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Running the Traveller Adventure Differently

DElrick

SOC-12
I've been toying with the idea of running the Traveller Adventure again, but having a completely Vargr crew on the March Harrier (well, one of my players wants to play a Hlanssai, but still...). It should give them more incentive to hook up with Gvoudzon without having to play a pre-story to establish a connection. It will also make some of the other episodes play out differently, especially Aramanx and Jesedipere. Plus, I like the idea of trying out the Charisma rules over a long period.

Has anyone ever tried this? Any thoughts, or problems I should be aware of?
 
I've been toying with the idea of running the Traveller Adventure again, but having a completely Vargr crew on the March Harrier (well, one of my players wants to play a Hlanssai, but still...).

I think it sounds rather cool. I bet it will be a lot of fun. In a way, the TA is perfect for a bunch of chaotic, decision changin', hair-brained Vargr who's honor may be hurt.

Two things: The March Harrier should be rather filthy. Hair all over the place. Special "vargr" chairs. I read somewhere once where many vargr vessels were especially dirty so that they allowed some rodent-like animals from a world in Gvurrdon sector to run around, eat stuff, and help keep it a bit more clean. Evidently, some of the non-essential scrubbing systems on some vargr craft were long ago broken, jury-riggen, broken again, and never fixed a second time.

Sounds like Vargr (sounds like fun).

Also: Oberlindes interest in the Vargr crew of the March Harrier may be due to his recent trade push into the Vargr Extents. Maybe he thinks these guys can do better on spec trade than humans.

(And...the March "Harrier". I think the human who brokered the deal for the vessel was making an in-joke, and didn't let the Vargr captain in on it.)
 
How about playing the whole thing from the perspective of the Naasirka GM? In print? If you count CD ROM as print then yes from Far Future or here. But as in tanglable print - try only eBay...
 
I've been thinking about trying out TTA as a solo adventure. The requirement here is that the interactions be solidly and consistently interpretable. The experiment would tell me if that's enough to make the adventure interesting from that vantage point.

This means every single interaction is a modified reaction or task, with modifications primarily from commonalities and differences between the selected character and NPC. That means each NPC has to have the basic bio that shows up in CT a lot -- UPP, career, terms, rank, skills, and any significant possession (like a ship). Starport authority, engineers, judges, officials, bartenders... anyone that requires a significant interaction.

This probably requires the use of one of the simple automatic CT chargen programs out there.
 
I've been thinking about trying out TTA as a solo adventure.

You should post more on this, Rob. I'm not actively gaming right now. Don't have the time. But, I've thought of doing a solo adventure or two by myself when I have time.

I've seen, in Book 1, where it discusses that Traveller can be played "solo", but it never really explains how to do that.

I'd like to take one of the old GDW adventures and play it solo...but, they're so "general", I think it would be hard to do.
 
You should post more on this, Rob. I'm not actively gaming right now. Don't have the time. But, I've thought of doing a solo adventure or two by myself when I have time.

I've seen, in Book 1, where it discusses that Traveller can be played "solo", but it never really explains how to do that.

I'd like to take one of the old GDW adventures and play it solo...but, they're so "general", I think it would be hard to do.

Most of the "solo" potential is either running CGen as a mini-game, or running T&C with strict die rolls for ship reactions, and no "dirtside" action.
 
Most of the "solo" potential is either running CGen as a mini-game, or running T&C with strict die rolls for ship reactions, and no "dirtside" action.

Exactly. While I like both, there's no adventure-content.
 
You should post more on this, Rob. I'm not actively gaming right now. Don't have the time. But, I've thought of doing a solo adventure or two by myself when I have time.

I've seen, in Book 1, where it discusses that Traveller can be played "solo", but it never really explains how to do that.

I'd like to take one of the old GDW adventures and play it solo...but, they're so "general", I think it would be hard to do.

So I cracked TTA last night and started with the first adventure (Leedor on Aramis), looking out for opportunities for the characters to interact with people there. This is what I should have been doing all along as a referee, but I'm a slow learner in this.

