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I might get chased out of town...

...for doing this.

For almost a year now, I've been running a MegaTraveller game based around the GURPS Traveller timeline (ie; no assassination, Strephon's still in charge, Dulinor is dead, etc.) mostly because I thought the TNE setting had too many factors I didn't like about it and spending time forever in the Rebellion and Hard Times seemed pretty dull and pointless.

Finally, my conversion of TNE is ready - I've worked out the kinks of the background and tweaked it to my liking, and I'm ready to run this. Now, like any GM, I'm faced with a few choices:

Have everyone generate new characters and just start afresh, easy but lacking in continuity and I feel vaguely like it's a cop-out. I pride myself on being a reasonably creative fellow, and this solution seems to lack any imagination whatsoever.

OR

Transition my current game and players to the new campaign. Of course, since I skipped the Assassination and Rebellion in the game, the Civil War and the Virus that's the finishing blow aren't going to happen, easily at least. I've wracked by brain over this for a bit and can't think of a solution that feels creative or would impress the players.

Until tonight, that is.

I'm thinking I'll totally mindf**k my players.
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For a while, I've been dropping hints that the world isn't quite what it seems to the players. So far, the players haven't really gotten enough clues to put two and two together (mostly because I was just inserting the things in Chris Carter-style - I didn't have any particular plot in mind, I was just inserting stuff to develop later). But it'll actually dovetail nicely into this new idea.

So here's my new idea:

It isn't the year 1122 as the players think. It's actually the year 1240. Strephon is dead. Dulinor met his end at the whirling blades of a grain thresher. The Virus was released and finished off what we humans didn't finish off the old fashioned way. The Imperium is dead.

The players are actually on a world hit particularly hard by the Hard Times. Like many, it was a reasonably high tech (TL15 maybe?) world without an A or B class starport and an inhospitable environment. Like suggested in Survival Margin, the world opted to put a large part of its population into low berths to reduce the strain on resources. The population in low berths would be monitored by the global computer system which would monitor the low berths and wake people at the appointed times and so forth. Data hookups to those inside would allow them to be kept abreast on critical events via dream-transmission (at least in theory - nobody really ever had time to make updates for them in reality since the demands of survival were to pressing).

Of course, the world's general life support fails at some point (or is infected by the Virus, or both) and the non-berth population dies off. Due to the simple redundant nature of the low berths, the Virus doesn't manage to kill those in them.

Meanwhile, the global computer network is simply too large (and infection started from too many points) for it to become a single Virus entity at first. With different Virus strains trying (and succeeding) in overwriting each other, the Virus in the network mutates rapidly. Eventually, the network comes to be dominated by a take off on the "God" or "Mother" strain with the other Virus intelligences in the network becoming its vassals.

This Virus begins to poke around the "dreams" and "memories" of the hundreds of thousands (or perhaps millions?) of sleepers in low berths. It learns of the human view of the Rebellion and the Hard Times.

But instead of being typically homicidal, it becomes curious. Then it decides to give the humans what they wanted the most...a world where the Rebellion never happened.

So, in essence, through a combination of induced biochemistry, dream manipulation, and direct neural stimulation, the players have literally been living in a Matrix-like simulated world generated by the global computer network (which simply uses human memories to fill in the blanks and improvises from there). The Virus sees itself as giving its "pets" what they want. Oh, there's still wars and other kinds of intrigue (because the computer sees such events as a kind of sociology experiment - what will the humans do if I introduce this? Or this? Or this?).

Obviously, this simulation is very nearly perfect, but it's not actually perfect. There's small glitches in the simulation and the memory suppression via hypnosis and biochemicals isn't perfect. The computer tries its best to eliminate such humans, but it doesn't always catch them because it has difficult figuring out the difference between those freely accepting the simulation and those questioning it (despite having tried all this stuff, humans are as alien to the AIs as they are to us - this whole simulation is partially an effort to better understand us).

Eventually, the players are going to figure this out and get free and out of the simulation (I have plans on how to handle this). However, that isn't the concern here. It's more of a player concern. If I was your GM and I tried this, would you guys enjoy it? Or would you chase me out of town with torches and pitchforks?

In other words, should I try this, or should I go with some more prosaic solution?
 
Be careful with this, as it is a bit Bobby Ewing. The players may feel short changed if they discover the last however many gaming sessions are bogus.

How about saying that only the last few sessions are in the 'Matrix'; that the assassination/rebellion/hard times/virus just happened a little later than in the OTU, and it is only the most recent games that are virtual. At some point in the last adventure the players were low berthed, and the cryochambers forgotten/abandoned, until the 'Mother' virus finds them and puts them in the 'Matrix', erasing the last real memories (perhaps traumatic - betrayal or illness or whatnot) and replacing the low berth trauma with their current adventure. The assassination(etc) happens a little after the point when they are first low-berthed.

