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Vital Scenario Elements

ChalkLine

SOC-11
I was just wondering what would be considered vital scenario elements by most people. Off the top of my head;

Combat.
Exploration.
Trading.
Negotiation.

Any other stuff? That's an awfully short list.
 
So far, the 'Leviathan' scenario seems to be perfect!

Yep, spacecraft is definitely vital. How do you see them being important?
 
Travelling, I believe would be first on the list...

Although, the draft for T5 says that the Starport is at the center of all adventure.
 
This is sort of covered under all the items above, but I'll toss them in anyway since the Coynes said I should:

Action. Adventure. Excitement.

Crunching numbers to calculate profit on a full load from a leaky Fat Trader is okay, but that's actually chased away more players than it's ever attracted in my experience. Same for time keeping and maintenance costs.*

So, yeah. Action. Adventure. Excitement. Even if a Jedi craves not these things- er, um, sorry. Wrong universe, but you get my point.

Fast escapes. Running the gauntlet to Candory. Pirate fleets. Chasing weird critters around some backwater world to dump on some shmuck in Regina with more money than sense. Sword Worlder huscarls in vacc suits cutting open your airlock because you crossed up someone bad on Gram.

Definitely. Gotta keep the action moving. If your game is more like an economics textbook than an action movie, you're heading in the wrong direction. So much better to burn out on a hot reentry while chasing a Swanfel Corsair all the way to the ground because you HAVE to.**


*Yeah, yeah, I know. Its a big part of the game, but there's more to gaming than arguing with factors at the downport to get the best selling price. Much more fun to do this while worrying about whether or not they'll find 12 Zhodani or Ine Gavar infiltrators in the hidden compartment above the low berths.

**As patrons go, K'Kree can pay well, but whatever you do, don't come back emptied handed/hooved.*** ;)

Best,
Will

***That's my way of saying, "Lords of Thunder" by WH Keith is the greatest Traveller setting ever. Well, since Grandfather's time, anyway. :)
 
This is sort of covered under all the items above, but I'll toss them in anyway since the Coynes said I should:

Action. Adventure. Excitement.

Crunching numbers to calculate profit on a full load from a leaky Fat Trader is okay, but that's actually chased away more players than it's ever attracted in my experience. Same for time keeping and maintenance costs.*

So, yeah. Action. Adventure. Excitement. Even if a Jedi craves not these things- er, um, sorry. Wrong universe, but you get my point.

Fast escapes. Running the gauntlet to Candory. Pirate fleets. Chasing weird critters around some backwater world to dump on some shmuck in Regina with more money than sense. Sword Worlder huscarls in vacc suits cutting open your airlock because you crossed up someone bad on Gram.

Definitely. Gotta keep the action moving. If your game is more like an economics textbook than an action movie, you're heading in the wrong direction. So much better to burn out on a hot reentry while chasing a Swanfel Corsair all the way to the ground because you HAVE to.**


*Yeah, yeah, I know. Its a big part of the game, but there's more to gaming than arguing with factors at the downport to get the best selling price. Much more fun to do this while worrying about whether or not they'll find 12 Zhodani or Ine Gavar infiltrators in the hidden compartment above the low berths.

**As patrons go, K'Kree can pay well, but whatever you do, don't come back emptied handed/hooved.*** ;)

Best,
Will

***That's my way of saying, "Lords of Thunder" by WH Keith is the greatest Traveller setting ever. Well, since Grandfather's time, anyway. :)


I agree, but about half the games I hear about revolve around much less. I thought it was my over-active imagination for intrigue getting the best of me. I thought JTAS adventures beared (bore ;) ) my view out. They seemed to be action-oriented IMHO.

Can you go into any detail on your adventures ? (say a para). I wrote some up in a quick para-style and thought they were a least decent seeds.

Anyway if you post, I'll do like-wise and they'll be shunned by those around.

