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anyone ever play "Arrival Vengeance"?

Mr Crocker,

I hope you get some answers to this question, as I'd love to hear about people's experiences with this particular module. It looks like a lot of fun, but I never had a long-term campaign during that time to try it out with.

-Flynn
 
Mr Crocker,

I hope you get some answers to this question, as I'd love to hear about people's experiences with this particular module. It looks like a lot of fun, but I never had a long-term campaign during that time to try it out with.

-Flynn
 
Mr Crocker,

I hope you get some answers to this question, as I'd love to hear about people's experiences with this particular module. It looks like a lot of fun, but I never had a long-term campaign during that time to try it out with.

-Flynn
 
Anyone ever play that folio? What sort of encounters did you add to fill in some of those rather large blanks?
Back in 1997 I ran it basically as is for 2 players and another 2 or 3 guest stars on various weeks.

The characters were the senior bridge crew and we made TV episode type jumps between each scenario rather than fill in the gaps. I did intend for the players to also control some redshirts - and may have done it once or twice early on - but they mostly used the one character for the whole campaign.

It was a fairly high level game in that we never really got down to the nitty gritty details of each scenario but did more of a tour through the situation and completed most of them in an evening each. From memory it was about 12 sessions of playing, although I may have compressed the last couple into one long 4 or 5 hour session.

I think it worked well and we all enjoyed it - particualarly the snapshots of major events in the Traveller universe which are usually distant background events in my planet hopping merchant style Trav games.
paragraph.gif

Oh and I ran it all with the Fudge system.
 
Anyone ever play that folio? What sort of encounters did you add to fill in some of those rather large blanks?
Back in 1997 I ran it basically as is for 2 players and another 2 or 3 guest stars on various weeks.

The characters were the senior bridge crew and we made TV episode type jumps between each scenario rather than fill in the gaps. I did intend for the players to also control some redshirts - and may have done it once or twice early on - but they mostly used the one character for the whole campaign.

It was a fairly high level game in that we never really got down to the nitty gritty details of each scenario but did more of a tour through the situation and completed most of them in an evening each. From memory it was about 12 sessions of playing, although I may have compressed the last couple into one long 4 or 5 hour session.

I think it worked well and we all enjoyed it - particualarly the snapshots of major events in the Traveller universe which are usually distant background events in my planet hopping merchant style Trav games.
paragraph.gif

Oh and I ran it all with the Fudge system.
 
Anyone ever play that folio? What sort of encounters did you add to fill in some of those rather large blanks?
Back in 1997 I ran it basically as is for 2 players and another 2 or 3 guest stars on various weeks.

The characters were the senior bridge crew and we made TV episode type jumps between each scenario rather than fill in the gaps. I did intend for the players to also control some redshirts - and may have done it once or twice early on - but they mostly used the one character for the whole campaign.

It was a fairly high level game in that we never really got down to the nitty gritty details of each scenario but did more of a tour through the situation and completed most of them in an evening each. From memory it was about 12 sessions of playing, although I may have compressed the last couple into one long 4 or 5 hour session.

I think it worked well and we all enjoyed it - particualarly the snapshots of major events in the Traveller universe which are usually distant background events in my planet hopping merchant style Trav games.
paragraph.gif

Oh and I ran it all with the Fudge system.
 
Hehehe. Sounds good. What did your players enjoy the most about it, content-wise? Were there any particular revelations that they found interesting? Did it flow well?

-Flynn
 
Hehehe. Sounds good. What did your players enjoy the most about it, content-wise? Were there any particular revelations that they found interesting? Did it flow well?

-Flynn
 
Hehehe. Sounds good. What did your players enjoy the most about it, content-wise? Were there any particular revelations that they found interesting? Did it flow well?

-Flynn
 
My attempt which was never finished was played at mid-level, a marine officer, a navy pilot, a scout and a noble diplomat. They played in the sidelines of the big events and were allowed many side adventures (including a 5 session adventure when they were left behind in Diaspora). The campaign tailed off due to other comitments and the fact that we all voted to change the route to take in Antares & Vland which meant some time out for the extra prep. It went well up to that point and we did insert some large gaps (if the player's were happy-at least once they insisted on playing every jump and ship encounter I could roll) to take up the slack time, no sense in playing out every moment.
 
