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Another Thread on Writing Adventures

Nice!

I'm a big fan of a convoluted story-line. I believe it helps keep the characters guessing. And, (for what it's worth,) I think your plot is outstanding! However, after reading your post, may I add just one grain of salt? (Which is about what this suggestion is worth.)

Plot. The Amindii often go through third-party channels to "settle" their internal scores. Happily, archaeologist Sir Dukirlu Kamagar, a member of the notorious anarchist group Bisson's Cult, wants to dig on land owned by Amindii Tribe B. In collusion with Amindii Tribe A, he steals a totem from Tribe B and plants it one of Tribe A's temples. Tribe A calls it a spiritual win over Tribe B and begins the legal process of extending their claim into Tribe B's property. Meanwhile, Tribe B fumes and pulls a string. The players meet their patron, who tells them to recover the stolen tribal property.

Like I said, I do like to complicate things. So...who's the patron that hired the players? Why does she have skin in this game? (I'm not sure if your players will be thinking far enough ahead to ask this question.) But you were talking earlier how you would like your story to have a climax. After the players have recovered the totem, I think revealing the patron's nefarious scheme that the player characters have unwittingly help further, would make for a great climax! :devil:
 
The patron is none other than Arbellatra Lee (or her factor), distant descendant of Aramais P. Lee and executrix of a Trust with the nice-and-generic goal of "preserving history".

So you want another clever little plot twist, eh? Well OK, as long as the patron doesn't hang the players out to dry. The question is now what "string" did Tribe B pull to get our Patron to activate the players? I honestly don't know.
 
Waveform of the Frozen Watch

Plot. A Llellewyloly-staffed research vessel in the Natoko system has failed to report in. Once again, the Trust is contacted through back channels, and the players are sent to escort the vessel back to Junidy.

The mission becomes a rescue job. A sizeable minion vessel of the Dread Piratess Queen Okloue Valtra has captured the ship. Valtra was in fact contracted to capture this vessel for Zuktoel Sanbash, a pharmaceuticals firm in the Republic with somewhat predatory practices. The ship has not fled the system yet, even though both ships are fueled and repaired. The NPC Vargr captain, Allargh Zaggokkur, is at his wits' end and is ready to accept a deal from anyone able to help. The reason is because the vessel is undergoing a series of mutinies, due to an emerging star-system-wide problem, described below.

The Natoko system has an emerging problem. A newly awakened psionic Entity in an outer planet has been slowly taking over the minds of the sophonts in the Natoko system. A number of Envoys, skilled at communication and negotiation, have been sent out from this Entity to bargain for a peaceful assimilation. The process speeds up as time passes. Envoy Thiragh 134 is dispatched to greet the player characters.

Locations. The PC's ship. The research vessel and the Vargr pirate frigate. Perhaps even the outer planet.


Falcon Prophets of Yori

Plot. Yori is undergoing some civil unrest currently, but is trying to mend fences via diplomacy. The Falcon Prophets are a NIL ("alien") religious order, in a gravitic monastery above the deserts of Yori. According to Republic contractual agreements with Yori, the Falcon Prophets are permitted a ground escort to the planetary Moot, held yearly at the South pole. The Duke maneuvers the Aramais Trust into providing that escort this year, and the PCs are sent with a tracked ATV.

A half-dozen prophets are slated to board the ATV. One of them, Beja, the Grand Mingker himself, the leader of the Falcon Monastery, is a difficult character. He will refuse to enter the ATV, complain about the accommodations and provisions, accuse the players of being rude, or worse, being sympathizers of the opposition, and so on. In reality he feels he is being manipulated in the planetary Moot and his stress comes out in disagreeableness. Plus, he really is rather disagreeable in the first place. If the ATV drives near any lonely shrines in the desert, he will lobby to stop for a day of rituals. And so on.

Another member of his retinue, Gambaradje, is secretly a terrorist for the militant Walegja opposition group. He is tasked with killing Mingkabeja and as many others as convenient; he is skilled in the use of explosives and various weapons. It is possible that a grav craft with a fixed weapon could attempt to disable the ATV at a predetermined time to serve as a distraction.

