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My solo Traveller Beltstrike adventure log designer notes sorta thingy

Alternate title: Playing With Myself . . . IN SPAAACE! :hehe:

About seven or eight months ago, I started playing a solo "classic" Traveller Beltstrike campaign. Beltstrike is a module for running asteroid mining in a system in the Spinward Marches, but I've been using Judges Guild's Gateway Quadrant of four sectors - Ley, Maranatha-Alkahest, Glimmerdrift Reaches, and Crucis Margin - as my Traveller setting for something like two decades now. I'm fond of the JG Traveller stuff for a number of reasons, not least among which they were officially de-canonized by GDW so anyone who wants to argue Charted Space lore with me can pound sand - the final authorities are Dave Sering and me, and no one else.

Mostly I like the JG sectors because they're free of the deep layers of cruft that accumulated around the Marches, and the Imperium, in the forty-plus years since they were released. The JG books feel raw and unexploited - virgin territory, as it were - and I like the Imperium and the regions beyond that they describe.

The Setting
Like the Spinward Marches, which appeared in print a year before Ley Sector, each subsector is a list of mainworld UWPs with a brief bit of history and current events; they also contain short lists of rumors and encounters, and more detailed descriptions of a handful of worlds. GDW's Beltstrike is set in the Bowman belt, beyond the spinward border of the Third Imperium; for my campaign, I chose the Reaginworld belt - C000422 B As Ni, for you Traveller fans - sitting just inside the trailing border of Ley Sector, on the edge of the Lesser Rift.

The belt is a demarchy, a participatory democracy inspired by Joan D. Vinge's 1978 novel The Outcasts of Heaven Belt; I threw in a double heaping tablespoon of HBO's Deadwood for good measure, and a pinch of ancient Athens for flavor. To make a participatory democracy in which every decision of note requires a vote of the whole electorate work, the demarchy has a sophisticated communications system which allows those who "wear the sash" - members of the electorate wear a steel-grey sash - to be polled anywhere in the belt. There are temporary committees, filled by lot each year, which oversee various contractors who perform the actual services of government on behalf of the demarchy. Justice is administered by miners' juries, assembled once again by lot; beyond fairly strict regulations governing mining claims, much of what passes for law is based on custom.

A pair of industrial worlds are found two and three parsecs away from the belt respectively, providing a ready market for ore; it would seem like these two worlds would quickly swamp the belt to control its resources, but both are only recently classified, by the Second Survey, as Hi In and both planets have enough resources in their own inner and outer systems presently to make control of the belt a can to be kicked down the road for the moment. The belt primary is a flare star, but its flares are not particularly intense; during the early centuries of the Imperium, prospectors and pirates alike played up the intensity of the flares to discourage nosy travellers. About a hundred years ago, a university in a nearby system set up an observatory in the inner system which predicts flares and provides warnings; flares are more of a nuisance than a hazard, provided one takes proper safeguards.

The belt itself fills the inner orbits of the system, thanks to the inward migration of a large gas giant disrupting early planet formation. It's dense and compact, with only one dwarf planet, Reagin's World, site of the largest station and the system's class C starport.

The Characters
I described Ree and Lishda elsewhere, so I won't belabor them here. Lish is on detached duty, giving her access to a scout/courier, which the couple used to travel to the belt, doing some small scale trading along the way, and prospect asteroids.

The plan was to use asteroid mining as a means of raising a stake to buy a small freighter, do some trading among with Riftworlds after a few years - Lishda worked in IISS Operations for most of her career, developing a credible business sense in the process.

They have succeeded wildly beyond their expectations . . . and mine . . .

The Adventure . . . So Far . . .
The first part of the campaign involved travelling seven jumps to reach the belt from the base where Lish was stationed in her last years in the Scouts. This was mostly uneventful, save for one lucrative small cargo of protective suits which netted them a few million credits, giving them a substantial stake; they were well equipped when they finally arrived and started prosepcting.

