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My Droyne-centric campaign.

Murphy

SOC-12
So we finished The Traveller Adventure. Yay!

When I picked up Traveller several years ago, our adventures started out extremely human-centric, but I've been gradually adding alien elements over time that our club existed. By now, as we finish TTA, we have more Vargr than humans in our crew.

This was the second official campaign we played through completely (first being Beltstrike). I'm next planning to run a short Droyne-centric campaign, before we experience SotA and all of its revelations.

For this campaign I'm using Spore as inspiration. We'll have a tribal Droyne adventure, a city-state one, and then a spacefaring one. I want to bring more of a strategic feel into the game.

Each player will control a tyafelm (six Droyne, one of each caste), and the gameplay will correspond to the following routine:

1) At the beginning of a game turn I (the referee) present each player with several outstanding problems.
2) They roll dice for their Leader character -- the better the roll, the more possible answers to the problem I will reveal to them. They may also have their Drone consult the coyns for the same purpose, or come up with their own solutions.
3) They then pick one solution per problem and assign Droyne to make it happen. Obviously the same subordinate cannot be assigned to several tasks at once, so it's a game of sophont resource management.
4) Based on which method they chose and how well suited their selected Droyne are for the task, I resolve the outcome and we roleplay it out somewhat. Obviously this may affect what problems will arise in the next turn.

They have to make sure no Droyne stays without a task, as that tends to have ugly consequences, and, naturally, lost family members aren't easily replaceable.
 
They have to make sure no Droyne stays without a task, as that tends to have ugly consequences, and, naturally, lost family members aren't easily replaceable.
I believe that non-Sports have a very limited ability to be apart from a complete set of castes. One ramification of this might be that the oytrip would replace a lost family member that is the last of its caste fast (and that the rest of the family will be more or less unable to function until that happens). Another might be that if a Sport is the only one in a family, he can't go gallivanting about but has to stay in reach of the family.

(Side question: If a family's only sport has to go away for a while, can the family make do with a visiting guest sport?)

How about making each tyalfem a bit bigger? Six Droyne, with one drawn from each caste, is the minimum; they can be larger. Basic families may be balanced, with equal numbers of each caste included, or they may be specialized, with a predominance of one specific caste. Perhaps allow your players to design their families with the same number of members but free choice of castes over the minimum?


Hans
 
How about making each tyalfem a bit bigger? Six Droyne, with one drawn from each caste, is the minimum; they can be larger.
But I wanted the magic of the number six :)
Maybe we'll do with 1d3 members per caste, or 12 total with player's pick of castes. This would allow me to shower them with lots of tasks at once and see how they distribute them :) Or give no task at all (bountiful season and all) and see them struggle to keep everyone employed.

There's no oytrip, at least not in the tribal stage of the game. In fact, one of their goals should be to grow their dreskay (tribe) into an oytrip (nation).

What would they need a Sport for on-site? IIRC, the Alien Module says: "Each family will also have one or more Sports, but they will usually not be present".
 
There's no oytrip, at least not in the tribal stage of the game. In fact, one of their goals should be to grow their dreskay (tribe) into an oytrip (nation).
Their dreskay then. That's what I should have said in the first place.

It seems to me that if there's only six in the family and replacements are hard to come by, avoiding the loss of a family member goes from being a serious concern (as the loss of a loved one would always be) to an absolutely crucial requirement. YMMV.

What would they need a Sport for on-site? IIRC, the Alien Module says: "Each family will also have one or more Sports, but they will usually not be present".
I could be misremembering, but I think the module says that all the other castes need one of each of the other castes around him. The sports don't need the others but the others need at least one sport just as much as they need the other castes.


Hans
 
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I could be misremembering, but I think the module says that all the other castes need one of each of the other castes around him. The sports don't need the others but the others need at least one sport just as much as they need the other castes.

Droyne other than Sports *need* companionship, and prefer a roughly even mix of the castes, but do not require that mix be exact.

Sports are radical thinkers and loners by design. It is why they are one of the most common Deathless (aka PC).

The difference between a kroyloss (fraternity) and a tyafelm (family) is that the tyafelm has at least one of each caste and considers itself a breeding group, while a kroyloss might lack one or more castes (but usually has all six) and does not breed.

The game as a whole is a dreskay, from the sound of it.
 
Okay, I thought up some specifics on mechanics.
As I don't use Traveller rules as written, it's quite generic.

One turn is one season.

Any pre-written task should have 6 solutions, one per caste.

If a Leader tries to come up with solutions, I'll have him roll several dice (how many depends on skill; typical should be 2-3). The numbers that come up are the numbers of solutions I make avaliable to the player. Numbers coming up twice or more are either ignored, or improve efficiency should that solution be chosen.

