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Adventure help

Talmor

SOC-1
Hello everyone,

My players have been dying to play Traveller (well, one of them. But enough to get the rest of the group excited about it) for a while now, and we should be starting soon. However, I don't know what to run.

They really want to play Space Pirates. They're ok with playing Rogues and Thieves and the like, so long as they get to occassional take prizes and the like. Are there any good modules or adventures for this kind of game play? I have Mongoose Traveller and Traveller:TNE, but I'm fine adapting or modifying any of the other ones, esp. so long as I can get a copy of them legally.

Thanks!
 
Adventure formula

Patron + task + unforseen problem + doublecross + revealed bad guy + tight spot + credits = adventure

Simple:rofl:
 
Was checking out some links - by chance came across this site today: http://www.darkhstarr.com/

It has a bunch of stuff to support a traveller pirate campaign - though I didn't see a specific 'adventure', it might help you out or even get you in mind of making your own.
 
Why not try working up a storyline for yourself - so much more satisfying than using one somebody else has written for you. PLUS if your players want to go heading off in a direction not covered in the published adventure, you can run with them rather than having to throw a lot of NPCs at them to try to pull them back "on track".

I'd recommend using the Spinward Marches as your setting. Look at the Five Sisters subsector - isolated from the rest of the Imperium with the Sword Worlds intervening. Then look Trailing, and you have District 268, which answers to nobody.

Excellent opportunities for lawlessness there.

Now, just think. With the Zhodani Consulate escalating political tension, and the Fifth Frontier War about to break out, if naval forces are weakened to reinforce Regina and Jewell subsectors, that leaves ample scope for swashbuckling Sword Worlders to pray on Imperial Commerce, and flee into the depths of District 268 where nobody can follow them.

The only difficulty for them is that there is a certain lack of high grade starports in District 268, so when they encounter somebody who fights back (with enough punch to harm, but not overwhelm them) then they're going to have all sorts of problems ... a.k.a. adventures.

And of course, sooner or later they WILL meet somebody to fight back.

Their first few encounters should be against "soft" opponents who just roll over. That will give them a taste for piracy and profits to finance a bigger and better ship.

Only, as they make more and more attacks, the merchants are going to start to get organised. Maybe start runnign in convoy and hiring a few private excort type ships.

Now they'll have to fight harder for their kills.

Or perhaps they are so successful that other pirates start trying to move in on their territory.

There's no shortage of possibilities here ... just free your imagination and let it run wild!
 
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