They made a couple of small strikes, avoided serious injury to themselves or their ship, and then stumbled on the rock that changed their lives - and the scope and direction of my campaign. Lish was ready to sell the claim and buy a big freighter - frankly, I was too - but Ree balked at the idea of selling the claim to a big corporation which would lock up the ore until some schedule in an office in another star system a dozen parsecs away decided it was time to exploit it. He grew up rough and poor and he feels a sense of responsibility about these things. I found it hard to argue with his point of view, as I played through it in my head.

So instead of game of prospecting, I now had a campaign of mining.

They recruited a small team of miners, bought a shelter to house them, and spent ten weeks mining ore - they sold some in the belt starport, transported the rest to one of those industrial worlds. Then they came back and did it again, with a bigger team, and again with a bigger team, increasing their profits with each ten-week contract.

In between contracts, Lish used the credits they earned to buy trade goods on those industrial worlds and ship them; when the opportunity came up to buy six displacement tons of platinum ("refined precious metal"), she had nowhere near enough credits on hand, but using the mine as collateral, she obtained a loan, bought the platinum, then sold it for a sector duke's ransom, leaving her enough to put down payments on three long-legged trading ships which should be completed in a couple of in-game years.

They've faced barroom brawls, pickpockets, Solomani racial purists, and a hostile miner they fired for stirring up trouble. They fought claimjumpers, once at their own mine, once defending another belter's claim; when that belter died, they hired his daughter, took her with them to visit other worlds, and plan to put her through school so she can make something of herself. They aided a stricken freighter. They were recruited by the Imperial Navy to act as bait to draw out pirates, critically damaging one boat and driving off another when the destroyer escort that was supposed to be shadowing them was too far away to protect them. Ree joined the rescue service and was part of a team that discovered a plague ship. They learned they were targeted along with other mining operations in the belt by a sector-wide consortium seeking to control the belt's resources for the future. They're presently dealing with a news service correspondent who's trying to paint them as offbelt agents for a megacorp or maybe the Imperium itself. Their modular habitat will be done in a few weeks, giving them an actual station of their own, and the mill ship for processing PGMs - platinum group metals - will be ready soon . . . then they'll start selling their very own precious metal. They've made friends and rivals, and they're well on their way to becoming patrons, rather than looking for them.

They plan to stand for citizenship soon.

Behind the Screen
In another post, I'll get into the rules, the oracle I'm bouncing ideas off of, what actually playing looks like, and a very brief meditation on adventure gaming and playing the endgame FIRST . . . and then what happens next.
 
The Rules
"My Traveller" starts with the original, "classic" game - The Traveller Book is my core rulebook - but given the vastness of space and the possibilities of future tech, I use more supplementary material for Traveller than any other game I ever played. I have all of the FFE CT .pdfs - the complete JTAS, Judges Guild, FASA, Gamelords, Paranoia Press, Marischal Adventures, Cargonaut Press, &c - and copies of articles accumulated over decades from magazines such as Dragon, White Dwarf, Different Worlds, Space Gamer, Variant, Travellers Digest, Ares, Pegasus, and many others that reside in a five-inch thick binder with sticky tabs for reference. I've taken some stuff from Cepheus Engine and Hostile, a few things from Megatraveller, even less from T4, GURPS Traveller and Mongoose Traveller, and nothing from Traveller: The New Era. I also have many .pdfs from small publishers on DriveThru, particularly the Michael Brown short adventures and BITS.

I also have a :crap:load of house rules accumulated over forty-six years and some twenty years of background on the JG setting accumulated through actual play.

"My Traveller," in other words, is a sprawling mess.

The foundation for the campaign is the CT Beltstrike module; I have the Mongoose version somewhere but I don't think I ever did anything but skim through it - I can't really recall anything from it. Beltstrike expanded on the original asteroid mining article by Marc Miller published in JTAS 3, and I'm playing it with the dials turned to eleven . . . more on that in a moment. I always wanted to play Beltstrike but I never found anyone with my same deep ardour for roleplaying asteroid miners, particularly not the way I wanted to play it, so I decided to go it alone; it also gives me the opportunity to play anytime I get the rare unencumbered hour.