Sample:

MERCHANT PRINCES OF SKULL

Based on Lanth in the Lanth Subsector of the Spinward Marches, the MPoS are ruthless &
reckless traders who engage in speculation to make money. All are rich enough to have
ships and participate in the local economy (of Skull and the surrounding worlds). Always
looking for deals and offers to get their foot in door to rake in more.

The players may own a ship, be part of a crew or even play one of the merchant princes
(better be a good writeup!) which means it can resemble a Minor Noble House or something
along those lines.

Scenario #1 -- The "alliance" of Merchant Princes is tentative in certain places,
but being threatened by outsiders usually means the group as a whole is at risk. In
this case, a rumor from a fairly reliable source has it that the Ministry of Justice
is launching a probe into various dealings within the MPoS territory. There's plenty
to find out naturally. But the MPoS want to arrange an accident for the investigator
(doesn't have to be lethal) which should stall the probe and give the "alliance"
time to tidy up. The players are to ferret out the investigator and take care of things.
 
Can you go into any detail on your adventures ? (say a para). I wrote some up in a quick para-style and thought they were a least decent seeds.

Anyway if you post, I'll do like-wise and they'll be shunned by those around.

I tend to make a few notes and just run with it. Here's an example:

Attack! (PCs at Downport on mid-TL world)
1. Fleet of five pirate ships emerge from jumpspace and race down the gravity well, firing missiles at any local satellites and junker SBDs.

2. Immediately behind the three attack ships (modified S-Class Scouts) are a Fat Trader used as a troop carrier and a Beowulf Trader used as loot/command ship.

3. PCs are caught off guard and unable to get their ship off the ground. Local military aircraft scramble as pirate fleet begins reentry. Two of the Scouts stand off and engage local aircraft while the remaining Scout and the two Traders make hard landings on the airfield at the edge of the Downport.

4. PCs are arming themselves (or running for cover) when the Fat Trader begins disembarking troops with a motley assortment of gear ranging from TL4 to TL12.

5. PCs attempting to protect their ship will be dragged into a firefight with pirate troopers who try to take their ship intact. The remainder of the pirate troopers engage local military/law enforcement.

6. NPC crewman on the PCs ship ends up pinned down trying to cover the retreat of a group of local civilians. Local comm net is jammed with incoming messages.

7. Defending the ship: PCs have to abandon their ship and consolidate forces with local military/militia/law enforcement. Thoughtful PCs will disable their ship's engines to delay it being powered up and moved or taken. Or stay and die.

Scenes that would be cool...
1. Running gunfight in the narrow streets around the Downport.
2. Hiding critical engine part so pirates can't get it.
3. What are all those Droyne doing here?
4. Local militia and Concerned Citizens looking to the high tech Space Folks for help.
5. Counter attack! When pirates are spread out, make a run for the command or troop ship. Or better yet, seize their scout ship and turn it against the others.
6. Can anybody fly an airplane? And drop a bomb on a Fat Trader? While being shot at by a couple hundred pirates and their ship defense weapons?
7. Rescue captives that the pirates are seizing. They're focusing on Downport personnel first, anyone else that looks good second.
8. Wait!! One of those pirates is Zhodani and is trying to read my mind!
9. How come the Vargr at the bar are ignoring the whole thing? Why isn't their ship under attack?

I basically just wing it and take notes along the way. Whatever the player(s) does/do is fine with me as long as it makes for a good story.

Hope that helps!

Best,
Will
 
I find a good femme fatale gets the ball rolling smoothly. The players then tend to make they're own trouble quite effectively... ;)
 
I find a good femme fatale gets the ball rolling smoothly. The players then tend to make they're own trouble quite effectively... ;)

yes, and it seems to translate across all RPG rulesets too ;)

"She's wearing a cloak, extra dark eye shadow and this form-fitting..."

"Yeah, yeah, yeah, but is she alone?" :rofl:
 
I tend to make a few notes and just run with it. Here's an example:

Attack! (PCs at Downport on mid-TL world)
1. Fleet of five pirate ships emerge from jumpspace and race down the gravity well, firing missiles at any local satellites and junker SBDs.

