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Terrorism in CT

Blue Ghost

SOC-14 5K
Knight
I just finished reading my PDF copy of the December 1981 issue of "The Space Gamer".

For those who missed it the first time around, and enjoy the CT setting above all others, Kenneth Burke and William Barton have written an article on how to generate and even play terrorists in the 3I.

Given our heightened state of awareness of terrorism today, it should prove useful.
 
I think you are right, I had gotten into collecting information on the Ine Givar at one point, I thought it made a good plot hook. I think there are a couple Ine Givar references in the old CT Patrons supplement, plus the first Megatraveller Game "The Zhodani Conspiracy." But lately it seems there has been a non acceptance of anything that might pertain to modern politics.
 
Back in the day we definitely thought of the Ine Givar as freedom fighters vs the tyrannical Imperium. The Imperium may label them terrorists, but to separatists and home rule proponents in the Spinward Marches they were fighting on the side of right.

Similar thing on the Solomani Rim. Free Terra groups were regarded as terrorists by the Impies, but to an awful lot of oppressed and occupied Terran Confederation worlds they were freedom fighters.
 
Issue 46.

It has advanced char gen for terrorists, and discusses mustering out and one or two other terrorist groups in the 3I.
 
It's good adventure fodder, especially if you play up Space Noir and have the terrorists and governments alternate between being good bad and/or grey.

A surprise for some players to find out its a fight between one good and another kind of good, or that both sides are bad.

Keep in mind a major goal of terrorists is to get governments to overreact, so you can have really nasty terror types trying to outrage government officials to oppression, and officials who have taken the bait and gotten oppressive due to extreme acts.

Also, it doesn't have to be terrorists/governments.

Megacorps, oppressed minor races/ethnicity, animal rights, ecoterrorism, oppressive taxation, a majority that is being economically outperformed by a minority, civil wars that have crossed the line of the laws of war, all these and more have and can trigger terrorism beyond the usual separatist trope.

And just right sized for a lot of adventurers, less Big Military and more sneaking around/spec ops action/intel/deception/smuggling.
 
There is also "RIP's in the Traveller Universe" in Adventure Gaming, Dec 1981. This issue also has Stranded on Arden as a pullout adventure.

"Rebels, Insurgents and Partisans: an NPC variant for anti-establishment types" by R.D. Stuart.

Apparently there can be more formality for those dirty rebels: there are 3 categories: Field Command, Operations and Support Services. Assignments include R&R, R&D, Training, Intelligence Gathering, Internal Security, Militia Support, espionage, sabotage and assassination.

No resignation: once a RIP always a RIP.

Only found it as I was digging through my Traveller stuff due to Snow 2016 - my work from home office is also where I store my game stuff. So I tend to take better breaks....
 
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