Part 2 - The Solution
* First, address the players intellectually. Explain to them, as I’m sure you already have, that Traveller works very differently than D&D, and combat will hurt their characters like they would expect a normal person to get hurt. Tell them that you don’t want to see the crew take casualties because of a misunderstanding, so you’re making it clear before the session begins. They should treat their characters like people who feel pain. The players put time and effort into creating their characters, so they should treat them that way. The players will still be dealing with their emotional need for hack and slash excitement, but read on.
* As other posters have suggested, run a few practice combats so they can see the effects of combat on some throwaway characters. Then the players should know what weapons will do to their characters. They’ll also have a better idea of how their characters will stack up when it comes to fighting. Do the same thing for ship combat, so the players will know how things will shake out.
* Run an adventure as normal, but be prepared for a malenky bit of the usual player character ultraviolence. If the player characters hurt people or do something destructive or outrageous (like literally stomping down an old lady in the spaceport hotel lounge over a trivial slight; I wish I were joking), have the authorities respond with the level of force they need to take down the player character threat. The crew can’t be the first bunch of heavily armed ne’er-do-wells to trash the local Startown. Feel free to have the locals take potshots at the offworld trash shooting up their neighborhood. Try to take the player characters alive. Stunners, tranq rounds, riot control gas, net guns, grav carrier mounted microwave anti-personnel burners (Active Denial System), laser dazzlers, do what you have to. Make up some stats for this gear beforehand. If the crew wants the screw with the authorities, have the authorities screw back hard and screw to win.
* Once the authorities have the crew in custody, have the player characters explain themselves at a tribunal. They probably won’t have much in the way of rights and the tribunal will be focused on determining what the crew did to whom, why they did it, and how they’ll be punished. Use the tribunal scene to let the players explain their actions in character. Hopefully they’ll see that their actions were pointless and destructive.
* Now here’s the fun part:
1. The authorities sentence the crew to 15 years at hard labor in the guano mines… or, they can volunteer to sign a 10 year mercenary contract with a penal battalion conducting counterinsurgency operations on behalf of the subsector government. Yes, it’s the French Foreign Legion in Space, and if the player characters go AWOL, the Imperial authorities will now have a piece of them.
2. Drop the crew into a unit filled to the ever-lovin’ brim with the most low down scum in the subsector. Training? Yeah, right. They’re tough guys, aren’t they? They can learn on the job. Make a table with 20 or so crimes on it (murder, assault, robbery, thuggery, theft, possession of contraband, smuggling, illegal salvaging, illegal mining, illegal gambling, piracy, treason, sedition, insurrection, human trafficking, consorting with corsairs, gang crime, fraud, bribery, unfair labor practices, vagrancy, Vargr shaving, Hiver slapping, tipping lawful K’Kree citizens of the Imperium, possession of unseemly Solomani sympathies, failing to meet production quotas, failing to show appropriate adulation for a member of the Imperial aristocracy, creative accounting, poaching, indebtedness, terrorism, illegal weapons, whatever you can think of) and roll 1 to 3 times for each of the hardened criminals and sociopathic freaks in the crew’s new platoon. Make a short backstory about the crimes. Example: Private Eneri was convicted of gang crime, mass murder and illegal weapons possession when his gang accidentally breached a mining habitat while fighting with another gang over a mining claim, causing the deaths of 100 people. Now he’s doing 20 years in the penal battaltion, fighting the Duke’s dirty wars. Make the NCOs and officers hard bastards with criminal convictions themselves who keep the scoundrels in line with brutal discipline and field executions if it comes to it. The stocks, the lash, the electronic agonizer, hard labor, protein crackers and water, spending 24 hours staked out on the parade field in the scorching sun, 2 days in the cockroach pit, it doesn’t matter. Show all these things happening to NPCs in the unit so the players know what awaits their characters if they screw around. As the NCOs will tell the crew, “You are mercenary soldiers in order to die, and the Duke is sending you where you can die.” Treat the player characters has having light wounds for a week whenever they suffer these punishments. Feel free to have the other mercs steal their gear, beat them up for the offense of being new guys, stick them with all the crap duties like shoveling out the latrines, searching for mines and boobytraps. If the player characters get violent, 30 hardcore mercs beat them to a pulp just for laughs. Show them that there are people tougher than they are, who are just waiting to beat them down just for something to do. If they desert, any local will turn them in for the prize money, any rebel will kill them, and any starport worker will have them arrested by starport security and returned to their unit for 100 lashes and a week in the cockroach pit.
