Fritz_Brown
Super Moderator
Heck, they even did it on Firefly.... 

OK, here's an idea for a traveller scenario that I can't seem to develop and that I can't seem to get out of my head, like an obscure old tune that won't go away.
Maybe if I pass it on to someone else, they'll have it and I'll be free....
Anyway, the idea goes that a free/far trader comes out of jump into a system with a planet that has a fairly large, long established settlement on it. After exiting jump, they receive no communications from the starport beyond the automatic beacons. All hails go unanswered.
Having no choice, the trader lands, all the while getting no replies.
The settlement is deserted, but undamaged, as if the whole populace simply disappeared like popping soap bubbles...
Any ideas?
The settlement is deserted, but undamaged, as if the whole populace simply disappeared like popping soap bubbles...
Any ideas?
I have only recently bought a rulebook - so don't know much of the history of traveller but here's my two pennies worth. The idea is a twist on some star trek episodes.
The merchant ship has time travelled into a different time line where the planet is uninhabited and landing on it is forbidden. Also their counterparts (in this timeline) have made at least one different choice - thus leading them down a different path. At least one the PCs counterparts is dead and one is (or was) a terrorist. As soon as they land military personnel seize them and hold them for questioning, separately.
The PCs need to discover what has altered the time line (possibly an artifact or new technology) and try and 'reset' it.
There are possibilities for some fun as a referee - when the character's reassemble one could be a counterpart. (You could take each of the players individually and role play their encounter). Also at some stage they may meet their counterparts. This could result in 'temporal damage' e.g. poison or disease.
Hope this isn't too tacky.