good GM. A gaming session that involves a setting-defining event is too scripted and constricting. The setting-defining event puts the setting in place, so the session's results will not and can not be effected by the players' action. What is going to happen will happen; Constantinople will fall, the Hindenburg will blow up, etc., and the players can do nothing about it. It's far better to set your games in the aftermath of setting altering events, just as the eventually failure of MT's setting showed us.
 
Ashes of Earth session 2. short session this time, since we played the excellent Call of Cthulu boardgame beforehand.

When last we saw the good ship China Doll (she has a name now), battered, burnt and a little bent in places, she was lifting from Odessa with a skeleton crew after repairing her stutterwarp, damaged in the explosion that also killed most of her night watch.

After making obit the players decided to do a few more sweeps of the planet to try and gain some more intel, plus a couple of the players wanted to try and contact any organised resistance groups on the planet. They did another three orbits, for about 2 hours and then the sensor operator detected another ship just over the horizon. The Thorez's sensores couldn't make out what kind it was, but it was big. They decided that discretion was the better part of valour and broke orbit, plotting a spiral departure pattern to keep the planet between them and the other ship (clever boys). A tense 12 hours passed as they drew away from Earth at a veruitable crawl, to keep the gravometric shadow small (I've always assumed that using grav sensors to detect stutterwarp usage is linked to the intensity of the stutterwarp usage - slow speed, i.e low cycle rates or a small drive makes it harder for the grav sensors to detect).

Eventually the decided that they were far enough away to open up the throttle and make a dash for it. At this point they decided to try and run skeleton watches to allow some of them to get some rest whilst the others manned the essential positions. They made a few rolls each and eventually made it outsystem and into deep space. The space navy guys then decided to run a dogleg course away from the main shipping lanes which would let them run full watches, then coast for a bit instead. All very clever stuff.

Eventually they returned to Tirane and were intercepted by the picket ships. They were transferred to a deep space orbital and de-briefed by both the UN representatives and the Royal Space Navy, their patrons in the mission. the failure to return with the original satelite data was more than offset by the detailed knowledge that they provided of conditions on the ground, and the data from the sensor sweeps they conducted before they left.

They were relesed onto a commercial transport back to Tirane whilst the China Doll was properly repaired. We then did some meta-game downtime stuff for a couple of weeks, allowing them to pursue character related personal goals, heal up and so on. After this they were contacted again by their RSN liasion officer who asked if they would be interested in forming part of a prize crew to retrieve the downed armed Thorez they had discovered in Odessa. They all jumped at the chance, as long as they were given command as privateers once it was re-comissioned. The RSN agreed, with the stipulation that a RSN liasion officer would be stationed aboard - (one of the PC's wanted to switch characters as his navigator character wasn't working out to his liking). They agreed to the terms and boarded a transport back to the orbital where the China Doll was waiting. Upon arrival they were briefed by the RSN officers and introduced to the players new RSN Lisasion ofiicer - another Space Navy type, a former Royal Marine assault ship commander. they were then asked to help formulate a plan to recover the ship and secure the area whilst it was being recovered. We finished the session at this point, hopint to pick up on the planning and execution next time.

G.
 
I'm not suggesting that TD the OS would be able to 'stimulate' the entire kafer population, far from it, what I am suggesting is that he was able to unify the other Suzies under HIS flag by showing them how dangerous the humans really were and telling them that THEY had to be just as dangerous back

Easy to picture .... the other suzies soil themselves with joy when the yanks etc start being captured helping the ylii via the "backdoor" operation

since they dont find out how they cross the "backdoor" several others decide to get back at the human barbarians via TD's route
 
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