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Does anyone play Rebellion era traveller anymore

The Rebellion and MT is by far my favorite. It has all the elements I like in role playing. I stick to the published MT rules and do not use any home brew house rules.

I am currently running a MT adventure with some of the people from this forum board. It is set in the Lishun Sector in 1118.
 
The Rebellion and MT is by far my favorite. It has all the elements I like in role playing. I stick to the published MT rules and do not use any home brew house rules.

I am currently running a MT adventure with some of the people from this forum board. It is set in the Lishun Sector in 1118.
 
The last three times I've run rebellion era campaigns, Dulinor has wound up on the iridium throne.

In all cases, PC's saw to it that Dulinor could kill Lucan despite te madman's paranoia. (in one case, by t'porting in the gun...)

But I'm not currently running traveller. Haven't run rebellion era in more than 6 years. Haven't run Traveller in 2.
 
The last three times I've run rebellion era campaigns, Dulinor has wound up on the iridium throne.

In all cases, PC's saw to it that Dulinor could kill Lucan despite te madman's paranoia. (in one case, by t'porting in the gun...)

But I'm not currently running traveller. Haven't run rebellion era in more than 6 years. Haven't run Traveller in 2.
 
The last three times I've run rebellion era campaigns, Dulinor has wound up on the iridium throne.

In all cases, PC's saw to it that Dulinor could kill Lucan despite te madman's paranoia. (in one case, by t'porting in the gun...)

But I'm not currently running traveller. Haven't run rebellion era in more than 6 years. Haven't run Traveller in 2.
 
I played a convention game that started on a Imperial Fleet in the Solomani end of things. It started just shortly after word came in of the assassination. Each table (there were 3) were captains of different AHL class cruisers. Each PC was a senior officer with an assigned loyalty. And he knew who he thought on his crew had what loyalties.

It got going really when the Admiral on the BB came on to announce the fleets plans and loyalties, some commandos stormed the command center, and the CVA hit the BB with its meson gun. The BB went 'ouch', turned, and blew the CVA out of the water. Both were ruins. The Admiral and all command authority was dead.

Then the fun began.

I ran a Captain of one of the AHLs. I got my ship out of there. At least one other ship had the head of the combat air wing launch his fighter (after escaping an arrest), spin his fighter and dump a nuke right back down the accelerator.... (ow!).

It was incredibly fun as there was a status board showing things like shields/dampers/black globe status, fire control status, etc. I don't know how many times people launched fighters, brough up shields, etc. as paranoia moves. Some escorts even got uppity and got vaporized.

On my own ship, the engineers had some alternate factional loyalty. I ordered the Marine major to sort out a fight on one of the gun decks. He was young (14 ish?) and the Ref asked him (playing an NCP) how to deal with it? Should he 'suppress' the deck? The kid was confused, so the NPC took his own head and used grenades and heavy firepower. We took a few casualties. But later, when the jump drive was down, I used that unfortunate incident to good effect and threatened to send the Marine Lt. (Lt. Mansel) down to 'assist in repairs'. Amazingly, the jump drive which was going to be out for two days got fixed in 4 hours. And we got out of that madhouse in one piece.

That's the kind of fun you can have with the Rebellion! And that's just at the outset. Espionage, various detective and film noire elements, outright military conflict, tragedy, pathos, you name it. The Rebellion has it all.

Except, as Larsen points out, an ending.
 
I played a convention game that started on a Imperial Fleet in the Solomani end of things. It started just shortly after word came in of the assassination. Each table (there were 3) were captains of different AHL class cruisers. Each PC was a senior officer with an assigned loyalty. And he knew who he thought on his crew had what loyalties.

It got going really when the Admiral on the BB came on to announce the fleets plans and loyalties, some commandos stormed the command center, and the CVA hit the BB with its meson gun. The BB went 'ouch', turned, and blew the CVA out of the water. Both were ruins. The Admiral and all command authority was dead.

Then the fun began.

I ran a Captain of one of the AHLs. I got my ship out of there. At least one other ship had the head of the combat air wing launch his fighter (after escaping an arrest), spin his fighter and dump a nuke right back down the accelerator.... (ow!).

It was incredibly fun as there was a status board showing things like shields/dampers/black globe status, fire control status, etc. I don't know how many times people launched fighters, brough up shields, etc. as paranoia moves. Some escorts even got uppity and got vaporized.

On my own ship, the engineers had some alternate factional loyalty. I ordered the Marine major to sort out a fight on one of the gun decks. He was young (14 ish?) and the Ref asked him (playing an NCP) how to deal with it? Should he 'suppress' the deck? The kid was confused, so the NPC took his own head and used grenades and heavy firepower. We took a few casualties. But later, when the jump drive was down, I used that unfortunate incident to good effect and threatened to send the Marine Lt. (Lt. Mansel) down to 'assist in repairs'. Amazingly, the jump drive which was going to be out for two days got fixed in 4 hours. And we got out of that madhouse in one piece.

That's the kind of fun you can have with the Rebellion! And that's just at the outset. Espionage, various detective and film noire elements, outright military conflict, tragedy, pathos, you name it. The Rebellion has it all.

Except, as Larsen points out, an ending.
 
I played a convention game that started on a Imperial Fleet in the Solomani end of things. It started just shortly after word came in of the assassination. Each table (there were 3) were captains of different AHL class cruisers. Each PC was a senior officer with an assigned loyalty. And he knew who he thought on his crew had what loyalties.

It got going really when the Admiral on the BB came on to announce the fleets plans and loyalties, some commandos stormed the command center, and the CVA hit the BB with its meson gun. The BB went 'ouch', turned, and blew the CVA out of the water. Both were ruins. The Admiral and all command authority was dead.

Then the fun began.