2. Immediately behind the three attack ships (modified S-Class Scouts) are a Fat Trader used as a troop carrier and a Beowulf Trader used as loot/command ship.

3. PCs are caught off guard and unable to get their ship off the ground. Local military aircraft scramble as pirate fleet begins reentry. Two of the Scouts stand off and engage local aircraft while the remaining Scout and the two Traders make hard landings on the airfield at the edge of the Downport.

4. PCs are arming themselves (or running for cover) when the Fat Trader begins disembarking troops with a motley assortment of gear ranging from TL4 to TL12.

5. PCs attempting to protect their ship will be dragged into a firefight with pirate troopers who try to take their ship intact. The remainder of the pirate troopers engage local military/law enforcement.

6. NPC crewman on the PCs ship ends up pinned down trying to cover the retreat of a group of local civilians. Local comm net is jammed with incoming messages.

7. Defending the ship: PCs have to abandon their ship and consolidate forces with local military/militia/law enforcement. Thoughtful PCs will disable their ship's engines to delay it being powered up and moved or taken. Or stay and die.

Scenes that would be cool...
1. Running gunfight in the narrow streets around the Downport.
2. Hiding critical engine part so pirates can't get it.
3. What are all those Droyne doing here?
4. Local militia and Concerned Citizens looking to the high tech Space Folks for help.
5. Counter attack! When pirates are spread out, make a run for the command or troop ship. Or better yet, seize their scout ship and turn it against the others.
6. Can anybody fly an airplane? And drop a bomb on a Fat Trader? While being shot at by a couple hundred pirates and their ship defense weapons?
7. Rescue captives that the pirates are seizing. They're focusing on Downport personnel first, anyone else that looks good second.
8. Wait!! One of those pirates is Zhodani and is trying to read my mind!
9. How come the Vargr at the bar are ignoring the whole thing? Why isn't their ship under attack?

I basically just wing it and take notes along the way. Whatever the player(s) does/do is fine with me as long as it makes for a good story.

Hope that helps!

Best,
Will

okay, so when's the PBP start ? :D

I don't see any Droyne...
 
okay, so when's the PBP start ? :D

I don't see any Droyne...

Sorry, bro. I barely have time for non-work life. PBP and PBEM are fun, but no time, no time.

One more for the road, a scene from our version of Research Station Gamma:

To set the stage - the group (1 player with three characters and a horde of NPCs) has discovered that the Vanejen rulers genocide by exile on their chirper population. They're in a local feudal capital where their ship, a TL F yacht is in dock. The player's primary character, a Noble with immediate family ties to both Glisten and Mora, is headstrong, impulsive, and not adverse to creating diplomatic incidents. One of the NPCs is a Droyne krinaytsyuni. One of the secondary PCs is a landless Aslan ihatei with an overwhelming desire to prove himself in battle.

The droyne, the third PC run by the player, and the Noble's personal doctor have traveled by air/raft to one of the chirper reservations with the ship's medical stores and emergency gear to see if they can help the casteless.

Scene 1. This is NOT acceptable!!! Someone WILL pay for this outrage!!! After a hurried discussion and a vague sort of planning session, it is decided that an ultimatum and a demonstration of power is needed.

Scene 2. A message is sent to the ruling nobilty of Vanejen - recover and protect the chirpers and submit to Imperial Law or suffer the consequences.

Scene 3. Cutaway to local Vanejen castle. A hurried decision on the part of the locals sends a cadre of troops and functionaries to reason with the PC one way or another.

Scene 4. The yacht's engineer begins preparations to lift off.

Scene 5. Cutaway to shot of a column of Vanejen troops supported by a TL4 armored car and two "jeeps" moving toward the port area.

Scene 6. The yacht. The Aslan ihatei sees all the guns and offers an open challenge to battle to the local troops. Rolls are made. One of the locals loses his nerve and fires his weapon into the air.

