I'm gunna be running a MongTrav campaign in a couple months, and I'm curious as to what other folks have been doing with it.
So tell me. And in as much detail as you want.
I've been taking stuff from it for use with CT and running a PBEM with co-workers.
I've been tinkering with it and making characters. If I do run something with it, it'll most likely be for Gateway to Destiny, which has sort of become my favorite Traveller area/milieu.
On hold for the moment while I deal with Real Life, but the Far Dixie Campaign shall soon rise again.
You know how in various Star Trek episodes, Space Opera Sector Atlases, and some old Traveller adventures the inhabitants of a world are colonists from a particular culture on Earth long ago? Yeah, well, I did that. Except I took into account the effects of the internet, higher education standards, and growing multiculturalism - which was then affected by about 200 years of cultural drift. As icing on this initial subculture cake, I made the original colony effort a tax shelter for a church trying to cover up its own accounting discrepencies.
Its not ending up to be the Firefly rip-off I thought it would become.
I've only run one session so far. The rundown is here (http://www.therpgsite.com/showthread.php?t=10961). Gee, has it really been six months? :eek: Anyhow, I started by rolling up one subsector, then found some long ago notes for another subsector. I may put them side by side, or kinda fudge them together in a more crowded single subsector. Max tech level seems to be about D(13). In the more recent subsector, the most populous worlds are Matheson and Job (long 'o', guy in the Bible), overcrowded industrial worlds. I went through the worlds, interpreting the UPPs, and writing a very brief sketch of each.
Here's Job: E-7329A7-7 (NonAg, Poor)
Here's my notes: Thin air, Mars-like, only no dust storms. Rocky, wild, big arcologies. More reliance on solar energy and geothermal. 60s-70s tech, very much like '70s commune in space- total recycling, even corpses. Not 'Soylent Green', but 'A Boy and His Dog': fertilizer. Charismatic dictator- who? Blades allowed, firearms no. Risk to facility? More centralized. Crops can grow outside, animals inside.
Wacky Page 177 Cultural Differences Table roll: 55- Lifecycle. Mandatory age of termination. 'Logan's Run'?
So that's how I come up with ideas. I brainstorm around the numbers.
By the way, the page 177 table is my favorite new addition. Matheson and it's nearby captive government in the Pyrite belt came up with 64- Unusual Customs- Eating. 'Soylent Green', anyone?
Also, check out this thread (http://www.therpgsite.com/showthread.php?t=11977&highlight=traveller), especially Estar's advice further down. Pure gold.
Quote from: leo knight;274518by the way, the page 177 table is my favorite new addition.
totally.
Quote from: Leo Knight;274518...Job (long 'o', guy in the Bible)...
A few years ago on the Traveller Mailing List, I asked Loren Wiseman why in
Classic Traveller they didn't use more names from the Christian Bible for worlds. His answer was wonderfully simple. He said, "We didn't think of it." :)
This webpage of my has the log of three sessions. Hope it helps
http://home.earthlink.net/~wilderlands/traveller.html
Yeah session #2 and #3 were a total railroad job however I was able to pull it off without the players realizing it. Manipulation of cargo and passenger results made it easy. The campaign ended because everybody went back to school or moved. To bad the were just about to get the interesting part of the Traveller Adventure (where it turns into more a sandbox game).
Note that some of the link don't work as this from an old old webpage of mine.
Rob Conley
My campaign took place (it's on hiatus right now) in the Adrantis subsector, which was 10 x 10 parsec sections written out on index cards with about 35 inhabited worlds. I generated all the planets randomly but placed them only semi randomly.
Broadly speaking, the subsector had formerly been dominated by a league of feudal technocrats that had collapsed due to a communist revolutionary movement that had seized or contested a little over a third of the sector. Megacorporations, transhumanist religious movements and stellar juntas had seized much of the middle ground and were trading advanced technology to both sides.
I ran two parallel campaigns in it for two different groups of players. The first group started aboard the Appearance of Glory, a massive city-ship that serves as a safe haven for pirates, refugees, criminals and anyone else who doesn't want to be found. One PC hired the others to transport him to a particular planet run by an unscrupulous military junta as "North Korea in space" where he was going to trade a prototype psychic tracking unit meant to be installed on nuclear missiles to a criminal syndicate.
They escaped the Appearance of Glory just as the Imperial Navy showed up to attack it in full force, dodged their way around a couple of "Haruspice" class frigates thanks to a couple of lucky rolls, and jumped into space. Upon coming out, they shot up a pirate ship pretending to be part of the planetary defense force, sold the missiles, and resolved to make a living as mercenaries.
The second group started off on a shady moon run by a "corporation" that would be considered a criminal syndicate anywhere else. They were hired to go to the North-Korea-in-space planet, meet up with a certain criminal, get ahold of the psychic nuclear missiles, and transport them into a warzone where aquatic alien revanchists attempting to seize control of their watery homeworld from the communists would pay handsomely for them. Instead due to a misjump, they ended up on a planet run by a proselytic transhumanist religion. They attempted to convert the PCs into cyberpeople forcibly, a firefight ensued, and half the PCs died in a daring ploy that saved the others.
The first group was a one-session thing, but the second one went on for a couple of months, until it got put on hiatus due to logistical issues.