The point of this is to let the player characters see how much fun it is to get stuck with people as callous and violent as they are.
3. Send the player characters’ merc unit into a dirty counterinsurgency where they have to root out a determined well-equipped enemy dug deep into brutal thin-atmosphere terrain with the full support of the local population. The despised, corrupt and incompetent planetary authorities would fall in two months if they weren’t propped up by the subsector Duke for his own murky reasons. The insurgents have always stated their grievances are only against the planetary authorities and proclaimed their undying loyalty to the Imperium, so the subsector Duke will not commit Imperial forces. The fighting is left to the incompetent planetary army and a collection of low rent amoral merc units, like the player characters’ penal battalion. Offworld factions support the insurgents with money, equipment, and advisors for their own murky reasons. The insurgency is the tail end of a 20 year civil war that started when some regions tried to break off from the worthless planetary authorities. No mercy is given or expected, and when somebody finally wins, everyone knows there will be bloodbath.
4. Now give the players the action they so desperately crave. Ambushes, air assaults, human wave attacks, defending remote outposts against overwhelming odds, search and destroy missions tearing up villages for weapons and enemy fighters, raiding terrorist cells hiding in the cities, clearing rebel bunker complexes with napalm, poison gas and close quarters combat, tense urban combat in rebel held cities, taking the lead as the first assault element in a division offensive into enemy territory, give them action, action, action! If a player’s character dies, he makes another character who is already a merc in the unit or who’s a fresh convict who took the contract.
* First, address the players intellectually. Explain to them, as I’m sure you already have, that Traveller works very differently than D&D, and combat will hurt their characters like they would expect a normal person to get hurt. Tell them that you don’t want to see the crew take casualties because of a misunderstanding, so you’re making it clear before the session begins. They should treat their characters like people who feel pain. The players put time and effort into creating their characters, so they should treat them that way. The players will still be dealing with their emotional need for hack and slash excitement, but read on.
* As other posters have suggested, run a few practice combats so they can see the effects of combat on some throwaway characters. Then the players should know what weapons will do to their characters. They’ll also have a better idea of how their characters will stack up when it comes to fighting. Do the same thing for ship combat, so the players will know how things will shake out.
* Run an adventure as normal, but be prepared for a malenky bit of the usual player character ultraviolence. If the player characters hurt people or do something destructive or outrageous (like literally stomping down an old lady in the spaceport hotel lounge over a trivial slight; I wish I were joking), have the authorities respond with the level of force they need to take down the player character threat. The crew can’t be the first bunch of heavily armed ne’er-do-wells to trash the local Startown. Feel free to have the locals take potshots at the offworld trash shooting up their neighborhood. Try to take the player characters alive. Stunners, tranq rounds, riot control gas, net guns, grav carrier mounted microwave anti-personnel burners (Active Denial System), laser dazzlers, do what you have to. Make up some stats for this gear beforehand. If the crew wants the screw with the authorities, have the authorities screw back hard and screw to win.
* Once the authorities have the crew in custody, have the player characters explain themselves at a tribunal. They probably won’t have much in the way of rights and the tribunal will be focused on determining what the crew did to whom, why they did it, and how they’ll be punished. Use the tribunal scene to let the players explain their actions in character. Hopefully they’ll see that their actions were pointless and destructive.
