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Solomani Rim

Arsulon

SOC-12
Say, can anyone tell me which CT adventures (single, double or otherwise) took place in the Solomani Rim sector? How about other companies? Did FASA or DGP, for example, publish anything for that area?
 
Say, can anyone tell me which CT adventures (single, double or otherwise) took place in the Solomani Rim sector? How about other companies? Did FASA or DGP, for example, publish anything for that area?
 
Here's a list of all the CT stuff I could find set there:
Adventure 8 Prison Planet; Adventure 9 Nomads of the World-Ocean; Adventure 11 Murder on Arcturus Station; Adventure 13 Signal GK; Double Adventure 3 Death Station/Argon Gambit; Double Adventure 4 Marooned/Marooned Alone.
There are some very good adventures in that list!
Hope it helps.
 
Here's a list of all the CT stuff I could find set there:
Adventure 8 Prison Planet; Adventure 9 Nomads of the World-Ocean; Adventure 11 Murder on Arcturus Station; Adventure 13 Signal GK; Double Adventure 3 Death Station/Argon Gambit; Double Adventure 4 Marooned/Marooned Alone.
There are some very good adventures in that list!
Hope it helps.
 
Originally posted by Arsulon:
Say, can anyone tell me which CT adventures (single, double or otherwise) took place in the Solomani Rim sector? How about other companies? Did FASA or DGP, for example, publish anything for that area?
FASA stuff is set in the Old Expanses (High Passage up to issue 4), Reavers Deep (Far Traveller 1 & 2) or Far Frontiers (most everything else).

DGP stuff that I've gotten hold of is set all over the place. Travellers Digest #13 has a visit to Terra and some articles related to the Imperial occupation. TD #12 and #14's feature adventures are probably set in or near the Rim as well.

GDW adventures: Sigg Oddra pretty much nailed it.

Other materials from GDW that deal with the Rim would include:
Supplement 10: the Solomani Rim (Duh!)
Supplement 11 Library Data N-Z for library data on all things Solomani, the Vegans and an essay on politics on the Rim
Alien Module 6: Solomani for information on SolSec, the Solomani Party, Solomani characters etc. and an adventure set on Terra and the Rim.
JTAS material from issue 12 on. Particularly JTAS issue 15 which deals with "Azun: a high population world in the Solomani Rim"
Invasion: Earth is the GDW boardgame which chronicles the final conquest of Terra during the Solomani Rim war.

Dragon #87 has "Luna: a Travellers Guide" by one Marc W. Miller.

You didn't ask, but IMHO GURPS Rim of Fire is one of their better source books. Although it is set in the GURPS "No Rebellion" alternate time-line, much of the material would be useful to any game set in the Rim.

hth

--michael
 
Originally posted by Arsulon:
Say, can anyone tell me which CT adventures (single, double or otherwise) took place in the Solomani Rim sector? How about other companies? Did FASA or DGP, for example, publish anything for that area?
FASA stuff is set in the Old Expanses (High Passage up to issue 4), Reavers Deep (Far Traveller 1 & 2) or Far Frontiers (most everything else).

DGP stuff that I've gotten hold of is set all over the place. Travellers Digest #13 has a visit to Terra and some articles related to the Imperial occupation. TD #12 and #14's feature adventures are probably set in or near the Rim as well.

GDW adventures: Sigg Oddra pretty much nailed it.

Other materials from GDW that deal with the Rim would include:
Supplement 10: the Solomani Rim (Duh!)
Supplement 11 Library Data N-Z for library data on all things Solomani, the Vegans and an essay on politics on the Rim
Alien Module 6: Solomani for information on SolSec, the Solomani Party, Solomani characters etc. and an adventure set on Terra and the Rim.
JTAS material from issue 12 on. Particularly JTAS issue 15 which deals with "Azun: a high population world in the Solomani Rim"
Invasion: Earth is the GDW boardgame which chronicles the final conquest of Terra during the Solomani Rim war.

Dragon #87 has "Luna: a Travellers Guide" by one Marc W. Miller.

You didn't ask, but IMHO GURPS Rim of Fire is one of their better source books. Although it is set in the GURPS "No Rebellion" alternate time-line, much of the material would be useful to any game set in the Rim.

hth

--michael
 
Originally posted by Rotters:
</font><blockquote>quote:</font><hr /> Double Adventure 4 Marooned/Marooned Alone.
I've heard good things about that one. Has anyone played it? How does it rate? </font>[/QUOTE]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".
 
Originally posted by Rotters:
</font><blockquote>quote:</font><hr /> Double Adventure 4 Marooned/Marooned Alone.
I've heard good things about that one. Has anyone played it? How does it rate? </font>[/QUOTE]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 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
 
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
 
I have run Murder on the Arcturus Station and Nomads and both recommend them as good skeleton scenarious. IIRC they are both Keith Adventures. 'Murder' needs to be played as a good old Agatha Christie - it does well with a few characters.

Nomads is an eco warrior campaign against evil corporate scum and should be played listening to 'Greenpeace the Album'. Excellent as a good campaign.
 