The Oracle
Solo play depends heavily on procedural generators for both creating and resolving encounters and events - Traveller is the ne plus ultra for me for this - but a way to ask and answer questions that take you in unexpected directions is a big part of the fun. For many years I turned to the Mythic Game Master Emulator for this, but while it's very robust, it's also a bit more fiddly than I wanted for this campaign.

This campaign needed MUNE.

The Madey Uppy Namey Emulator - seriously, that's the name - uses a simple d6 oracle table:
1765213069056.png

And that's pretty much it. There're some other features - Interventions, Portents, and the helpful "Table for When Everything is Not as Expected (or TWENE)" for "subverting expectations" - but that oracle does most of the work for me. If you think an answer is more likely to be a yes or a no, you can assign a likelihood: you roll two d6 instead of one, and take the most beneficial or baneful answer.

You can also look at the answers as major failure, failure, minor failure, minor success, success, and major success.

The key, in my experience, for using an oracle is to be unafraid to ask yourself off-the-wall or downright dangerous questions, and be willing to live with the answers.

Actual Play
Basically I have a turn structure, with each turn lasting one day; this is designed to work with the various random generators I'm using. Frex, TTB has daily rolls for legal trouble - roll greater than the local law level to avoid "harassment" by law enforcement, bureaucrats, citizens' committees, or Karen - and random encounters; Cargonaut Press has a daily check for starport encounters in Starport Planetfall and Beltstrike has daily ship encounter chances when travling through the belt. Within a day are numerous other checks: daytime or nighttime startown encounters and hourly encounters when out partying from Gamelords' Startown Liberty and Beltstrike events on six-hour watches spent prospecting or mining are the most prevalent.

Reaction rolls may trigger MUNE oracle checks; frex, a negative reaction roll by a reporter turned into a series of oracle questions that divined her motive: she thinks she has a big story and she's running with it, even though the evidence she's relying on is circumstantial and ambiguous. She's enough of a nuisance that Lish reached out to a corporate agent who connected them with a PR firm in another system, to contract for a CCO for their mining company.

The whole campaign is suffused in stochasticity, and it's important to me not to try to make sense of everything immediately. Lish and Ree were attacked at Morning Light No. 1, their mine on the asteroid Aodh, by a seeker, a scout/courier converted to a prospecting ship. It was a random encounter with a hostile reaction out of the clear black sky, and I left it that way for months in-game; they attempted to investigate the incident a bit, but they got nowhere - MUNE wasn't having any of their efforts - so it was backburnered until they encountered the aforementioned corporate agent, who tied together a number of random encounters as a plot by a mining consortium regional manager to take control of the belt.

The temptation to want a firm grasp on everything as it happens is one I actively resist; a series of seemingly unconnected events may offer grist for the oracle down the line, taking me to unexpected places. It's the setting explaining itself to me through numbers - shakubuku by dice roll - and it's my favorite aspect of playing roleplaying games, solo or otherwise.

And Last
One more post coming, in which I rattle on a bit about roleplaying, adventure gaming, and what happens after your dreams come true.
 
Roleplaying . . . What Is It Good For?
Some gamers still consider solo roleplaying to be "not REALLY roleplaying."

My conception of roleplaying is centered on the notion that making in-game decisions for reasons the character would make them, not necessarily how me-the-player would make them, is playing a role. The more times you do this, the easier and potentially more consistent it becomes - this is the heart of characterization for me in roleplaying games, and the core of Develop-In-Play as I understand it.

If you're uncomfortable with the idea of solo gaming as "roleplaying," then perhaps you can get on board with solo gaming as classic adventure gaming.

RPG or CAG, either way, I'm having fun. 👍

All Your Dreams Came True - Now What?!
So basically, the dice destroyed the campaign I planned on running; instead of hardscrabble rockhoppers prospecting the belt, my characters are mining and trading executives. Credits beget more credits in Traveller; the characters are fabulously wealthy, partly from the value of the mine - most of the actual profits have gone back into the business so far - and partly from Lish's trading ventures, also made possible by the ore.