Locations. The ATV, possible shrines to stop at, and perhaps possible desert locations that would be good for ambushes (but the likelihood of those are probably low).
 
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Lair of the Curator

Plot: The players are to acquire the Purple Codex during the popular once-a-decade Kaets Grand Auction.

The Codex is in the possession of Laztaznu Urae, a wealthy Vargr citizen. His recent mixups with the criminal underworld organization "Norro Ogo" (a Vargr term related to cutting off one's own leg to escape a trap) has made him cautious of late. Norro Ogo is locally run by magnate Lorenzo Besini, a human.

Also interested in the Codex is the Black Duke. He has publicly dispatched a factor, Lena to bid on the Codex. He has also sent a team in quietly in case she fails, in order to acquire the Codex by other means. This means, for example, that whoever actually wins the Codex may be threatened, confronted, attacked, or even found dead later.




Hmm, have to work on this one some more.
 
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Here's my latest:

Senyer (0301 Kirleon subsector, Kaa G!kul sector) is the location of an Imperial scout base. The players are there for various reasons that fit their characters and related to that base's operations. The world is unaligned but has an agreement with the local government to allow a base. It is one in a string of such bases along the K'Kree frontier to let the Imperium keep an eye on them.
One of the most remote scout bases in the chain is on Enell (2101 't!t subsector, Kaa G!kul sector) where it is nearly surrounded by K'Kree territory. It's the only space fairing system for several parsecs and the only one with the K'Kree reviled "meat eaters" on it.
There have been ongoing issues and minor clashes there for years. Now, contact with the scout base has been lost. The last three scheduled scout / courier ships haven't arrived at Senyer.

The base command has rounded up some "volunteers" (ie., the players / characters who are impressed into service if necessary as Imperial citizens, etc. Excuse to impress them up to referee as necessary) and filled out with NPC's to form a ship's crew. Any NPC's are the dregs and miscreants of the scout service.
The base command tells them, "You're all that's available. That's why you're going. The Empire needs you." So, suitable or not, the players are going.

They are given a far trader of 200 tons (if they don't have one or one suitable to this job) that is well used, poorly armed, and modified for J4 M1 (meaning it has next to zero cargo space and staterooms for just the crew) to go to Enell and find out what's happening.

They're further told "All you have to do is get there, see what's happening, and report back. It's as easy as that. Shouldn't take you more than 20 weeks, if that. It's not as if we're asking you to risk your lives doing something really dangerous..." They will be well paid for their success.

From there, the scenario is one of getting there and back. Every system becomes a challenge in itself. The ship breaks down where there are no parts or services available. Piracy is a potential problem. The K'Kree show up in one or another system. The locals have issues with them. They run out of supplies. Can our heroes complete the mission and get rewarded or will they be killed or worse before they can?

This is open ended enough you can make up scenarios for each system and have several sessions in each before they move on-- if they can--.
 
The Vizigraph of the Eldritch Time Machine
(it's just a working title)

Plot. A research team on Boughene must be evacuated: their allotted time is up, and a subsector corporation is itching to bombard the planet surface to increase its hydrographics level. An easy job: just Uber them back to Efate.

The team, of course, is completely unprepared to leave ("just ten more hours!" "we're on the brink of making history!"). The lead NPC and some of the team need profiles and personality quirks ("this is my most favorite gun; I call it Vera."). Some of these NPCs could be useful in the future. The subsector corp has a diplomatic local boss, but is likely to be a tough negotiator, and not above a little intimidation.

Land/water encounters with local carnivores are sure to endear players to the world.

The corp's plan is to begin shooting ice chunks and detonating the ice caps with nukes, to increase the planetary water levels. And they have a schedule to keep...

A couple of corporate NPCs will probably be a nuisance, and therefore also useful in the future.

Next. The researchers find an unexpected machine ("we joke that it must be a time machine") that actually starts up and causes trouble. Meanwhile, a nuke detonates despite the players' actions.

We are likely to have something like a hasty forced evacuation as seismic waves destroy archaeological site. GCarrier rides, flooding, tremors, and archaeological treasures to rescue. And escape the Machine the researchers accidentally activated... and hope it doesn't achieve orbit.
 
