Blue,Originally posted by Blue Ghost:
Bill; that sounds very cool Almost Indiana Jones like.
Here's a hint: Check what year Raiders of the Lost Ark came out and then re-read my post...
Have fun,
Bill
Blue,Originally posted by Blue Ghost:
Bill; that sounds very cool Almost Indiana Jones like.
A planet ruled by the Fascist Dictatorship of Coneheads. All heads must be shaved to show submission to his Excellency, Imperious Leader Merp. Those who refuse to shave their heads are sentenced to death. Wonderful. Now I have one more bizzarre idea to inflict upon my players.what would it be like to have a band of adventurers caught inside a bleak work of shaved heads, concrete, fluorescent lights, and a drug controlled population with little freedom?
[/QB]
I'm guessing "board of directors" from the context.Originally posted by Black Globe Generator:
</font><blockquote>quote:</font><hr />Originally posted by Blue Ghost:
What's a BOD?
Water worlds are easy enough. My favourite is: "what if birds filled all the ecological niches filled by aquatic mammals on Earth?"Originally posted by Blue Ghost:
Everyone; anybody have any good water world settings?
You essentially can't include a K'Kree in another party. You can include others in a K'Kree Party....Originally posted by Blue Ghost:
I've heard of very few K'Kree adventures on this BBS. They strike me as being somewhat difficult to include into a party, or to generate an entertaining adventure that orbits their existence.
It was ideal for one-on-one play, in that I had something like sixteen or seventeen "characters" to play.Originally posted by Blue Ghost:
I've heard of very few K'Kree adventures on this BBS.
Originally posted by alanb:
Water worlds are easy enough. My favourite is: "what if birds filled all the ecological niches filled by aquatic mammals on Earth?"
Yes, that's Whale-Sized Penguin World.
I tend to combine the two: mobile submersible cities, like Deep Core on steroids.Originally posted by alanb:
Other good toys for water worlds are submarines. Submarines are fun. Design them like starships, if you aren't otherwise inspired.
Undersea cities are easy. They are just your basic underground/domed city complex in a different setting.
Originally posted by alanb:
A pseudo-coral reef is a good thing to put around an island, since it allows you to keep your fish farm safe from marauding Penguins.
A balkanized water world can also be divided between the islanders and the submariners.Originally posted by alanb:
Islands also allow you to build balkanised worlds, with lots of naturally separate enclaves.
A staple of all of my Traveller games has been a fancy restaurant and bar built into a reef that is pounded by surf - it is invariably called "Breakers," after a place my roommate and I used to patronize for the $1.00 happy hour drink special and the all-you-can-eat appetizers. ("What's for dinner?" "Looks like sea breezes and tacquitos!")Originally posted by alanb:
Hanging out on a tropical beach is always a nice way to start or end a scenario. Or, alternatively, hanging out in a bar overlooking a tropical beach.
Big factory ships, like the submarine mining camps.Originally posted by alanb:
Water worlds can be industrialised too, BTW. This will tend to put a premium on your surface area/shallow regions though. I guess you could always build floating factories.
Aquaculture supervised by dolphins or githiaskio.Originally posted by alanb:
Floating farms are easy.
Once again, Deep Core.Originally posted by alanb:
Mining, while inconvenient, could be managed with a reasonable bit of technology.
One of the waterworlds IMTU is populated by githiaskio who belong to an Amish- or Mennonite-like religious sect that rejects advanced technology.Originally posted by alanb:
You would really only have trouble rationalising very large populations with indifferent tech levels, and even then you can often resort to "they're dolphins/aliens/genetically engineered!"
I read those years ago. Cerberus was the ice-world, wasn't it? Otherwise I can't remember too much about them. The first book in the series was interesting, and the second book was kind of neat. I don't remember too much from the third. I do remember that the second book took place on a water world. Some good cover art, if I recall it correctly, which would lead to some very inspired Traveller settings.Originally posted by FreeTrav:
The "Lords of the Diamond" series by Jack Chalker. Some tweaking would be necessary, but the basic setting - four worlds that once you're exposed to them, you can't leave, and there's some sort of virus that has drastic effects on you (which is why you can't leave), different on each world. Of the four worlds, I find that Cerberus is actually the most plausible for a Traveller setting without stretching suspension of disbelief TOO far (make the mystery virus a psionically-active virus), but if you want to invoke an Ancient diablus ex machina, all four would be ultimately explainable.