A whole data broker sideline for Lish almost immediately went by the wayside, and the goal of eventually making enough credits to buy a far trader and poke around the trailing frontier turned into building two 1K dton J4 armored freighters and a 3C dton J3 trader to cross the Lesser Rift and trade pioneer all the way to K'kree or Hiver space; Lish is currently working an angle to acquire three surplus IN warships as escorts - MUNE hasn't been kind so far but it appears she hit on a new plan and the dice came up favorable on this one - and this is where the burgeoning resemblance to Rogue Trader comes into play. Lish hired a factor to live on one of the industrial worlds near the belt; this will allow her to buy and warehouse high value cargo, and make them even richer.

Progressing from Knaves & Kobolds to Strongholds & Strategy is a hallmark of classic adventure gaming as described by @EOTB. Becoming rich and powerful changes the game in a fundamental way, as I explained in a thread a couple of years ago:

Put down roots and the world comes knocking at your door like a green-skinned, yellow-fanged Jehovah's Witness.

This is the basic premise of the stronghold endgame, which literally goes back to the origin of the hobby.
Instead of going out and looking for trouble as adventurers, trouble comes TO you as freeholders. Ree and Lish've attracted unwelcome attention from a sector-wide mining consortium as well as the biggest mining company in the belt; they caught the eye of a correspondent who thinks they're newsworthy and not in a favorable light.

And they've had to fight to protect their freehold and their retainers, with turret-mounted missiles and lasers, and in combat armor with an assault rocket launcher.

The characters' original goals expanded: Ree's goal was to find that big rock and now that he did that, his goal is to build a company he can be proud of, turning out a resource that people need. Lish's goal was to become a trader - now she's on her way to being a merchant-prince, trade pioneering among the Slavers and barbarians beyond the Borderlands with a fleet of fast frigates and lumbering galleons.

At heart they don't stop being adventurers. The idea of characters retiring at the height of their powers never made sense to me, but I also understand how Strongholds & Strategy works; it was foundational to my introduction to and understanding of roleplaying games. Seriously, if you've never read The First Fantasy Campaign, you really should.
 
The Rules
"My Traveller" starts with the original, "classic" game - The Traveller Book is my core rulebook - but given the vastness of space and the possibilities of future tech, I use more supplementary material for Traveller than any other game I ever played. I have all of the FFE CT .pdfs - the complete JTAS, Judges Guild, FASA, Gamelords, Paranoia Press, Marischal Adventures, Cargonaut Press, &c - and copies of articles accumulated over decades from magazines such as Dragon, White Dwarf, Different Worlds, Space Gamer, Variant, Travellers Digest, Ares, Pegasus, and many others that reside in a five-inch thick binder with sticky tabs for reference. I've taken some stuff from Cepheus Engine and Hostile, a few things from Megatraveller, even less from T4, GURPS Traveller and Mongoose Traveller, and nothing from Traveller: The New Era. I also have many .pdfs from small publishers on DriveThru, particularly the Michael Brown short adventures and BITS.

I also have a :crap:load of house rules accumulated over forty-six years and some twenty years of background on the JG setting accumulated through actual play.

"My Traveller," in other words, is a sprawling mess.

The foundation for the campaign is the CT Beltstrike module; I have the Mongoose version somewhere but I don't think I ever did anything but skim through it - I can't really recall anything from it. Beltstrike expanded on the original asteroid mining article by Marc Miller published in JTAS 3, and I'm playing it with the dials turned to eleven . . . more on that in a moment. I always wanted to play Beltstrike but I never found anyone with my same deep ardour for roleplaying asteroid miners, particularly not the way I wanted to play it, so I decided to go it alone; it also gives me the opportunity to play anytime I get the rare unencumbered hour.

The Oracle
Solo play depends heavily on procedural generators for both creating and resolving encounters and events - Traveller is the ne plus ultra for me for this - but a way to ask and answer questions that take you in unexpected directions is a big part of the fun. For many years I turned to the Mythic Game Master Emulator for this, but while it's very robust, it's also a bit more fiddly than I wanted for this campaign.

This campaign needed MUNE.