The Pit of Jameson's Comet

PLOT. Recover Baron Argushii's yacht. But first, sign this NDA. Thank you.

Baron Argushii reported stolen an expensive replica of the ANNIC NOVA, built as a personal yacht. Its transponder was detected in the XYZ system in Jewel subsector.

It is embedded inside a cometary cluster, amidst loose debris that has frozen to the hull.

This comet will soon be passing quite close to the primary star, which likely will damage the ship.

The hull is depressurized. The ship has a standard Collector and jump drive, and a maneuver drive (which was lacking from the original). However, it also has an experimental engine of unknown type, and a lot of monitoring equipment attached to it. There appear to be surface burns in the engineering room which penetrate through the hull to the outside: burns on the outside match in location those on the inside. The hull appears to have been penetrated in places by ice from the comet.

There are a few dead bodies in the ship. There are no live bodies.

There are also rivals who would very much like to have this ship, and of course they have the same sources as the Aramais Trust. So they should be arriving around the same time.
 
A light in the dark

Starting situation:
Party is the crew of a detached Type S, Jumping into Mewey/District 268 (SM 0838) on a routine low-priority message run that started at Collace/District 268 (SM 1237) and will continue into the Five Sisters subsector.
The Jump Bubble collapses and stars show up on the display -- and ALL the alarms go off. The ship is under attack; it's just taken a grazing hit from a laser.

This should be impossible. Anything that could fire on them that quickly would have to be within a couple of light-seconds, and Jump exit points are not predictable enough for that prompt an ambush. As the bubble of sensor coverage expands at lightspeed (that is, after one second you can see things one light-second away; two seconds, two light-seconds, and so forth) it becomes clear there's nothing at all in range.

A quick check of the control boards indicates that it wasn't a grazing hit after all, just an extremely dispersed turret laser beam. It's flickering -- three long pulses, three short pulses, a pause, and a somewhat faster flicker of pulses that lasts for two minutes. It then reverts to three short pulses, three long pulses, three short pulses, and repeats the 3-3-3 sequence for two minutes before switching back to the fast flicker. This alternation repeats for twenty minutes then stops.

Yes, it's an SOS in Morse Code (the Imperium uses the old Solmani code, go figure...) coming from interstellar space, and the fast-flicker pulses are data in a standard text format.

The data is a ship's name and registration number, a location, a date/time stamp, and a vector, followed by "Eight souls on board in low berths. Please help."

The date/time stamp is three years old, the location is three light-years into deep space (explaining the beam attenuation -- the ship in distress modulated this message onto one of its turret lasers, and over the nearly one parsec distance, the beam spread out and probably covers most of the Mewey system).

The ship is the Shuugushag, a 600-ton Far Merchant registered out of Collace.*

If the party chooses to investigate:
Jumping to the projected location of the derelict and running a scan will detect a radar return at the extreme limits of sensor range, but no radio signals or neutrino emissions from a powerplant. Going to that point, the party will discover the derelict accompanied by a large radar reflector made from crudely cut and welded standard intermodal cargo containers. The ship is stable in space, not tumbling or rolling.

There is a light frosting of ice on the hull, likely from opening the cargo bay to eject the cargo containers. The former contents of the containers are floating near the ship -- but aren't worth recovering. The ship appears to have sustained some laser burns (minor damage) to the aft end of the hull, and a missile hit on the engine bay that appears to have severely damaged the Jump Drive. The power plant is cold, and there are only trace signals of electrical power use. Notably, the ship is slightly warmer than background so it's not completely dead.

Entry points are a personnel airlock and the cargo bay doors. The personnel airlock is probably easiest, as either one will need to be opened manually.

As the personnel airlock is opened, it will reveal six human-sized bundles wrapped in blankets. They are, in fact, neatly-arranged corpses, frozen and desiccated by vacuum. One of the six is less-neatly wrapped, and is wearing an oxygen mask connected to a tank of nitrogen gas. There is an electronic timer jury-rigged to the inner airlock control panel; close examination will indicate that it was set to open the airlock after a delay.