I have run Murder on the Arcturus Station and Nomads and both recommend them as good skeleton scenarious. IIRC they are both Keith Adventures. 'Murder' needs to be played as a good old Agatha Christie - it does well with a few characters.

Nomads is an eco warrior campaign against evil corporate scum and should be played listening to 'Greenpeace the Album'. Excellent as a good campaign.
 
The idea that a group of PCs can blithely steal a liner's launch
maybe not the launch, but how 'bout a lifeboat? IMTU a lifeboat is something anyone can walk onto and launch at any time, with or without approval from the bridge. any restrictions would defeat the purpose of a lifeboat. be a shame if you had thirty people packed into the boat and it wouldn't launch because the dead bridge crew couldn't give permission.

and if the launch is the lifeboat, then it should be equally accessible.

great post on wilderness survival, by the way.
 
The idea that a group of PCs can blithely steal a liner's launch
maybe not the launch, but how 'bout a lifeboat? IMTU a lifeboat is something anyone can walk onto and launch at any time, with or without approval from the bridge. any restrictions would defeat the purpose of a lifeboat. be a shame if you had thirty people packed into the boat and it wouldn't launch because the dead bridge crew couldn't give permission.

and if the launch is the lifeboat, then it should be equally accessible.

great post on wilderness survival, by the way.
 
flykiller wrote:

"maybe not the launch, but how 'bout a lifeboat? IMTU a lifeboat is something anyone can walk onto and launch at any time, with or without approval from the bridge. any restrictions would defeat the purpose of a lifeboat. be a shame if you had thirty people packed into the boat and it wouldn't launch because the dead bridge crew couldn't give permission."


Flykiller,

Sure, it could be a lifeboat and for all the excellent reasons you list. To tell the truth, I can't recall if the adventure uses a launch OR a lifeboat. ISTR, it beginning on the classic CT liner; you know - the one with the saucer section? Supposedly, that vessel only has a launch.

"and if the launch is the lifeboat, then it should be equally accessible."

Sure, why not? Of course the liner's crew fires on the launch too! All those years ago, I remember tweaking the escape from the ship. At the time, something just didn't ring true for us. Damned if I can remember precisely what ~20 years on.

"great post on wilderness survival, by the way."

Thanks, but it was the players that did it. The real life survival type just stepped in and took control. Next thing I knew they were fed, warm, and had perfect disguises! No real effort or planning on my part!


Sincerely,
Larsen

P.S. For those of you who haven't seen Flykiller's work, surf on over to his site pronto. He has some superb deckplans there, chock full of those little, but important, detials that normally get overlooked - like fire fighting equipment, lifeboats, comm panels, and the like. I stol^^^^ (ahem) downloaded his stuff as soon as my bloodshot peepers saw it.
 
flykiller wrote:

"maybe not the launch, but how 'bout a lifeboat? IMTU a lifeboat is something anyone can walk onto and launch at any time, with or without approval from the bridge. any restrictions would defeat the purpose of a lifeboat. be a shame if you had thirty people packed into the boat and it wouldn't launch because the dead bridge crew couldn't give permission."


Flykiller,

Sure, it could be a lifeboat and for all the excellent reasons you list. To tell the truth, I can't recall if the adventure uses a launch OR a lifeboat. ISTR, it beginning on the classic CT liner; you know - the one with the saucer section? Supposedly, that vessel only has a launch.

"and if the launch is the lifeboat, then it should be equally accessible."

Sure, why not? Of course the liner's crew fires on the launch too! All those years ago, I remember tweaking the escape from the ship. At the time, something just didn't ring true for us. Damned if I can remember precisely what ~20 years on.

"great post on wilderness survival, by the way."

Thanks, but it was the players that did it. The real life survival type just stepped in and took control. Next thing I knew they were fed, warm, and had perfect disguises! No real effort or planning on my part!


Sincerely,
Larsen

P.S. For those of you who haven't seen Flykiller's work, surf on over to his site pronto. He has some superb deckplans there, chock full of those little, but important, detials that normally get overlooked - like fire fighting equipment, lifeboats, comm panels, and the like. I stol^^^^ (ahem) downloaded his stuff as soon as my bloodshot peepers saw it.
 
Seems to me there are pretty good reasons to have an interlock on your lifeboat launches.

Scenario: Liner docked to a port (or alongside another vessel). Unpleasant element triggers mass lifeboat launch. Sure, they don't have a *lot* of speed up, but getting rammed by a barrage of lifeboats wouldn't be pleasant.

Probably the 'abandon ship' alarm must be going off (though it can probably be triggered by fire-alarm like pulls) before they can be launched.

The other thing it would prevent is launches in jump space or in other hazardous areas and accidental launches by kids and such.
 
Seems to me there are pretty good reasons to have an interlock on your lifeboat launches.

Scenario: Liner docked to a port (or alongside another vessel). Unpleasant element triggers mass lifeboat launch. Sure, they don't have a *lot* of speed up, but getting rammed by a barrage of lifeboats wouldn't be pleasant.

Probably the 'abandon ship' alarm must be going off (though it can probably be triggered by fire-alarm like pulls) before they can be launched.

The other thing it would prevent is launches in jump space or in other hazardous areas and accidental launches by kids and such.
 
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