The Madey Uppy Namey Emulator - seriously, that's the name - uses a simple d6 oracle table:
View attachment 7107

And that's pretty much it. There're some other features - Interventions, Portents, and the helpful "Table for When Everything is Not as Expected (or TWENE)" for "subverting expectations" - but that oracle does most of the work for me. If you think an answer is more likely to be a yes or a no, you can assign a likelihood: you roll two d6 instead of one, and take the most beneficial or baneful answer.

You can also look at the answers as major failure, failure, minor failure, minor success, success, and major success.

The key, in my experience, for using an oracle is to be unafraid to ask yourself off-the-wall or downright dangerous questions, and be willing to live with the answers.

Actual Play
Basically I have a turn structure, with each turn lasting one day; this is designed to work with the various random generators I'm using. Frex, TTB has daily rolls for legal trouble - roll greater than the local law level to avoid "harassment" by law enforcement, bureaucrats, citizens' committees, or Karen - and random encounters; Cargonaut Press has a daily check for starport encounters in Starport Planetfall and Beltstrike has daily ship encounter chances when travling through the belt. Within a day are numerous other checks: daytime or nighttime startown encounters and hourly encounters when out partying from Gamelords' Startown Liberty and Beltstrike events on six-hour watches spent prospecting or mining are the most prevalent.

Reaction rolls may trigger MUNE oracle checks; frex, a negative reaction roll by a reporter turned into a series of oracle questions that divined her motive: she thinks she has a big story and she's running with it, even though the evidence she's relying on is circumstantial and ambiguous. She's enough of a nuisance that Lish reached out to a corporate agent who connected them with a PR firm in another system, to contract for a CCO for their mining company.

The whole campaign is suffused in stochasticity, and it's important to me not to try to make sense of everything immediately. Lish and Ree were attacked at Morning Light No. 1, their mine on the asteroid Aodh, by a seeker, a scout/courier converted to a prospecting ship. It was a random encounter with a hostile reaction out of the clear black sky, and I left it that way for months in-game; they attempted to investigate the incident a bit, but they got nowhere - MUNE wasn't having any of their efforts - so it was backburnered until they encountered the aforementioned corporate agent, who tied together a number of random encounters as a plot by a mining consortium regional manager to take control of the belt.

The temptation to want a firm grasp on everything as it happens is one I actively resist; a series of seemingly unconnected events may offer grist for the oracle down the line, taking me to unexpected places. It's the setting explaining itself to me through numbers - shakubuku by dice roll - and it's my favorite aspect of playing roleplaying games, solo or otherwise.

And Last
One more post coming, in which I rattle on a bit about roleplaying, adventure gaming, and what happens after your dreams come true.
On "Spinward Scout's Way Station" web page has an article called Magic 8 Ball Results for Referees. It uses a D20 and has 20 different Yes-No-Maybe answers. You may take a look and see if this would work better for you. He has a lot of cool ideas that might add to your game.
 
The Oracle
Solo play depends heavily on procedural generators for both creating and resolving encounters and events - Traveller is the ne plus ultra for me for this - but a way to ask and answer questions that take you in unexpected directions is a big part of the fun. For many years I turned to the Mythic Game Master Emulator for this, but while it's very robust, it's also a bit more fiddly than I wanted for this campaign.

This campaign needed MUNE.

The Madey Uppy Namey Emulator - seriously, that's the name - uses a simple d6 oracle table:
View attachment 7107

And that's pretty much it. There're some other features - Interventions, Portents, and the helpful "Table for When Everything is Not as Expected (or TWENE)" for "subverting expectations" - but that oracle does most of the work for me. If you think an answer is more likely to be a yes or a no, you can assign a likelihood: you roll two d6 instead of one, and take the most beneficial or baneful answer.

You can also look at the answers as major failure, failure, minor failure, minor success, success, and major success.

The key, in my experience, for using an oracle is to be unafraid to ask yourself off-the-wall or downright dangerous questions, and be willing to live with the answers.
That's a great Oracle - you've replicated one that's in print, so good work that man! It's one of the most elegant around IMO
 
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