There's a lot of data on Leedor. Areas are described in enough detail so that I know what to expect from each one, and also what types of characters might be suited for going there. For example, the rogue might survive a trip to the slums, the noble would be invited to the high-class place. The ex-navy guy would be able to visit the naval base, and the ex-scout the scout base. The engineer might take an interest in Naasirka's yards.

In each case, there will be a randomly generated NPC that the character meets and interacts with. What tactic I choose for the character and the NPC's reaction paints a good picture of what may happen. It also helps to draw up the traditional "6 responses" for each situation.

More later, time permitting.
 
Don't forget the usual NPC enounter chart.

Yes - anything to relieve the burden.

And I'll reconsider my "6 options" bit. The idea is to allow interesting solo play with the player releasing control from as many outcomes as reasonable with a minimum of work.


The main thing lacking and needed is a way to determine age and rank for each career type -- and perhaps know when someone is not going to be highly ranked or experienced!



So then, the reaction table should be used heavily. In T5, the task system is the reaction table for all practical purposes, but it works fine in the other flavors of Traveller too.

For example, Chloe Harris is an ex-Navy engineer. So the first places she'll go are the Naval base and the Naasirka yards.

First check: will the base let her in on an ID, or will she have to talk her way in? Give that a 50% chance, perhaps.

Suppose she has to talk to a guard. First she assesses her and his rank, her and his terms served, and her own bureaucratic skills. He's a guard, so there won't be a whole lot of chitchat, but this is a small base in a small city, and if she rolls ok for carousing, then she can find out that much about him.

So we roll to find out his age and rank.

If they're more or less equals, then she will try persuasion on the basis of similarity; their differences in rank and terms serve as a penalty DM.

If he's enlisted, then she could bully her way in. It's more direct but riskier, but she's an officer with five terms and maybe he's a private. And if she does a good job, she may well get to go see whoever she wants to, until she meets a peer officer, in which case the dance resumes.


If all goes well, she will finally have friendly acquaintances in the base. This can be viewed as an asset to rely on later in the game: it means she has earned the right to try to ask for favors in the future. Of course such favors have to be reasonable; I assume part of the allure of solo play is that the course of the game has enough randomness to make it interesting.


The adventure itself is scripted; this element doesn't seem to be randomizable in any satisfying way. You can impose random rolls, like "when do they stumble into the next plot point?", but rolling for the sake of rolling doesn't add to the fun, especially when the outcome is already determined! You already know they're going to find the brooch, follow the clues, get accosted by Anolas, thrown in jail, engage in tradewar. What you're solo playing for is the interactions in the middle - how well or poorly do they plead their case to the intolerant Pysadians (or is that Zilans?)? Which one ends up with the Anolas? Who gets in the most fistfights? Which one understands the Vargr, and which one just doesn't get it?

In other words, I think seeing your characters develop as personalities, through experiences modeled by imposing interaction rules, in the context of a frankly scripted adventure, ought to be interesting.
 
Although, that may get old, too. So, you have to pick and choose your interactions. The game must go on.

Perhaps the LBB adventures or double adventures are easier to run solo in this manner. But, TTA could be seen simply as a string of adventures. It does seem to be pretty big, especially from a solo angle, so I'd probably rather do Across the Bright Face solo (for example) than TTA.
 
In other words, I think seeing your characters develop as personalities, through experiences modeled by imposing interaction rules, in the context of a frankly scripted adventure, ought to be interesting.

Even so, you'd be a player railroading your own character, at least when it comes to the truly mattering events... but player and PC need to be equally surprised by the adventure as it unfold.

Rather than modules heavy on linear plot (TTA, Sky Raiders), "open situation" adventures (Leviathan) might be easier to convert to solo and more satisfying to play. Perhaps by meshing them with this kind of thing:

http://www.freelancetraveller.com/features/rules/alone.html
 
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