Scene 7. The PCs/NPCs open fire and a brief firefight ensues, ending when the yacht's engines are brought up to speed. Crew enters ship under duress from local firepower. Yacht takes several hits from a heavy machinegun.

Scene 8. Yacht powers up and takes off in a storm of debris, barely clearing rooftops, heading out to sea. The vague plan is something like, "#@$@# the locals. We hit the Research Station and get everyone out!"

Scene 9. Cutaway shot of a TL3 dreadnaught-style wet navy vessel receiving frantic radio orders to stop the yacht from a distraught and overwhelmed local commander (discipline in Vanejen's troops being somewhat lacking in command/control).

Scene 10. Cutaway to panoramic shot of the yacht moving out over the ocean, sensors picking up the dreadnaught.

Scene 11. Cutaway to dreadnaught conning tower, commander giving the order to open fire, not really sure what to do about a spaceship.

Scene 12. The yacht's single hardpoint (laser) fires on the dreadnaught. The dreadnaught returns fire. Deck of the dreadnaught is set on fire. Yacht takes more machinegun fire.

Scene 13. Cutawy to the chirper settlement where the Droyne, the PC and the doctor find themselves in the middle of a brief violent firefight between local mercenaries and (???!!!) a squad of Zhodani commandos.

Scene 14. The Yacht, having taken noticable damage, and the engineer fearing a hard landing at sea, turns back over land and heads north for the chirper settlement...

*big snip in the interest of bandwidth and not boring folks to death*

Anyway, something like that.

Again, the idea is to use cutaway scenes, "big picture" shots, and constant flow of action to make things interesting.

Note that dice were used only once, and that was only for me to see whether or not the Vanejens would shoot. Everything else was narrative and interactive story telling. Fun stuff! :)

Best,
Will
 
Sorry, bro. I barely have time for non-work life. PBP and PBEM are fun, but no time, no time.

ah well...:mad:


*big snip in the interest of bandwidth and not boring folks to death*

Anyway, something like that.

Again, the idea is to use cutaway scenes, "big picture" shots, and constant flow of action to make things interesting.

Note that dice were used only once, and that was only for me to see whether or not the Vanejens would shoot. Everything else was narrative and interactive story telling. Fun stuff! :)

Best,
Will
oh, I understand about GMing, and the "scenery" I'm not sure I understand you revealing things for players who aren't there to experience them, unless that's just your style...to make it like TV/movies.

I tend to roll dice for effect, or if the players are into it, which can happen and you can see it in their eyes -- "I'm accomplishing something!" :rofl:

I'm learning to loosen up on some of the details and when a player is really proposing something they think is worthwhile (vs what I think is dumb) but we've all been there.

Anyway, I'll continue posting maybe once or twice a week and we can keep the "action fires burning!!!" If you're willing and you have the time ;)

<that grinding noise is my hard drive writing out the HTML as I steal your ideas, FASTER FIREFOX, FASTER !!!>
 
I'm not sure I understand you revealing things for players who aren't there to experience them, unless that's just your style...to make it like TV/movies.

That's what I'm aiming for. Just my style. Helps to build tention and gets folks moving.* Wrote a rules-lite RPG around it many years ago that actually gets a fair number of downloads. Works for pretty much any game.

*Similar to starting a game "in media res" instead of sitting around waiting for rumors at the bar/tavern/chlorine pool. If you start the game in the middle of the action it can help get everyone on board and moving in the same direction.

I'll dig up some more notes and post here as well.

Best,
Will
 
That's what I'm aiming for. Just my style. Helps to build tention and gets folks moving.* Wrote a rules-lite RPG around it many years ago that actually gets a fair number of downloads. Works for pretty much any game.

well there's nothing wrong with that, I'm just glad I read you right. ;)

post a URL if you've got one handy, otherwise PM me and I'll send you my email addy.