If a Drone tries to come up with solutions, I'll have her draw coyns until a caste coyn comes up, then give the corresponding solution. The negative coyns drawn before it comes up are extra complications, the positive ones are extra opportunities. Thus, the earlier a caste coyn comes up, the less detail goes into that solution.

Simple example:
"Some of our foodstocks have been ravaged by a wild dinosaur. The dreskay now needs food to last the season."

Solutions:
1) Send workers to gather more fruit from known sources. Easier if you also send warriors to protect them.
2) Send warriors to kill the beast that ravaged the foodstocks. Get meat. Easier if you also send a sport to track it.
3) Order your technicians to construct a boat and a net and have workers go fishing. Alternatively, build animal traps.
4) Have a drone use her knowledge to tame some egg-laying animals. A sport is of obvious aid here. Yeah, this one is blatantly stolen from Spore.
5) Send a sport or two to find new hunting grounds.
6) Trade with another Droyne tribe. Negotiations would likely require a Leader and some assistants to help with travelling. Mind you, if there's only one Leader in the tyafelm, it's not wise to send him away!

Several solutions can and should be applied simultaneously if the tribe has the manpower, errr, droynepower to do it. And of course there would be several tasks at once; the obvious one is reinforcing storage so this specific problem doesn't arise again.

More ideas can be picked from games such as Dwarf Fortress.

EDIT:
Apparently I already did start a thread about this a month and a half ago, and forgot about it. I'll reference rancke's post from there that includes an alternative coyn set for hunting magic:
http://www.travellerrpg.com/CotI/Discuss/showpost.php?p=455965&postcount=3

Next I gotta write up some wild animals. Hello Spore Creature Creator...
 
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Okay, we ran the first session today.
Three game years (12 seasons) and about five hours of real time.

Each season's main task was to get enough food for all members to survive, plus each season presented additional problems.

First summer had drought, and the only source of water was being hogged by a herd of aggressive, muskox-like mammals. None of the Leaders could think of an effective way to chase the creatures off (a decision roll excluded that), but a Sport sent by one of the players managed to find several mountain springs. However, that water had extreme mineral content, which made a few of the tribe quite ill until a "good" spring was found. Drones were busy.

In the autumn, a landslide trapped one of the families inside a cave, and we had to reassign some Technicians who worked on building fishing boats so that they'd find the right place to breach the cave. Luckily, one of them had some dungeoneering experience, and under his guidance the Workers were able to dig a new passage, while the Leader contacted the trapped group (who lost their own Leader) telepathically and let them know help was on the way. Four of the trapped had survived, though their NPC tyafelm was broken now and they had to be dispersed to the players' families (a kind of "reward" for completing the task).

They could not get enough food for the whole tribe in the winter, so some had died, and in the spring we redoubled our effort. We also mounted a few iyksimin (expeditions containing a full tyafelm each) out to establish new areas of influence and trade with the nearby tribes. Each was a separate minigame and included a few combat encounters with aggressive wildlife. The tribe, meanwhile, had to deal with a plague of mosquitoes.

It ended with us defeating a huge Godzilla-like monster and domesticating some newly discovered critters in the explored areas, then trading discoveries with nearby tribes (actually, they lent each other a few Drones for an year, with the purpose of exchanging knowledge).

We're kinda getting to a point where they could advance their culture and a "real" technology tree would be required.
 
To could also make for a nice Civilization style PBM game...

Just some questions (out of curiosity):

when you talk about seasons, how long is each one (as the seasons will depend on local year)

What TL are they playing at?
 
Season is 90 days, though we didn't exactly measure time. It fits Droyne way of thinking* so I just abstracted precise time away and instead allowed my players to use each tribe member in exactly one major task per season.

We played at TL0. The next game is going to be TL1, where they explore agriculture.

* To quote GURPS Alien Module 3, "The Droyne have what some academics describe as an "agricultural" time sense: they live more sedately than other species. The difference between arriving on time for an appointment at 0900 and getting there at 1930 as the sun goes down is just not important to the average Droyne."
 
Okay, we ran the first session today.
Three game years (12 seasons) and about five hours of real time.

Each season's main task was to get enough food for all members to survive, plus each season presented additional problems.
It reminds me of a game called Tribes that I bought from SJG long ago and never got to play where each player runs a stone age tribe.


Hans
 
I have some of those Steven Jackson Game mini-games. They would be interesting to use for some Traveller adventures with modification. Ogre would be fun for a one-off adventure for a small group of adventurers.

@Murphy, I plan on keeping track of this, as I am working up a Droyne Sport character for use in an online game. You look like you have some good ideas.
 
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