The interior of the ship is coated in frost, as the atmosphere has frozen and precipitated to the bulkheads (once power is restored, normal environmental conditions will eventually return). Inside the ship are two crewmembers in low berths, and six empty low berths. They're passenger berths, not survival ones, and thus do not have redundant power supplies. The party arrived just in time -- the ship's batteries are almost dead and when they fail so will the two occupied low berths.

The powerplant has failed and must be repaired to restart it. There is evidence of a failed attempt to repair it (scattered tools and a tablet computer that when powered up displays troubleshooting and repair information). Someone could run jumper cables from the scout ship...

The Captain's Log (available once power is restored) explains what happened. Pursued by pirates, the ship sustained a Jump Drive hit just as they attempted to Jump, and misjumped into deep space dozens of parsecs away.

Realizing that they were stranded and ship's power could only last a month between recharges, the crew built a radar reflector and turned the turret laser into a message laser. They then set the ship to power up once a month to recharge the batteries and beam out a distress call. If the power plant didn't start, the medic would be awakened and awaken one of the engineers (in rotation) to repair it, then both would go back into cold sleep.

The medic, of course, died after a few repair cycles -- but her sacrifice gained the remaining crew almost a year. Over the course of the next two years each of the engineers eventually failed to revive, and when the last one died the Captain was awakened. Despite being unskilled, he did manage to restart the powerplant once, but not the second time. At that point, he chose to suicide by nitrogen inhalation so as to preserve power for the remaining two crewmembers's low berths as long as possible. It just barely worked.

Challenge and Threat:
The first decision is whether to turn pirate by letting the two remaining crew members die. (Hopefully, the preceding story will lead the players to be sympathetic -- if not, the referee can remind them that they're acting as representatives of the Third Imperium and piracy is a bad look... and even just the recovery reward will be substantial.)

The first challenge is how to get the derelict operational enough to Jump; the second, how to get enough fuel to it to enable a Jump. (Hint: Really Big Drop Tanks.)

Worse, there's a time constraint: in addition to beaming its SOS to Mewey, it was also sending one to Singer/District 268 (SM 0940) which has regular traffic from Kuai Qing (SM 1040) which is aligned with the nefarious Trexalonians (Trexalon/D268). Due to the derelict's location, the first signals will reach Singer in less than two months. At that point, others will arrive to contest the rescue/salvage...


A variant of this has the party starting from Collace after the IISS receives notification of the SOS (delayed by slow Jump communication from Mewey). They, the Type S, a team of engineers, and loaded modular fuel tanks, are transported in a J-4 freighter to the derelict. The freighter moves on (it's on a tight schedule) after dropping off the personnel and supplies. Trexalonian spies find out about this at about the same time as Kuai Quing's message arrives stating that they've received the distress call and are sending assets to recover the derelict. Trexalon doesn't know what Kuai Quing sent, just that they also need to send ships to back Kuai Quing's play against the Collacian salvage effort. A standoff ensues when the KQ ships arrive (they won't attack unless they can get a sure kill on the Type S first to eliminate witnesses, and the scoutship can hide behind the derelict).



*The key points here are that the derelict is a high-value prize, and that there is a sufficiently large engineering crew that the attrition from reviving them in turns from low berth will kill the last of them off at approximately the three-year mark.
 
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I'm a big fan of a convoluted story-line.

I admit I stay away from convoluted storylines.

Players will misunderstand, jump to the wrong conclusions, eat enough red herring to allow biologists to see if there's conditions related to eating too much beta carotene, and bark up more wrong trees than there are trees in the world. I don't think GMs need to encourage it - the players will take something that I made pretty simply (or I thought I made it pretty simple - fool on me) and make it far more convoluted than I ever could.
 
FOR EXAMPLE, when I try to write adventures, I find that I write them in CONVENTION MODE...

Robject, this may be of interest to you -- or maybe not! -- but here is a link to a blog post laying out how I slapped together an improvised convention game during a lunch break at a local convention a while back.

I came up with a goal for the PCs, a local,situation on a planet... and let the players take it from there. I had no expectations about what would happen.

My three players had a great time. One player said it was one of the best convention games he had played in a while. I bring this up to reassure that even when we improvise imgreat time can be had.
 
