Gents,
After a few posts in a recent thread, a couple of people asked me about the various adventures in the campaigns I ran as a GM. It was all a long time ago. I don't remember every detail or every session. What I do remember are certain events in those campaigns, so I can provide a sort of 'highlight reel' of them.
This campaign began as a "Find A Ship" type. The players were an ex-subbie crew who found 'their' ship sold out from under them by the corporation that owned it. My plan was to run a series of adventures that would end with the players earning themselves a ship. That didn't happen. Instead the players drifted into the role of 'fixers'. After a few sessions, their interest in a ship dwindled to nothing. I was able to retcon another goal for the campaign.
Over the course of the campaign I had between 4 and 6 players controlling a 6 to 8 character party. Most of the time there were 4 players running 4 PCs in a 5-6 character party. The additional party members were part of a rotating cast I used to 'insert' whatever special skills a given session or adventure may require. I let the players choose their PCs from a stack of 12 or so I had previously made up on 3x5 cards. (This was because they were part of a pre-existing subbie crew and not an ad hoc grouping.) Over around 40 months of game time there was one PC death, one PC retirement due to injury, and one player dropped their original PC to take up a cast NPC as a new character.
The campaign began on Grote/Glisten with the players suddenly beached after arriving for an annual maintenance period. They immediately began looking for work. The first sessions were 'lite' because I had players new to role-playing and new to Traveller. The players 'worked' a list of prior contacts I'd provided them and were offered a quick job by one of them, the local naval attaché.
The attaché had picked up a piece of commissioning silver, a teaspoon, at a local secondhand shop. The piece turned out to belong to an IN warship that had misjumped at the end of the 3rd Frontier War and had never been seen again. He wanted the players to track down any additional pieces and find out who had originally sold them to the ships where they were found. The attaché could not do this by himself because he feared his involvement would raise too many questions and scare off the original seller. The players tracked down a few more pieces and got a few tidbits of information. There was a lot of legwork, some fisticuffs, a few thugs, and no real answers. (This plot was the one I later retconned into the campaign goal.)
The next job the players were hired for was the one that really hooked them into the role of 'fixers'. Their work for the attaché brought them a job from a local security chief. He had some 'shopping' for them to do too.
Bill
After a few posts in a recent thread, a couple of people asked me about the various adventures in the campaigns I ran as a GM. It was all a long time ago. I don't remember every detail or every session. What I do remember are certain events in those campaigns, so I can provide a sort of 'highlight reel' of them.
This campaign began as a "Find A Ship" type. The players were an ex-subbie crew who found 'their' ship sold out from under them by the corporation that owned it. My plan was to run a series of adventures that would end with the players earning themselves a ship. That didn't happen. Instead the players drifted into the role of 'fixers'. After a few sessions, their interest in a ship dwindled to nothing. I was able to retcon another goal for the campaign.
Over the course of the campaign I had between 4 and 6 players controlling a 6 to 8 character party. Most of the time there were 4 players running 4 PCs in a 5-6 character party. The additional party members were part of a rotating cast I used to 'insert' whatever special skills a given session or adventure may require. I let the players choose their PCs from a stack of 12 or so I had previously made up on 3x5 cards. (This was because they were part of a pre-existing subbie crew and not an ad hoc grouping.) Over around 40 months of game time there was one PC death, one PC retirement due to injury, and one player dropped their original PC to take up a cast NPC as a new character.
The campaign began on Grote/Glisten with the players suddenly beached after arriving for an annual maintenance period. They immediately began looking for work. The first sessions were 'lite' because I had players new to role-playing and new to Traveller. The players 'worked' a list of prior contacts I'd provided them and were offered a quick job by one of them, the local naval attaché.
The attaché had picked up a piece of commissioning silver, a teaspoon, at a local secondhand shop. The piece turned out to belong to an IN warship that had misjumped at the end of the 3rd Frontier War and had never been seen again. He wanted the players to track down any additional pieces and find out who had originally sold them to the ships where they were found. The attaché could not do this by himself because he feared his involvement would raise too many questions and scare off the original seller. The players tracked down a few more pieces and got a few tidbits of information. There was a lot of legwork, some fisticuffs, a few thugs, and no real answers. (This plot was the one I later retconned into the campaign goal.)
The next job the players were hired for was the one that really hooked them into the role of 'fixers'. Their work for the attaché brought them a job from a local security chief. He had some 'shopping' for them to do too.
Bill