I read those years ago. Cerberus was the ice-world, wasn't it? Otherwise I can't remember too much about them. The first book in the series was interesting, and the second book was kind of neat. I don't remember too much from the third. I do remember that the second book took place on a water world. Some good cover art, if I recall it correctly, which would lead to some very inspired Traveller settings. </font>[/QUOTE]No, Cerberus was the second book, the waterworld, where the local variant of the Warden virus enabled mind/body swapping. The ice world was Medusa (fourth book), where the local variant of the Warden virus enabled rapid and radical adaptation to ambient conditions, and when driven to near-overload levels, conscious control over such adaptation.Originally posted by Blue Ghost:
</font><blockquote>quote:</font><hr />Originally posted by FreeTrav:
The "Lords of the Diamond" series by Jack Chalker. Some tweaking would be necessary, but the basic setting - four worlds that once you're exposed to them, you can't leave, and there's some sort of virus that has drastic effects on you (which is why you can't leave), different on each world. Of the four worlds, I find that Cerberus is actually the most plausible for a Traveller setting without stretching suspension of disbelief TOO far (make the mystery virus a psionically-active virus), but if you want to invoke an Ancient diablus ex machina, all four would be ultimately explainable.
Water worlds are easy enough. My favourite is: "what if birds filled all the ecological niches filled by aquatic mammals on Earth?"Originally posted by alanb:
</font><blockquote>quote:</font><hr />Originally posted by Blue Ghost:
Everyone; anybody have any good water world settings?
A lot of H.Beam Piper's stories are available for download from manybooks.netOriginally posted by FreeTrav:
... and of course, we can't neglect to mention H. Beam Piper's Terran Federation/Terran Empire universe of Space Viking, Uller Uprising, and the Fuzzy books - which universe is said to be one of the inspiration for Traveller in the first place.
Thanks BillOriginally posted by Bill Cameron:
Great thread you started Blue!
Some comments:
- Always wanted to use the K'Kree in an adventure or campaign but never found a way to fit them in. I 'worked' on the other side of Imperial space from the 2,000 Worlds, coming up with a reason for the Centaurs to be Behind the Claw was too much for my pointy head. I did steal the wax crescent scent sculpture idea from the K'Kree Alien Module. The players helped recover them but never met a K'Kree in the process.
- Had a long running campaign set in the Islands and detailed Sansterre quite nicely. Fritz and BGG are correct; waterworlds are fun, fun, FUN. Google The Roaring Forties and then imagine how big waves can get with no landmasses to break them up... On Santerre I had floating cities, grav cities, seabed cities, cities below the seabed, cities in reefs, cities carved into the sides of submarine canyons, you name it.
- In one campaign, I had the players stumbled across an abandoned/lost/disabled/unfinished Sky Raider generation ship still in the Great Rift. The Loeskalth had tried to launch a second one before the Vilani hammered them. The idea was to finish the ship later in some backwater system and pick up refugees on the fly. The launch had been premature, the initial jump hurried, and the ship only made it 1 ly or so away from the launch system. The crew then abandoned the ship. The Vilani caught up with them and mistook this second ship for the first one! They'd heard/learned of the project naturally. This confusion allowed the first ship to make it's escape. Of course, after all my work, the players located the ship, immediately sold the location to a government, and never stepped foot on it again. LOL!
Have fun,
Bill
A lot of H.Beam Piper's stories are available for download from manybooks.net </font>[/QUOTE]And from Project Gutenberg.Originally posted by Enoff:
</font><blockquote>quote:</font><hr />Originally posted by FreeTrav:
... and of course, we can't neglect to mention H. Beam Piper's Terran Federation/Terran Empire universe of Space Viking, Uller Uprising, and the Fuzzy books - which universe is said to be one of the inspiration for Traveller in the first place.