FOR EXAMPLE, when I try to write adventures, I find that I write them in CONVENTION MODE: in other words, a four-hour railroad.

I'll show you what I mean, then I'll tell you what I think I need to do.

The Obstinate Crystal of Bellus
or, The Tale of the Unfaithful Archaeologists

Plot: The players must return a stolen idol to a tribe of Amindii... from a second tribe of Amindii. And to track down the Republic archaeologists who meddled in local politics/religion and caused this mess.

Hour 1. Find the Idol (in the Profane Corridors).
Hour 2. Return the Idol (through the Jungle of the Skeleton Empire).
Hour 3. Find the Archaeologists (in Pirates' Exiles).
Hour 4. Showdown with the Archaeologists (in the Airship of Bisson's Cult), and Denouement.


I see the problem... it's on rails.

Here's my first attempt to rewrite it.

Plot. The Amindii often go through third-party channels to "settle" their internal scores. Happily, archaeologist Sir Dukirlu Kamagar, a member of the notorious anarchist group Bisson's Cult, wants to dig on land owned by Amindii Tribe B. In collusion with Amindii Tribe A, he steals a totem from Tribe B and plants it one of Tribe A's temples. Tribe A calls it a spiritual win over Tribe B and begins the legal process of extending their claim into Tribe B's property. Meanwhile, Tribe B fumes and pulls a string. The players meet their patron, who tells them to recover the stolen tribal property.

Locations. The totem is stashed in the Profane Corridors, a taboo mountain cavern on Tribe A's property, infested with reducers and scavengers. Between the mountain and Tribe B's border lies an open veldt and jungle. The Jungle of the Skeleton Empire has traditional Amindii burial grounds and pack carnivores. The veldt is the site of an ancient Amindii Gate which once divided a large nation-state from the wilderness. Today, the Eidolon Veldt is home to a colony of large buried trappers. After a few days, Amindii-equipped grav craft step up patrols along the tribal borders. The players should take precautions to not be detected.

Sir Kamagar, meanwhile, has his lieutenant, Iluninshir Sagar, monitoring the situation from a large cult airship. The lieutenant will send a squad of goons down if it looks like the players are successful. The airship's deck should provide room for interesting close combat, if the players wish to take the fight to them.



I wouldn't call that a railroad. I really wouldnt.

Like you said, it's convention mode. In a convention game players need to buy in to the adventure. There's no time for them to sandbox or drive the story. Your adventure is no more railroad that a ream of mercenaries executing a mission. They have clear objectives, and there are events and challenges along the way.

What would be railroad is if the players found an innovative way of avoiding or overcoming some challenges, and you either wouldn't let them do it or artificially forced a situation that wouldn't logically happen, or if you give the players only one way to go. I don't mean one goal is next, I mean there is only one door they can open even though they brought breaching charges. I mean there is only one path they can follow because the forest is somehow impenetrable, and thus path leads them to challenge 1 then challenge 2, etc. and then dumps them out at the end.


Example: your players accepted the mission, and the have to go to the planet. Railroading would be telling them they can't take thwir own ship for whatever reason, and they can't hire a ship even though they have the money, because you require them to take the ship you provide as a plot device. Its going to misjump to some thrilling location, or its been pre-sabotaged, or its packed with hidden commandos who capture the players so you can divest them of their cool gear so they won't walk all over the other challenges, then they know they are doomed to passively experience what you have set out for them, instead of being active participants using their own creativity to overcome challenges.
 
Another thing. People need to help out by making characters who are adventure seekers. Their characters need to be the type of people who, for whatever reasons, go and do dangerous things even though they have more than enough money to settle down on some luxury estate.

A quibble I have with travellers character generation system is that to get any decent skills your character is usually is his 30s. He's going to be thinking about retirement and medical treatment for his long term injuries. Female characters are losing the opportunity to start a family. Male characters better start thinking about that too at that age. Point is, people approaching 40 have a different perspective about dangerous adventures on alien worlds, than someone whos 25 and jacked up on combat drug and the honor of the regiment.

