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Time Traveller

No, my Traveller universe does not have time travel. I have a group of players that had never played Traveller and I decided to introduce them to the game by doing something I had only really done once before... use the OTU.

The only other time I had ever used the Imperium setting was when we played TNE bak in high school. We had a lot of fun with it, but I like to allow my players wide latitude in world creation so I usually do not use pre-made settings at all.

I decided to go with an idea that I had been kicking around for several years. I wanted to have them hit some of the moments in the history of Traveller. I had read some of the Traveller Universe stuff and liked a lot of it (especially MegaTraveller, and TNE). As I began working on it, I decided I wanted to break the game into short 4-6 session segments with the players jumping forward in time and taking on new characters each time. I decided to start with a near future game and work forward. I also decided that, in keeping with my game style, I would allow the players to have a large impact on history. I prefer this feel because I get to be surprised at how things turn out. Of course I do cheat a bit on this and drop a few future determinative things in every once in a while.

Also in keeping with my style I decided that I was going to have to change things up a lot, especially in the early years of Traveller history, to get my players interested and to offer plenty of chance for foreshadowing and allowing the players to feel they had an impact. One of the major things I wanted to address was the Virus from TNE. I like the idea of the interstellar post apocolyptic game, I was just never totally satisfied with the justification for it. I decided to foreshadow it way in the past.

My campaign begins with an interplanetary war between Earth and its solar system colonies. The jump drive has not been invented yet and as far as almost everyone knows there has been no contact with aliens. This was a military/political campaign with the players taking on the roles of high ranking UN Space Marines on a space station that is neutral territory. I decided it actually did not matter to me which side won the war because in the long historical view it would not matter. I made the war very much a brother against brother situation similar to the US Civil War where most of the generals on both sides had served together before the war. There were plenty of chances and justifications for switching sides if the players chose to. They did not switch sides and the Earth forces won the war.

The next phase was a generation ship. It is still pre-jump and Earth decides to send out a long term exploration vessel to a recently discovered habitable planet. The trip will take 200 years so I decided that cold sleep had been invented but it would not be possible for a large number of colonists to be put in cold sleep. Instead, Earth constructs a generation ship, The Prometheus. The crew goes in and out of cold sleep throughout the journey with some of the crew always awake. The colonists themselves will go through several generations on the ship, they have agreed to a structured breeding program and controlled population growth while on board. The players are members of the crew and the game centered around a murder mystery that they deal with for the whole journey. During the trip they encounter an ancient alien race that has been in contact with small groups of humans for the entire length of human history. The aliens attempt to convince them to turn back and when they refuse place a computer virus on the generation ship.

When the ship finally arrives in the destination system they are greated by jump capable Earth ships. Earth humans have beaten them there and are in the midst of their struggles with the Imperium. When the players communicate with the Earth ships the computer virus infects the other ships and causes their destruction. The players realize that while their ship is not sophisticated enough for the virus to control that it is sentient and they cannot destroy it. They put themselves into cold sleep and set a course for deep space.

The next section actually jumps back in time from the end of the generation ship section to a StarLeaper ship performing early exploration of the areas around Sol. I have decided that instead of playing the captain of the ship the players will each play a representative of one of the many factions that help fund the ship (corporate, military, union, research science etc.). They will attempt to persuade the crew of the ship to deal with things met on the journey in a way that best aids their faction.

After that I think I will move onto a merchant campaign in the early years of Sol/Imperium interaction. Then, of course, on to the Interstellar Wars. I am thinking of doing a low ranking military section and perhaps a journalism or spy section. At least for now I am using GURPS 4th edition and the Interstellar Wars book.

So what are some other exciting points to hit throughout the history of Traveller? I want to try to vary the campaign types as much as possible over the course of the game
 
One quick one off the top of my head that I've wanted to do but haven't is the Psionic Suppressions conflict. Involve the PCs on one side or the other, or both over the course of play. Start on one side, the "good" guys, come to see they aren't really the "good" guys, and switch sides, kinda thing. Could start on either side, would depend on the group (mostly if any in the group had Psi, though that wouldn't be a clincher either way).
 
Awesome, we decided to go without Psi when we played TNE years ago because we thought it was hokey (this was before B5) and it messed up 2nd ed. AD&D. Because of that the people I have tended to play with have always shied away from Psi. In 20 something years of gaming I have never played in or run a game with psionics (although the Force in Star Wars is pretty close), and I just realized that now
 
One quick one off the top of my head that I've wanted to do but haven't is the Psionic Suppressions conflict. Involve the PCs on one side or the other, or both over the course of play. Start on one side, the "good" guys, come to see they aren't really the "good" guys, and switch sides, kinda thing. Could start on either side, would depend on the group (mostly if any in the group had Psi, though that wouldn't be a clincher either way).
When I thought up Lon Geryen, the fully autonomous AI installed in the last ship built on Darrian before the Maghiz, I toyed with the idea of writing an adventure featuring it for every milieu, including the ones that hadn't been "opened" yet. For Milieu 0 I have a mostly finished adventure featuring Lon trying to repatriate the descendants of a Darrian survey team from an interdicted world. For Milieu 200 I only have a vague idea. For Milieu 400, I'll probably settle for the campaign seed I included in my Outrim Frontier writeup. For Milieu 600 (1st & 2nd Frontier War + Civil War. Much disturbance and paranoia.), Lon would need to be registered with some neutral world (preferably Darrian). For that to happen, it'd need help to put someone influential on such a world in his debt. For Milieu 800, I'll probably go with some sort of "Pimpernel" plot concerning rescue of hapless psionics from the witch hunters. Possibly someone with whose ancestors Lon has a history. For Milieu 1000 I don't have any ideas, except that Lon will be visiting the Domain of Gateway.


