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Adventure Ideas

Does anyone know of any adventures that would work well for just one player and a referee?

The background is that I want to add this new player into an existing campaign I am running with a group, I have a plot device that will allow this to happen but, need a few short adventures with him as a solo player to make it work (and to get him back up to speed with traveller as it has been a while I think since he last played).

I have got a few ideas from JTAS Amber Zone adventures that might work well, but are there any others that I could try out?

Thanks
 
DA04 Marooned Alone looks like it would be real good and is specifically designed as a one player adventure.
 
official adventures? can't say.

prospector. lone individual, with a ship amongst the asteroids or alone in the wilderness encountering who knows what.

scout sent on a rescue mission - "distress transmission, go check it out".

merchant re-directed to a rescue mission. "distress transmission, by imperial directive you are tasked with investigation".

soldier/sailor who misses his ship deployment. reports to nearest authority, "while you're waiting we have a job for you, make you wish you hadn't missed your deployment".
 
solo stints

Hi,

Casting my mind back to the early 1980s, I can recall 3 scenarios where I was a solo player in Traveller. I do not know if these adventures were published or originals (I suppose I could ask my ref):

1) I was wrongfully incarcerated on a prison planet. To earn my freedom, I had to accrue a certain number of creds by completing menial labour - not an insurmountable problem, however a) these creds were issued as physical objects which the prisoners effectively had to carry at all times and b) other prisoners wanted your creds so they could get off-planet, too. The beefiest bastard in the place had been set an astronomical sum by the wardens to earn his freedom and he was determined to get those creds by any means possible. I ended up serving 4 or 5 times my expected duration because he kept beating me up and taking my creds - I have never EVER made a worse string of die rolls in any RPG. Learned lots about the combat mechanics and stretched my brain to come up with ways to defeat that miserable sod...

2) I was drawn into a mystery while between gainful employments. When I was dirtside on a more than 50% water planet, locals repeatedly reported a vehicle (of some notable vintage) appearing suddenly at a remote location, driving at high speed for a moderate distance, then disappearing again. I spent an inordinate amount of time figuring out how to predict where this vehicle would appear and try to catch it. The machine proved faster and more manoeuvrable (despite it being long out of production) than anything I could easily get hold of to chase it. When I finally caught it, I discovered that it was a fully pressurized, "reverse-submersible" disguised as an old car of local manufacture (an example having long ago sunk to the bottom of the waters through mishap), being used by members of a heretofore unknown aquatic race on the planet to explore the land surfaces the same way we stick ourselves in a tin sausage to go undersea. The sudden death of the vehicle's pilot was unfortunate, and caused somewhat of an uproar in both the scientific and diplomatic communities...

3) While travelling between distant cities on a high-speed luxury train, I was involved in an homage scenario entitled by my referee, "Murder on the Orion Express". I have few specific remembrances of this adventure, except the large number of well fleshed-out NPCs whom I met and interacted with during the somewhat campy sendup of the classic Poirot mystery. There was a mix of fisticuffs and/or blades, plus quite a bit of sleuthing and roleplay.

cheers,

Chris
 
The background is that I want to add this new player into an existing campaign I am running with a group, I have a plot device that will allow this to happen but, need a few short adventures with him as a solo player to make it work (and to get him back up to speed with traveller as it has been a while I think since he last played).


"Nail" or courier missions. ("Nail" from the old nursery rhyme, "For the want of a nail...") Lure or force his character into doing a variety of "favors" for various people.

Check out Andy Slack's various sci-fi "Arioniad" solo campaigns at his "Halfway Station" blog. He's using different systems, but he's doing what you seemingly want to do.

Check of Jeff Zeitlin's "Freelance Traveller" site too. There's an entire section called "Getting Off The Ground" for introductory adventures.

Finally, "bloat" the plot device you already have on hand to insert his character into the existing campaign. In a series of short adventures or single sessions, have him tackle all sorts the "prerequisites" the plot device needs.

Good luck.
 
Amber Zones and 76 Patrons are always classics for the short sharp small adventure.

Here is a collection of quick free ones in case you don't have any lying around-

http://zho.berka.com/amberzone/

The Mongoose Traveller 760 Patrons is also nice with an average of 3 choices, works out to over 2200 quick plots on tap. Be sure to get the 2nd edition one, the first one was more 2000+ character encounters then Patrons.

And in general they translate fine- systems are systems, but Patrons are Trouble across all over Traveller.
 
Does anyone know of any adventures that would work well for just one player and a referee?

The background is that I want to add this new player into an existing campaign I am running with a group, I have a plot device that will allow this to happen but, need a few short adventures with him as a solo player to make it work (and to get him back up to speed with traveller as it has been a while I think since he last played).

I have got a few ideas from JTAS Amber Zone adventures that might work well, but are there any others that I could try out?

Thanks
Marooned.
Across the Bright Face.
 
Thanks for the ideas, they are all fantastic and I plan on using most of them :)

The background for the solo player is that his character is going to be a sort of bounty hunter/troubleshooter, who will get an assignment to 'retrieve' two people (one is a PC in the main group) and will eventually meet up with them in a sort of Murder on Arcturuus Station scenario. He will then face the choice of returning to his patron with the PC, effectively killing him or fleeing the Imperium with the group to get away from the patron and into a new campaign in Foreven.
 
There are lots of the patron encounters in 76 patrons that could foot the bill.
Just about any of the double adventures could be run for just one player.

The two I would plump for would be a solo run of Death Station, although you could add a couple of NPCs to go into the lab ship with the PC to show how the monsters work. Don't forget that this is sci fi so you could give him robot or drone companions that he can remotely do the same.

Marooned Alone is the obvious choice, but you can add a twist be running the introduction as an adventure first. If you read the multi-paragraph intro. to that adventure you can find an adventure within an adventure so to speak.
 
I am currently running an ongoing adventure in which the players (down on their luck) were hired on for ship protection against pirates; however, the plot takes a twist when they discovered that pirates are not looting the cargo – it is really the shipping company with PMC jacking their own goods, getting the insurance money, and selling their goods on the black market.

Depending on what you are looking for - I would suggestion read a lot of the old pulp books - such as: The Executioner book series by Don Pendleton and The Destroyer series by Warren Murphy.

Or - look for ideas in the news and put a Sci-Fi twist to them. Events that happen today will still be happening 200 years from now - just updated.
 
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