Originally posted by The Sleech:
Anyone else done this?
Oh yes. I ran a naval campaign for half a decade. It was great fun. The PCs were the officers and crew of a ship stationed at Wonstar base. They got to do patrol sweeps in District 268, ferry a diplomat to Mewey (I cannibalized 'Night of Conquest' for this one), man a Q-ship on an anti-piracy mission, and various other fun stuff. I remember that the 1st Lieutenant was accused by the medic of torturing a prisoner (They were both PCs). I set up a special play session to run the court-martial with a friend to play the president of the court. The lieutenant was drummed out of the navy.
What did you learn from the experience that could be useful to me?
It's been a while now, so the details are fuzzy. I started them off with a
Storm Class escort, which was a 500T streamlined version of a
Gazelle that I'd designed. It had a crew of 15, so the four players each played an officer (well, a lieutenant, a sub-lieutenant and two POs), an enlisted man and a marine. The three left over were NPCs.
I tried to vary the encounters to make the 'action party' differ. On a shore visit the Captain might leave an NPC on anchor watch and take his 'command staff' along. On an away mission the captain might stay behind and send the sub-lieutenant with a PO and two spacers. On a combat mission it might be an all-marine party.
Each campaign year I used the expanded character generation system (with some tweaks) to roll for promotion for each character, PC and NPC alike. If a junior officer got promoted he might have to leave the ship and the player got another character to run. I kept notes on what happened to the character that left and if a suitable occasion arose (like the whole party moving to a bigger ship), I'd have him meet up with the others again. When the lieutenant was finally promoted (his first major success got him posted to a
Chrysanthemum instead of promoted), he was appointed to a
Kinunir (the good ol'
Mukhaldim) and took his faithful crew along.
The troupe play worked very well. Several player characters were killed or otherwise rendered unfit for further participation in the campaign, but the players took that in their stride.
NPCs are really useful. On the
Mukhaldim the captain and the XO were PCs, but the 2nd Officer was an NPC, an overbred aristocratic
with more family connections than brains. He was a wonderful tool for making the players' life interesting.
Hans