This way everything up to the current game will have been real, historical, and possibly verifiable. There'll just be a mysterious gap: how did they end up in the low berths? Maybe the Mother virus will be kindly and tell them - maybe they'll have to search out lost databases to get the info they need. Perhaps the villain of the piece is still alive (anagathics, Virus, etc), and once they discover who it will give them even more incentive to find them and get revenge.
 
Do your characters have a Ship? Have they busted their butts keeping it running?

Do they have any personal equipment that they worked HARD to get? What about any Skills they may have earned/learned while "in the matrix"? Will they still have these "virtually leaned" abilities?

I can tell you that, if I were one of your Players, and I spent several game sessions tracking down some desired Techno-Toy -- taking the time and effort (and spending the skill points) to learn required skills, spending thousands of credits on this....and then you said to me "Okay, you suddenly wake up, laying naked in a coldsleep tube, in some nameless cryofacility." and THEN, when I find out it's been 100 years, and everything is gone...

I wouldn't come after you with torches & pitchforks. I'd attack you right there and then with my pencil!
 
An alternative method idea, which I've used:

Invoke a misjump... shoot them in the drives, or have them been loaded with nought but tritium, or somesuch...

Let them come out of jump in a new, but familiar reality... right on target, but in the wrong time, and looking at the results of the war...
 
I have plans for my players in my current campaign. At the moment they are fighting in the FFW during the Siege of Jewell. Due to their heroics (far as you may make a Traveller player a hero) they are invited to Capital to be knighted by no other than Strephon. During their stay in the palace (a day ot two later) Strephon gets assasinated. Due to circumstances the players will be suspected to help Dulinor.

During the Rebellion the players must hide from all factions that see them as traitors, except for Dulinor who knows the truth, but have no interest in helping them.

Sooner or later the Virus hits and the players will be forced to enter cold sleep due to viral infection of their starship. When they are thawd out things has changed to something different. They are certainly not in Kansas anymore.
 
Originally posted by Lord Vince:
Do your characters have a Ship? Have they busted their butts keeping it running?

Do they have any personal equipment that they worked HARD to get? What about any Skills they may have earned/learned while "in the matrix"? Will they still have these "virtually leaned" abilities?

I can tell you that, if I were one of your Players, and I spent several game sessions tracking down some desired Techno-Toy -- taking the time and effort (and spending the skill points) to learn required skills, spending thousands of credits on this....and then you said to me "Okay, you suddenly wake up, laying naked in a coldsleep tube, in some nameless cryofacility." and THEN, when I find out it's been 100 years, and everything is gone...

I wouldn't come after you with torches & pitchforks. I'd attack you right there and then with my pencil!
They'll certainly be allowed to keep their skills they raised and learned and the memories - like attending Imperial reception (where getting coached on the proper manners and finding the correct clothes were adventures in their own right) where they were acknowledged by Emperor Strephon and managed to actually have a long talk with Grand Princess Ciencia Iphegenia whom I portrayed as bright, optimistic, progressive, but a little sad because she knew the realities the Imperium would tarnish what she really wanted to do as Empress (of course the players fell in love with her immediately) and they "discovered" that Duke Norris has a drinking problem but was a nice enough guy so they had to help Branj Dilgaadin cover for his lord and get Norris out of there before scandal erupted.

None of that would be real, but it would feel so very real to the players, right down to remembering the perfume that Ciencia wore or Strephon's tired smile. The players would still remember the proper steps to a waltz, the correct kind of flower to present to the Empress, how many steps they're to take to the Emperor when announced (and how many steps back when dismissed), and so on.

In fact, even though they feel that 5 years have passed, due to the wonders of Cold Berthing, they actually won't have aged a day in all time, which means two players will actually be getting their stats raised because of Aging Checks they failed which were only virtual aging.

They do have a ship, though they recently plowed their mercenary crusier into the side of a mountain while trying to run a Zhodani blockade of Cronus (don't ask), so they're back to using their liner. Beyond that, this group has the typical kind of stuff that any group of PCs tend to accumulate - you know where any sane GM who didn't run the game would look at the list and then look at me and say, "How the HELL did you ever let them have this?"

And my only answer would be to look sort of sheepish and say, "Well, it's a long story...you see..."

So yeah, stuff like fusion guns, a Z-80 grav tank, a semi-functional black globe generator (or should I say malfunctioning at inconvienent moments black globe generator), etc.

Nothing startlingly special like Ancient artifacts or anything, though.

I do plan on visiting a particularly tragic twist to the best RPer in my group (but he likes this kind of stuff and is mature enough to handle it): In the game right now he's married to a woman he's wanted for years now and even has a kid by her. When they wake up, they're going to realize the computer really gave him what he wanted - he's going to realize that this particular woman he loved died in the big vicious battles at the beginning of the Rebellion (she was a naval officer) and so they were never married, she died without ever knowing how he felt, and they didn't have a kid (his wife and the kid being dedicated AIs). I'm flirting with the idea that once the players start figuring out there's something wrong, she'll be the one who spills the beans - her emotional simulators become more reality than virutal and she decides that making the man she's come to love live a lie is just too painful, no matter how pleasant this lie is.

