G
gloriousbattle
Guest
Finding the Bathroom on Forboldn
Background
Your characters have just left their Type S Scout at the spaceport. They encounter a Zhodani-Wasabi Taco Stand, and now have to hit the latrine in a serious way.
The Kid
You find a kid. He offers to tell you where the bathroom is for 2 cr. If you pay him, roll 2d DM+ J-o-t. On a 12+, you find the men's room. On anything else, he took your money and directed you to a phone booth. If you kick his ***, roll 2d DM+ J-o-t. On a 12+, you dump the body, on anything else the local cops show up and fine you 1d6 x 100 cr. Then you dump the body.
The Office Building
On a 6+ the doorman tries to give you the bum's rush. he is armed with a cudgel and wearing jack.
The Men's Room
If you actually happen to find it, roll 2d DM+ J-o-t. On a 3+, it is a pay toilet that only takes the local Forboldn currency. You don't have any.
---
Anyway, Classic Traveller adventures were often castigated for being simplistic, boring and lacking in any kind of excitement or personal gain for the PCs. Interestingly, I have also heard the complaint that most of them require you to do illegal stuff, though I don't understand why roleplayers would have a problem with that. Most D&D adventures involve assaulting, murdering and robbing innocent goblins, after all.
But I never had a problem with this. For me, the Classic Traveller adventures were just a framework (a description, some maps and a few encounters) that served as a jumping off point for wherever I wanted to go.
In the above "adventure" :devil: for example, I would probably have you happen upon a man in the men's room who was being robbed, or possibly bump into a man wearing business suit and sunglasses who is just leaving... and a dead body in one of the stalls, who had managed to scratch a note in his own blood on the cubicle, or whatever.
For me, this was always a convenience, as it allowed me to use most Traveller adventures in my own campaigns (which had their own goals, and to which the adventures should contribute) without having to do a complete re-write.
Background
Your characters have just left their Type S Scout at the spaceport. They encounter a Zhodani-Wasabi Taco Stand, and now have to hit the latrine in a serious way.
The Kid
You find a kid. He offers to tell you where the bathroom is for 2 cr. If you pay him, roll 2d DM+ J-o-t. On a 12+, you find the men's room. On anything else, he took your money and directed you to a phone booth. If you kick his ***, roll 2d DM+ J-o-t. On a 12+, you dump the body, on anything else the local cops show up and fine you 1d6 x 100 cr. Then you dump the body.
The Office Building
On a 6+ the doorman tries to give you the bum's rush. he is armed with a cudgel and wearing jack.
The Men's Room
If you actually happen to find it, roll 2d DM+ J-o-t. On a 3+, it is a pay toilet that only takes the local Forboldn currency. You don't have any.
---
Anyway, Classic Traveller adventures were often castigated for being simplistic, boring and lacking in any kind of excitement or personal gain for the PCs. Interestingly, I have also heard the complaint that most of them require you to do illegal stuff, though I don't understand why roleplayers would have a problem with that. Most D&D adventures involve assaulting, murdering and robbing innocent goblins, after all.
But I never had a problem with this. For me, the Classic Traveller adventures were just a framework (a description, some maps and a few encounters) that served as a jumping off point for wherever I wanted to go.
In the above "adventure" :devil: for example, I would probably have you happen upon a man in the men's room who was being robbed, or possibly bump into a man wearing business suit and sunglasses who is just leaving... and a dead body in one of the stalls, who had managed to scratch a note in his own blood on the cubicle, or whatever.
For me, this was always a convenience, as it allowed me to use most Traveller adventures in my own campaigns (which had their own goals, and to which the adventures should contribute) without having to do a complete re-write.