* Now here’s the fun part:
1. The authorities sentence the crew to 15 years at hard labor in the guano mines… or, they can volunteer to sign a 10 year mercenary contract with a penal battalion conducting counterinsurgency operations on behalf of the subsector government. Yes, it’s the French Foreign Legion in Space, and if the player characters go AWOL, the Imperial authorities will now have a piece of them.
2. Drop the crew into a unit filled to the ever-lovin’ brim with the most low down scum in the subsector. Training? Yeah, right. They’re tough guys, aren’t they? They can learn on the job. Make a table with 20 or so crimes on it (murder, assault, robbery, thuggery, theft, possession of contraband, smuggling, illegal salvaging, illegal mining, illegal gambling, piracy, treason, sedition, insurrection, human trafficking, consorting with corsairs, gang crime, fraud, bribery, unfair labor practices, vagrancy, Vargr shaving, Hiver slapping, tipping lawful K’Kree citizens of the Imperium, possession of unseemly Solomani sympathies, failing to meet production quotas, failing to show appropriate adulation for a member of the Imperial aristocracy, creative accounting, poaching, indebtedness, terrorism, illegal weapons, whatever you can think of) and roll 1 to 3 times for each of the hardened criminals and sociopathic freaks in the crew’s new platoon. Make a short backstory about the crimes. Example: Private Eneri was convicted of gang crime, mass murder and illegal weapons possession when his gang accidentally breached a mining habitat while fighting with another gang over a mining claim, causing the deaths of 100 people. Now he’s doing 20 years in the penal battaltion, fighting the Duke’s dirty wars. Make the NCOs and officers hard bastards with criminal convictions themselves who keep the scoundrels in line with brutal discipline and field executions if it comes to it. The stocks, the lash, the electronic agonizer, hard labor, protein crackers and water, spending 24 hours staked out on the parade field in the scorching sun, 2 days in the cockroach pit, it doesn’t matter. Show all these things happening to NPCs in the unit so the players know what awaits their characters if they screw around. As the NCOs will tell the crew, “You are mercenary soldiers in order to die, and the Duke is sending you where you can die.” Treat the player characters has having light wounds for a week whenever they suffer these punishments. Feel free to have the other mercs steal their gear, beat them up for the offense of being new guys, stick them with all the crap duties like shoveling out the latrines, searching for mines and boobytraps. If the player characters get violent, 30 hardcore mercs beat them to a pulp just for laughs. Show them that there are people tougher than they are, who are just waiting to beat them down just for something to do. If they desert, any local will turn them in for the prize money, any rebel will kill them, and any starport worker will have them arrested by starport security and returned to their unit for 100 lashes and a week in the cockroach pit.
The point of this is to let the player characters see how much fun it is to get stuck with people as callous and violent as they are.
3. Send the player characters’ merc unit into a dirty counterinsurgency where they have to root out a determined well-equipped enemy dug deep into brutal thin-atmosphere terrain with the full support of the local population. The despised, corrupt and incompetent planetary authorities would fall in two months if they weren’t propped up by the subsector Duke for his own murky reasons. The insurgents have always stated their grievances are only against the planetary authorities and proclaimed their undying loyalty to the Imperium, so the subsector Duke will not commit Imperial forces. The fighting is left to the incompetent planetary army and a collection of low rent amoral merc units, like the player characters’ penal battalion. Offworld factions support the insurgents with money, equipment, and advisors for their own murky reasons. The insurgency is the tail end of a 20 year civil war that started when some regions tried to break off from the worthless planetary authorities. No mercy is given or expected, and when somebody finally wins, everyone knows there will be bloodbath.
4. Now give the players the action they so desperately crave. Ambushes, air assaults, human wave attacks, defending remote outposts against overwhelming odds, search and destroy missions tearing up villages for weapons and enemy fighters, raiding terrorist cells hiding in the cities, clearing rebel bunker complexes with napalm, poison gas and close quarters combat, tense urban combat in rebel held cities, taking the lead as the first assault element in a division offensive into enemy territory, give them action, action, action! If a player’s character dies, he makes another character who is already a merc in the unit or who’s a fresh convict who took the contract.