My attempt which was never finished was played at mid-level, a marine officer, a navy pilot, a scout and a noble diplomat. They played in the sidelines of the big events and were allowed many side adventures (including a 5 session adventure when they were left behind in Diaspora). The campaign tailed off due to other comitments and the fact that we all voted to change the route to take in Antares & Vland which meant some time out for the extra prep. It went well up to that point and we did insert some large gaps (if the player's were happy-at least once they insisted on playing every jump and ship encounter I could roll) to take up the slack time, no sense in playing out every moment.
 
My attempt which was never finished was played at mid-level, a marine officer, a navy pilot, a scout and a noble diplomat. They played in the sidelines of the big events and were allowed many side adventures (including a 5 session adventure when they were left behind in Diaspora). The campaign tailed off due to other comitments and the fact that we all voted to change the route to take in Antares & Vland which meant some time out for the extra prep. It went well up to that point and we did insert some large gaps (if the player's were happy-at least once they insisted on playing every jump and ship encounter I could roll) to take up the slack time, no sense in playing out every moment.
 
Originally posted by Flynn:
Hehehe. Sounds good. What did your players enjoy the most about it, content-wise? Were there any particular revelations that they found interesting? Did it flow well?
Well it was a while ago but I think the players enjoyed hamming up their loyalty to Norris, being directly involved in larger events and having a more powerful ship than usual including staff they could order around.

We were all affected a bit by seeing the disintegration of the Core areas of the Imperium. When I finished up by reading out Norris's Keep the Flame speech (from the front of the TNE Regency Sourcebook) we all felt a little choked up in that dramatic Babylon 5 speech kind of way.

Treating it as an episodic series of snapshots of the end of the Imperium flowed quite well without getting hung up on where do we refuel from next and getting from point to point.

All in all well worth playing, even as a change i style from the usual Traveller game. I wonder now whether my brother who was in the game and is playing in my current "The Traveller Adventure" game set at the eve of the Fifth Frontier War ever thinks about what may happen 15 years in the future.

Keep the Flame
paragraph.gif
 
Originally posted by Flynn:
Hehehe. Sounds good. What did your players enjoy the most about it, content-wise? Were there any particular revelations that they found interesting? Did it flow well?
Well it was a while ago but I think the players enjoyed hamming up their loyalty to Norris, being directly involved in larger events and having a more powerful ship than usual including staff they could order around.

We were all affected a bit by seeing the disintegration of the Core areas of the Imperium. When I finished up by reading out Norris's Keep the Flame speech (from the front of the TNE Regency Sourcebook) we all felt a little choked up in that dramatic Babylon 5 speech kind of way.

Treating it as an episodic series of snapshots of the end of the Imperium flowed quite well without getting hung up on where do we refuel from next and getting from point to point.

All in all well worth playing, even as a change i style from the usual Traveller game. I wonder now whether my brother who was in the game and is playing in my current "The Traveller Adventure" game set at the eve of the Fifth Frontier War ever thinks about what may happen 15 years in the future.

Keep the Flame
paragraph.gif
 
Originally posted by Flynn:
Hehehe. Sounds good. What did your players enjoy the most about it, content-wise? Were there any particular revelations that they found interesting? Did it flow well?
Well it was a while ago but I think the players enjoyed hamming up their loyalty to Norris, being directly involved in larger events and having a more powerful ship than usual including staff they could order around.

We were all affected a bit by seeing the disintegration of the Core areas of the Imperium. When I finished up by reading out Norris's Keep the Flame speech (from the front of the TNE Regency Sourcebook) we all felt a little choked up in that dramatic Babylon 5 speech kind of way.

Treating it as an episodic series of snapshots of the end of the Imperium flowed quite well without getting hung up on where do we refuel from next and getting from point to point.

All in all well worth playing, even as a change i style from the usual Traveller game. I wonder now whether my brother who was in the game and is playing in my current "The Traveller Adventure" game set at the eve of the Fifth Frontier War ever thinks about what may happen 15 years in the future.

Keep the Flame
paragraph.gif
 
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