I've been lurking about on the forums here abouts, thought it was time to chime in and say 'hi'.
Hi.
Anywho, reading these forums finally inspired me to get off my rear end and start up a T20 Traveller game at the local game store. Much to my surprise, players crawled out of the woodwork to play and I had to beat 'em off with a stick (damn high law levels...). Finally had to cap the number of players at 7 before it got ridiculous.
It's been a while since I've played Traveller, and I've dug up all the old suppliments I could find. I had a bit of a problem thinking of an idea to base my campaign around, and finally I got an idea.
I decided to base my campaign around Ancient devices, time travel and stopping the New Era from ever happening.
Had the first game last week, and everyone was totally surprised with the direction of the campaign. After being hired by a mysterious patron to jump to an isolated star system in the Rhylanor Subsector (spinward marches) and do a series of passive scans, they find a smashed Vargr Raider exiting jump near the coordinates they were told to explore (with a massive neutreno/gravitic surge and a big radiation burst). On board, they find thier own corpses (advanced in years - dead of jump sickness, radiation poisioning or battle damage) a psycho-historical database and evidence that 1116 was the start of a really bad time for the universe. They also find evidence that two other missions jumped back in time in a desperate attempt to change the future (using barely understood Ancient artifacts) and that at least one of those missions overjumped and set things up for them to take a stab at saving a future that will never know what they've done.
All in all, it got a very positive response from my players. The campaign starts in 1110 imperial (just after the end of the fifth frontier war), and they've got six years to stop the assasination of the Emperor. To give themselves some breathing space, they've decided to try to ratchet up boarder tensions between the Imperium and the Consulate and see about kicking off a sixth frontier war (or continuing the fifth war, if you will). With the aid of some covert assets that know of thier database and thier self appointed mission, they're next move is to salvage a gunboat from the wreakage of the recent War.
All in all, this should be an interesting campaign to create and play. If there's enough interest, I'll post what they've been up to from time to time.
Hi.
Anywho, reading these forums finally inspired me to get off my rear end and start up a T20 Traveller game at the local game store. Much to my surprise, players crawled out of the woodwork to play and I had to beat 'em off with a stick (damn high law levels...). Finally had to cap the number of players at 7 before it got ridiculous.
It's been a while since I've played Traveller, and I've dug up all the old suppliments I could find. I had a bit of a problem thinking of an idea to base my campaign around, and finally I got an idea.
I decided to base my campaign around Ancient devices, time travel and stopping the New Era from ever happening.
Had the first game last week, and everyone was totally surprised with the direction of the campaign. After being hired by a mysterious patron to jump to an isolated star system in the Rhylanor Subsector (spinward marches) and do a series of passive scans, they find a smashed Vargr Raider exiting jump near the coordinates they were told to explore (with a massive neutreno/gravitic surge and a big radiation burst). On board, they find thier own corpses (advanced in years - dead of jump sickness, radiation poisioning or battle damage) a psycho-historical database and evidence that 1116 was the start of a really bad time for the universe. They also find evidence that two other missions jumped back in time in a desperate attempt to change the future (using barely understood Ancient artifacts) and that at least one of those missions overjumped and set things up for them to take a stab at saving a future that will never know what they've done.
All in all, it got a very positive response from my players. The campaign starts in 1110 imperial (just after the end of the fifth frontier war), and they've got six years to stop the assasination of the Emperor. To give themselves some breathing space, they've decided to try to ratchet up boarder tensions between the Imperium and the Consulate and see about kicking off a sixth frontier war (or continuing the fifth war, if you will). With the aid of some covert assets that know of thier database and thier self appointed mission, they're next move is to salvage a gunboat from the wreakage of the recent War.
All in all, this should be an interesting campaign to create and play. If there's enough interest, I'll post what they've been up to from time to time.