*Similar to starting a game "in media res" instead of sitting around waiting for rumors at the bar/tavern/chlorine pool.
I concur.


If you start the game in the middle of the action it can help get everyone on board and moving in the same direction.

I'll dig up some more notes and post here as well.

Best,
Will
oh yes, nothing like using the frying pan to get things cooking.:smirk:
 
I tend a bit more towards intrigue...

MEETING MARIA CHARLES
(from BITS)

The PC's MPoS ship is getting ready to lift off (within 30 minutes or so) when one
of the barcodes on a small cargo container that's being brought aboard comes up with
an error. Further examination of the barcode reveals its a fake (a reasonably good
one too) and that the container has been tampered with. By removing the fake, they
find the original under it, cut open (barcode stickers also serve as seals and are
tough like the license-plate registration stickers on cars in the US) A check of the
manifest shows this trunk-sized container is missing one of the smaller 15 packages
it's supposed to carry; item #6: case of pearls worth approx CR 25,000.

Quick check with security finds an abandoned ground-crew jumper, ballcap hat, gloves
and boots near one of the cargo holding areas. Whoever it was isn't big, say 5'6" and
fairly thin. A security guard is found in the restroom, having reacted violently and
suddenly to a strong sense of vertigo. He stopped a woman exiting the cargo storage
facility, she was crying into her hanky and the next thing he knew...he thinks she got
into a taxi. At this point the MPoS can send out an alert and have the taxi stopped and
the woman + pearls reclaimed at the satellite police station. Which happens, but with one twist:
she want's to talk with the captain of the ship.

Speaking to the woman, an attractive, dark-haired lady who fits the basic description of
the person in the jumper to a tee, she asks the captain not to prefer charges against
her, otherwise it can prove to be embarrassing. She directs him to a rented-locker at
the starport where an audio disk is waiting in an envelope pre-labled for him! Even
more incredible, it contains a word for word recording of a rather private discussion
the captain had last night (say Scenario #1 from the MPoS above, where the captain is
agreeing to help obstruct the Ministry of Justice investigation). Apparently she has
a confederate who'll pass on the information if she isn't released by dawn the next
morning and inform the MoJ and implicate them. Is she bluffing ? It certainly doesn't
seem so. What to do ?

1) Players don't prefer charges then attempt to assassinate her later before she can
escape Skull.

2) Players don't prefer charges and ask her to aid the MoJ plan as a way to payoff
her affrontery.

3) Players don't prefer charges and get her to join in...after revealing how she did
all this.

4) Ignore her, it's all a bluff.

Note: the phrase "satellite police station" is meant to describe a semi-secure building
with a few guards, not a full-security jail.


BREAKOUT

After the MPoS ship leaves the planet (late that night) a series of explosions rock
the satellite police HQ. Prisoners are held here until a transport can come in the
morning and MC is amongst them. A mini-van with a PGMP-12 mounted in the back opens
fire on the building's west side by remote control. Once breached, it's followed by
several rounds of tear gas (actually a psycho-tropic agent) to deal with anyone left
standing. Entering the breach is a large reptilian with a gas mask, auto-snub pistol and
combat armor. He finds MC and releases her (she has built up an immunity to the drug)
and they escape. Naturally this makes the morning newscasts and suddenly puts the MPoS
ill at ease. Subsequent investigation reveals the mini-van and PGMP-12 (left behind)
are from off-world. It'll be another few weeks before the true identity of the woman
thief is revealed along with her Imperial record. Oops.
 
I always go with Screenplay / screenwriting / story arc style.

Try to give each character a dramatic challenge, based on their skills, with a weakness /challenge based on their personality or traits.

I like lots of background depth to the setting.

Once I start it rolling, the players determine what they want to do, based on their choices. I try to anticipate choices as much as I can, and wing it, when I haven't.

If the players go way off-mission, usually it is because I haven't given them sufficient motivation to solve matters at hand. Then I identify what they are motivated to gain, make that complicated to get, and go from there.
 
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