People need to make characters who are always up for challenge and excitement, for pushing themselves to the limit when the stakes are life and death. Wanderlust, adrenaline addiction, courage like the heart of a lion, an honor code that won't permit him to stand by while his old comrades face danger, something has got to motivate these old duffers to get out there even though they don't have to. Or give them a reason why they have to, likE running from a crime he didn't commit, or desperately needing to shore up the fortunes of a minor noble family, or just needing to get away from his mother in and family politics.

Players need to help the ref by making characters who would say, "just get the idol and crush anyone in our way? Seems easy enough. Roight, see you lot on the tarmac in two days time, full kit and sober."
 
Robject, this may be of interest to you -- or maybe not! -- but here is a link to a blog post laying out how I slapped together an improvised convention game during a lunch break at a local convention a while back.

I love it. I did pre-gen characters at the last games, as well. Your use of an index-card filing case is imaginative and useful.

But in particular, I like how you described the setting.
 
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Another thing. People need to help out by making characters who are adventure seekers. Their characters need to be the type of people who, for whatever reasons, go and do dangerous things even though they have more than enough money to settle down on some luxury estate.
More people need to read the final paragraphs in CT LBB3. Travellers are characters who have served in a career and are now off to seek fame and fortune by their own agency. I wrote about an epiphany once...

A quibble I have with travellers character generation system is that to get any decent skills your character is usually is his 30s. He's going to be thinking about retirement and medical treatment for his long term injuries. Female characters are losing the opportunity to start a family. Male characters better start thinking about that too at that age. Point is, people approaching 40 have a different perspective about dangerous adventures on alien worlds, than someone whos 25 and jacked up on combat drug and the honor of the regiment.
T5 has all sorts of goodies to offer older characters with the money to spend. There is also that good old stalwart of sci-fi - rejuvenation treatment.

People need to make characters who are always up for challenge and excitement, for pushing themselves to the limit when the stakes are life and death. Wanderlust, adrenaline addiction, courage like the heart of a lion, an honor code that won't permit him to stand by while his old comrades face danger, something has got to motivate these old duffers to get out there even though they don't have to. Or give them a reason why they have to, likE running from a crime he didn't commit, or desperately needing to shore up the fortunes of a minor noble family, or just needing to get away from his mother in and family politics.
Ok I will quote it:
The players themselves have a burden almost equal to that of the referee: they must move, act, travel in search of their own goals. The typical methods used in life by 20th century Terrans (thrift, dedication, and hard work) do not work in Traveller; instead, travellers must boldly plan and execute daring schemes for the acquisition of wealth and power. As for the referee, modern science-fiction tradition provides many ideas and concepts to be imitated.

Players need to help the ref by making characters who would say, "just get the idol and crush anyone in our way? Seems easy enough. Roight, see you lot on the tarmac in two days time, full kit and sober."
I agree completely.
 
More people need to read the final paragraphs in CT LBB3. Travellers are characters who have served in a career and are now off to seek fame and fortune by their own agency. I wrote about an epiphany once...

This is one I disagree on. I frequently allow characters to still be in the service because it fits the scenario. This is particularly true of Scout and non-military characters like say, a noble or a merchant.
I see no reason why they must have finished their service.

This opens many new avenues for adventures and scenarios. A merchant working for a corporation is ordered to do something and that something turns out to be quasi-legal at best because their employer is into doing stuff that makes them lots of cash but isn't exactly legal.
The scout that is ordered to do something because he's available. But, he needs a crew and the service will pay them. Sure, they're all going on a suicide mission, but...
Nobles don't retire. So, if a player is a noble, there is all sorts of mischief and dirty politics going on they can get drawn into.

I allow such characters some "mustering out" benefits to represent their acquired wealth and such over their lifetime as part of generation. But, they are still considered in employment and when their employer wants something they can either do it or quit.
 
Many people run active service campaigns and have fun doing so - I've done so myself many times.

That doesn't alter the fact that by the rules as written Traveller characters have left their service career to begin the adventuring life of a Traveller.
 
I don't know why you quoted the rules when I was fundamentally agreeing with them.

Also travellers pursuing their own goals can include making enough money to retire in safety and luxury, or just simple survival oriented risk aversion, both of which I was cautioning against.