I'm considering having the love interest of one of my female players (yes, a female traveller player, it's pretty amazing though she is the wife of one of the other players) who's a studly Marine SF guy actually be a old war cripple from the Fifth Frontier War who was so mind-fried by Zhodani psionics that he's only barely able to function with a cocktail of psychoactive drugs, but he was a hero (like SEH winner) so the Imperium took care of him. The AI gave him his youth, the wholeness of his body, and his sanity back.

Yes, I plan to make the theme of nature of reality key to this part of the game and mine it for all the tragedy I can get, except this time the players will be Arjuna and the Virus will be their Krishna.
 
I think that you should just ask the players. Indicate the direction that you'd like to go and sketch out the alternatives. If they are mature players, they'll be able to roleplay the shock and surprise properly. If they hate the idea, better that they find out this way so that you can change plans. Maybe they want to start over with new characters. Maybe they'd prefer the misjump to an alternate universe idea. But ask.

To not ask and to try and just spring this oh so clever surprise seems done more for your benefit at showing how clever you can be and basically playing around with them than anything else.

Just ask them.

Ron
 
Honestly I don’t think it flows smoothly. It is a personal opinion and since we are talking fiction here anything good goes. Why don’t they remember being put into cold sleep? Would they have made that choice? Seems awkward.

You could just simply release Virus. It becomes alive overnight and breaks out. At first the authorities think they can contain it but they can’t. Now give them the choice of sleeping through it or living through the end of civilization. Same results, you get your way but they get the appearance of a choice. You can even destroy pieces of equipment in the intervening decades and it is plausible. Or get them to sell their equipment to stay alive.

My point is to give them the illusion of choice without resorting to the “it was all a dream” idea and is familiar enough but disappointing. As mature players they will roll with the punches but I think it will be a big let down.
 
I've forced the players into situations mid-game, and it never really seemed to work all that well. My players were able to adjust, but the discontinuity was just so arbitrary.

I would have been better off starting a new adventure -- maybe with the same characters or not.

But mind games never seemed to work very well, unless the players knew at the start of the campaign that things aren't what they seem at all, and in no uncertain terms (which means I'd have to come out and tell them point blank).
 
Yeah - not sure I like the "Matrix: Revisited" theme in Traveller. I mean I think the whole "evil AI" theme from Matrix works with Virus (or at least a strain), but I can't see the motive. In the movie, people are a power source. Why would the AI create this dreamworld for the folks in cold sleep? I understand that the Virus entity is "playing around", but I just dunno.

Why don't you just have the Virus released by accident from Celetron anyway? And have the PCs somehow involved? Instead of Dulinor's Marines accidentally releasing it, the PCs are part of a task force to escort/support something/one at RS Omicron. Virus is released and spreads across space.

In some ways, this makes the fall harder and a litte more straightforward when considering the regenerated UWP rules - which were from the original UWPs, not the Hard Times numbers, IIRC.
 
Another alternative. Kill your pc's dead....

Last episode of Blake's 7, or the Wild Bunch stylee.

... then have some benign Virus entity recorporate them much later, after it's all happened.

But maybe not quite exactly as they were.....
 
The advantage to the misjump is that you can "misjump back" if need be.
 
Aramis, that could actually be a cool idea. Have them jump forward in time, have a good series of adventures, including figuring out what happened to cause it all, THEN let them jump back and try to stop it. Maybe they can, maybe they just change the nature of the fall.

Think Terminator T3...
 
Originally posted by Klaus:
Another alternative. Kill your pc's dead....

Last episode of Blake's 7, or the Wild Bunch stylee.

... then have some benign Virus entity recorporate them much later, after it's all happened.

But maybe not quite exactly as they were.....
Ewww...


This idea actually reminds me of a couple things - Harlan Ellison's "I Have No Mouth and I Must Scream" and a very early draft of the first Star Trek movie. That began (as I recall) with the Enterprise & crew adrift in space - all dead - when some entity basically knits them back together.
 
Plankowner:

that's one way of doing it...

The other is to assume that the two timelines are different universes.

of course, every time I've tried to migrate to TNE other than the very first TNE game I ran, players tried to find ways to get to some non-TNE universe. Most don't mind the ruleset, just the setting.
 
Still all of this talk about changing universes is like the old time travel shtick or the holodeck gone awry thing.
I am not saying that it cannot be done gracefully or to good effect but I think many times it feels forced unless it is an integral part of the story or it has been part of the universe for some time. Give the players a choice to go there and if they feel like taking a risk then they can only blame themselves for the new plot.

I referee by fiat more then I should sometimes but I make a real effort not to pull the rug out from under their feet.
 
I agree with Kurega.

Maybe you could have them roll up new characters and try TNE (I kinda like the setting myself, but I have never played it). Then if they don't like it, go back to your old game/characters.

Perhaps the TNE characters find something that connects them back to the other characters such as finding their ship, with or without the bodies.

Get the player's buy-in definitely.
 
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