Hans
 
GDW had the outline of a MT adventure that involved PCs taking part in the major historical events of the Imperium.

The premise of the adventure was the PCs were part of a military unit during the Interstellar Wars ers who were irradiated or chemically attacked or something such that they only had a few weeks to live.

They used coldberths etc to enter suspended animation and would awaken every so oftern to find if a cure had been developed. These wake up periods woud coincide with major events during the Imperium's history.

Interesting idea but it never saw print.

Don't know if a draft of it even exists :(
 
I have run campaigns based in historical Imperial settings.

War of the Ancients.

Fall of the ROM.

Long night.

Civil War period.
 
The advert:
FLASHBACK
Historical adventuring in the Imperium's past.

Somewhere, ages ago, a squad caught the edges of a devastating radiation blast. Rather than die lonely deaths, its members swore a pact to seek out a cure, then they retired to cold sleep.

Every time they awake, they come out in a nexus of history.

They are there when the Long Night falls, when the Imperium is founded, when Nicholle is assassinated, when the Civil War ends, and more.

They are travellers in time the only way possible forward, ever forward.

And their greatest challenge awaits them when they reach the present.
 
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War of the Ancients.

I did similar. I had the players roll up military characters (Navy, Army, Marines, and Scouts) but not muster out. Then I put them all aboard the same assault ship, on a deep penetration mission, in the middle of an extended campaign. What I left out was when they were.

The leader of the expedition was a mysterious Droyne, with a constant honor guard, who spoke to the PCs only through an equally mysterious Zhodani-looking fellow. The players were expected to die for their cause; I even had them roll up second characters of the same type as their first as replacements, just in case. There eventually were a number of back-ups used.

The scenarios were predominately black ops missions, infiltrating enemy installations, destroying military essential assets, assassinating high value targets, etc.; generally bringing the war to the enemy's doorstep. The team often had to do their own recon (I used the Scouts as military scouts) before returning to the ship to plan the op and then land again to run it.

The players assumed for a long time that they were far in the future of the OTU, after some major distruption in the socio-political structure of the human empires left the Droyne to step back up and fill the vacuum. I purposely spoon feed the clues until it clicked. It was fun.
 
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I wouldn't mind seeing what you did with that. Got any write-up on it?
I posted the original idea to the moot a long time ago - saddly I can no longer access the moot so my own work is now off limits to me.

If someone with moot access where to copy and paste the stuff into this thread I wouldn't mind.

And I think I have a word file somewhere...
 
Here's the original draft of the backstory.
Here are some of my preliminary thoughts; there are gaps, and half formed ideas.

There were many star faring races prior to grandfather, but none who could break the lighspeed barrier. Some even created colony worlds, empires and the like. (MT canon – the first starfarers)

These are the old races.

Psionics were an invention of one of the old races. They discovered how to access higher dimensions and to eventually build bionanites that can tap into them.

The chirpers were one of the younger races at the time they were discovered by precursors. These beings by now had developed psionic teleportation drives. They regarded the chirpers, with their insect like castes, as worthy of some study.

The chirpers were a TL10 culture, who underwent a period of development which could be described as a lot like the Transhuman space setting.
The end result of the period of development was a bewildering array of biomod chirpers - the droyne to come - and grandfather.

The chirpers were bioengineered to become droyne, at the same time as the nanovirus granted psionic powers it was also able to reset genes and initiate the transformation that produces caste droyne.

Grandfather didn't discover jump space; he created it in the first place.

Grandfather's new research project was to find out about the precursor races, where had they gone, and what was their link with the metaconscious entities (MCE) in and beyond jump space. (MCEs are a suggestion from Dave Nilsen in his posts about TNE on COTI)

Grandfather discovered that several of his children were also investigating the jump space MCEs, and began to suspect that several of them were actually "possessed".

This is when the war began.
There is more - soon as I find it I'll post it.

Players were allowed to generate droyne, humans, vargr or robot characters - all with psi fully trained.

The adventure started on Earth at one of children's research sites which was invaded by the minions of the MCEs - it became a bit like a very high tech version of Call of Cthulhu.

The PCs eventually discovered the truth of the children's possession (some were possessed - some just sold out) and had to get to grandfather with the proof.

Lots of sentient machines, smart tools and weapons etc.

It was good fun.
 
I posted the original idea to the moot a long time ago - saddly I can no longer access the moot so my own work is now off limits to me.

If someone with moot access where to copy and paste the stuff into this thread I wouldn't mind...

Had a good look around the dusty halls of The Moot and didn't spot any manuscripts on your Ancients War stuff. A few notes talking about it, but not itself :(

Oh, looked like some of it might be in the IMTU forum. (search by author Mike Wightman and subject Ancients)
 
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