Thrift, dedication and hard work do work in traveller. Surviving as a traveller requires all three, especially in a tramp merchant game. So much of traveller revolves around feats of derring do while grubbing after the next credit.

Your referring to the rules as a prescription for who and what travellers must be seems at odds with your signature quote.

I was advocating that players give their characters intrinsic motivations that drive them to go on dangerous adventures, rather than just making them do it because it's in the rules.

There isn't always rejuvenation. Until t5 the best we got was anagathics, or some made up high TL or gurps biotech. Most women, even gun toting rad blasted traveller girls, don't think ah screw it, I'll have new ova 3d printed when I get my body rebuilt for my 80th birthday, and then maybe ill meet somebody. Given their adventuring lifestyle, they don't even know if they'll live to see another day, much less make the money to move to a high TL planet, hire a fertility clinic and spends years raising a family, far away from the pack of spaceborne Murder-Hobos she runs with.

Imagine her grizzled geriatric merc sergeant major kicking in the door of her eldest's school play and shouting, "Two days! Tarmac! Full kit! And sober this time! Regards, kiddos..."

Travellers character generation puts people out to seek their fortune at a time in their lives when they have these rest of your life decisions to make. If you try to.make a character with one or two or three terms and starting out to earn his fortune, his skills are most likely crap.
 
I don't know why you quoted the rules when I was fundamentally agreeing with them.
To reinforce your point that I was agreeing with. If I have caused offence in some way I apologise, it was not my intent to do so, especially since I agree with you.

Also travellers pursuing their own goals can include making enough money to retire in safety and luxury, or just simple survival oriented risk aversion, both of which I was cautioning against.
The footnote I quoted reduces down to no risk no gain.

Your referring to the rules as a prescription for who and what travellers must be seems at odds with your signature quote.
Like I said I have run active service games, the rules lend themselves to it no problem at all. Doesn't alter the fact that the rules as written assume the character to have left their first service.

I was advocating that players give their characters intrinsic motivations that drive them to go on dangerous adventures, rather than just making them do it because it's in the rules.
And I was agreeing with you and showing where the rules as written agree with you for the benefit of people who don't have CT.

There isn't always rejuvenation. Until t5 the best we got was anagathics, or some made up high TL or gurps biotech. Most women, even gun toting rad blasted traveller girls, don't think ah screw it, I'll have new ova 3d printed when I get my body rebuilt for my 80th birthday, and then maybe ill meet somebody. Given their adventuring lifestyle, they don't even know if they'll live to see another day, much less make the money to move to a high TL planet, hire a fertility clinic and spends years raising a family, far away from the pack of spaceborne Murder-Hobos she runs with.
There is always the true son/daughter option.

Travellers character generation puts people out to seek their fortune at a time in their lives when they have these rest of your life decisions to make. If you try to.make a character with one or two or three terms and starting out to earn his fortune, his skills are most likely crap.
In CT this is not an issue since characters can do so much unskilled. It was when the game became defined by skills (MT onwards) rather than character activities that the
low term number character suffers.
 
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To reinforce your point that I was agreeing with. If I have caused offence in some way I apologise, it was not my intent to do so, especially since I agree with you..

Oh, I misunderstood, I thought you were pointing out the rules as a correction, and it was confusing. I should have requested clarification before defending my points.

Speaking of in service games, one thing I've always wanted to try is have the players all join a service they like, such as scouts or imperial marines, all agree they're in the same unit, then roll character generation year by year, according lbb 4, 5, 6, or 7. I would write adventures for them according to their yearly assignments in the advanced character generation system. By the end of their careers, they would already know each other, already have bonds of comradeship, and already have a good many adventures under there belts when they muster out (or get kicked out) and start seeking their fortune (or start running from the law).
 
Odd you should mention that. In the past I have run pre-adventures during character generation where players could involve their characters in one off events to explain how they got to know each other.
Occasionally players would have to play a one off NPC/PC to round out the party for these getting to know you sessions.

On more than one occasion a player asked to keep their disposable character for the main game.

I have a distant memory of a suggestion I made years ago for quickstart rules that would focus on one particular career.
 
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