daryen wrote:
"You have!? I usually refer to these adventures as "Get ready to roll up new characters" and "Let's just roll now."
"Or, in the shorter form "You're going to die" and "You're dead".
Daryen,
I've had success running them, with some tweaks naturally. Once the players realize they are in the 'boonies' and small nagging injuries can eventually lead to death (i.e. no doctors and/or no medical supplies), the adventures flow pretty well.
First, I completely 'queer' the shipboard bits. The idea that a group of PCs can blithely steal a liner's launch, survive a laser turret hit, and all the other 'whoppers' doesn't fit MTU very well. I let the PCs play and roll while as GM I'd simply make pronouncements. Everything was predetermined; no chance, no luck, they would get the launch, they would survive until landing, etc., etc., etc. I also downplay the pursuit angle. The fellows after the watch fob (what a superb gimmick!) figure the PCs won't survive the outback and only make a cursory search.
After that, I used a few NPCs as 'red shirts' to get the PCs in the right frame of mind. They needed to worry about water, food, shelter FIRST. Trekking across half a planet is way down on the list.
I've had PCs start hiking along the shortest course the starport with nary a thought of water and food; in that case I have an old outback trapper stumble across them before they starve or die of thirst. Of course being saved by the trapper leads to an adventure in itself; he doesn't mind having free labor around and aims to keep it.
The best 'Marooned' sessions I ran took over a year of game time. Led by a PC ex-Army type who had survival skills in the game and in real life, the PCs took things slow. They chose their route with water and food in mind. They hunkered down in a mountain valley for over a month. There they set traps, smoked meat, did some rough and ready tanning, and fashioned equipment (packs, tarps, canteens, etc.) to replace the stuff that had worn out. They eventually showed up in the settled region around the port looking and acting like trappers, even down to the horses they'd traded for and the dTon of furs they were carrying! No one even batted an eye despite the +1 year old wanted posters.
Once they were off planet, the adventure took a more normal course but the players still talked about their 'year' roughing it. One PC even decided to retire back on the planet!
'Marooned Alone' is a servicable solo adventure, sort of like the programmed, look-up, one in the GURPS Basic Set. I've rolled my way through it a dozen times or so with the same set of tweaks I mentioned earlier. Here are a few tweaks, I've already mentioned the liner and landing bits - just make it happen;
- If the PCs make it off the liner and away from the launch with too much equipment (it seems there is a packrat in ever gaming group), I use the pursuers to force them to shed things.
- Downplay the pursuers, they are simply too much for the PCs to manage. I've had groups try and setup ambushes, surrender in order to turn the tables, and everything else. It doesn't work unless the GM steps in and makes it work, that isn't fun.
- Don't be too strict at first with any lack of survival skill. This is one adventure where the PCs can actually learn in the game setting. Let them 'role' it; asking the PC with the skill questions, trying and failing and trying again, etc. It can be quite a bit of fun.
- Encourage the PCs to slow down. They needn't hump 20km per day along the shortest route to the port. Bring up questions about how they plan on passing through the settled region as strangers or how they plan on entering the port or how they plan on evading capture or identification.
Like any adventure, the successful play of the 'Marooned' set really depends on what the PCs and GM brings to the materials.
Sincerely,
Larsen