Timerover51
SOC-14 5K
I was reading the official history of the Australian Navy in World War 2, and came across a problem that the Navy encountered at the start of the war. Basically, the militia at that point in time, could not be required to serve outside of Australia, but if a service member switched from the militia to the naval reserves, he became liable to service outside of the territorial waters of Australia. This had not been properly explained to the men (possibly deliberately, I know what military recruiters are apt to do), and when they suddenly found themselves patrolling in the Indian Ocean off the coasts of India and Africa, and in the Mediterranean, they were not happy, and complained to Members of Parliament. The government very wisely made the decision that since changing from the militia to the naval reserve was a voluntary act, that the men were obligated to serve wherever their ship took them. Eventually, things settled down and this was no more an issue, at least for the Navy.
Now, reading this got my little grey cells (with apologies to Agatha Christie) working. How about the characters having a ship that needs crew, preferably a Far Trader with no fixed schedule, and the additional crew are hired under the belief that they will be traveling a fairly fixed route between two, somewhat standard planets (i.e. Earth-like). Once on board and preparing to Jump, the hirelings discover that they are not going where they thought that they would be going, but somewhere entirely different, and that this will be the case for several months, possibly a year or more. This makes them quite unhappy, and they begin to plot a mutiny to seize the ship and head back to their home. The players have to stop the mutiny, and then either convince to crew that this is what they signed out to, or stop the mutiny and then find new crew at the next starport. Obviously, the Game Master plays the would-be mutineers.
Now, reading this got my little grey cells (with apologies to Agatha Christie) working. How about the characters having a ship that needs crew, preferably a Far Trader with no fixed schedule, and the additional crew are hired under the belief that they will be traveling a fairly fixed route between two, somewhat standard planets (i.e. Earth-like). Once on board and preparing to Jump, the hirelings discover that they are not going where they thought that they would be going, but somewhere entirely different, and that this will be the case for several months, possibly a year or more. This makes them quite unhappy, and they begin to plot a mutiny to seize the ship and head back to their home. The players have to stop the mutiny, and then either convince to crew that this is what they signed out to, or stop the mutiny and then find new crew at the next starport. Obviously, the Game Master plays the would-be mutineers.