I ran a Captain of one of the AHLs. I got my ship out of there. At least one other ship had the head of the combat air wing launch his fighter (after escaping an arrest), spin his fighter and dump a nuke right back down the accelerator.... (ow!).

It was incredibly fun as there was a status board showing things like shields/dampers/black globe status, fire control status, etc. I don't know how many times people launched fighters, brough up shields, etc. as paranoia moves. Some escorts even got uppity and got vaporized.

On my own ship, the engineers had some alternate factional loyalty. I ordered the Marine major to sort out a fight on one of the gun decks. He was young (14 ish?) and the Ref asked him (playing an NCP) how to deal with it? Should he 'suppress' the deck? The kid was confused, so the NPC took his own head and used grenades and heavy firepower. We took a few casualties. But later, when the jump drive was down, I used that unfortunate incident to good effect and threatened to send the Marine Lt. (Lt. Mansel) down to 'assist in repairs'. Amazingly, the jump drive which was going to be out for two days got fixed in 4 hours. And we got out of that madhouse in one piece.

That's the kind of fun you can have with the Rebellion! And that's just at the outset. Espionage, various detective and film noire elements, outright military conflict, tragedy, pathos, you name it. The Rebellion has it all.

Except, as Larsen points out, an ending.
 
We play a MegaTraveller game in an alternate universe. Some call our version of Traveller as "The Crack Pipe Version of Traveller". We have Sci Fi elements from various areas (Star Trek, Battlestar Galactica, The Terminator, FarScape, etc), vampires, ninjas, nanosuits, wormholes, portals to other worlds, etc.

The Imperium is still shattered, and some worlds have formed their own government. Some parts of the Imperium are trying to retake those worlds, so our group often gets hired by these third world governments to run missions for them. Well, in a way. Usually we get set up for a crime we didn't commit or something, and have to run the mission to clear our names. Or perhaps one of the crew gets sick and the only cure would be given if we ran a mission, etc.

We became gentlemen of opportunity. Which means, whatever the situation calls for, that is what we become. If a ship is in distress, we are heros, if it is an enemy ship and has valuable cargo or salvage value, we are pirates. If we are helping out in a war, we are mercinaries. If we are delivering cargo, we are merchants. If we are spying for a government, we are spies.

One of the campaigns, we earned enough credits and resources to build an asteroid space-station/casino and give the local government a cut of the profits to help us defend it. The campaigns happen from the casino. Someone trying to take it over, someone looking to hire us, etc. We even had our own televised Fight Club tournament at the casino. Imagine characters and NPCs battling it out for prizes. No guns, but other weapons were allowed (Swords, Sticks, Hammers, Pikes, etc), it was more of a martial arts type contest. The Imperium, would never allow us to run such a station, and only third world governments would make such a thing possible.
 
We play a MegaTraveller game in an alternate universe. Some call our version of Traveller as "The Crack Pipe Version of Traveller". We have Sci Fi elements from various areas (Star Trek, Battlestar Galactica, The Terminator, FarScape, etc), vampires, ninjas, nanosuits, wormholes, portals to other worlds, etc.

The Imperium is still shattered, and some worlds have formed their own government. Some parts of the Imperium are trying to retake those worlds, so our group often gets hired by these third world governments to run missions for them. Well, in a way. Usually we get set up for a crime we didn't commit or something, and have to run the mission to clear our names. Or perhaps one of the crew gets sick and the only cure would be given if we ran a mission, etc.

We became gentlemen of opportunity. Which means, whatever the situation calls for, that is what we become. If a ship is in distress, we are heros, if it is an enemy ship and has valuable cargo or salvage value, we are pirates. If we are helping out in a war, we are mercinaries. If we are delivering cargo, we are merchants. If we are spying for a government, we are spies.

One of the campaigns, we earned enough credits and resources to build an asteroid space-station/casino and give the local government a cut of the profits to help us defend it. The campaigns happen from the casino. Someone trying to take it over, someone looking to hire us, etc. We even had our own televised Fight Club tournament at the casino. Imagine characters and NPCs battling it out for prizes. No guns, but other weapons were allowed (Swords, Sticks, Hammers, Pikes, etc), it was more of a martial arts type contest. The Imperium, would never allow us to run such a station, and only third world governments would make such a thing possible.
 
We play a MegaTraveller game in an alternate universe. Some call our version of Traveller as "The Crack Pipe Version of Traveller". We have Sci Fi elements from various areas (Star Trek, Battlestar Galactica, The Terminator, FarScape, etc), vampires, ninjas, nanosuits, wormholes, portals to other worlds, etc.

The Imperium is still shattered, and some worlds have formed their own government. Some parts of the Imperium are trying to retake those worlds, so our group often gets hired by these third world governments to run missions for them. Well, in a way. Usually we get set up for a crime we didn't commit or something, and have to run the mission to clear our names. Or perhaps one of the crew gets sick and the only cure would be given if we ran a mission, etc.

We became gentlemen of opportunity. Which means, whatever the situation calls for, that is what we become. If a ship is in distress, we are heros, if it is an enemy ship and has valuable cargo or salvage value, we are pirates. If we are helping out in a war, we are mercinaries. If we are delivering cargo, we are merchants. If we are spying for a government, we are spies.

One of the campaigns, we earned enough credits and resources to build an asteroid space-station/casino and give the local government a cut of the profits to help us defend it. The campaigns happen from the casino. Someone trying to take it over, someone looking to hire us, etc. We even had our own televised Fight Club tournament at the casino. Imagine characters and NPCs battling it out for prizes. No guns, but other weapons were allowed (Swords, Sticks, Hammers, Pikes, etc), it was more of a martial arts type contest. The Imperium, would never allow us to run such a station, and only third world governments would make such a thing possible.
 
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