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Traveller Campaign Stories (all versions!)

SpaceBadger

SOC-14 1K
Knight
I haven't seen a story thread like this in the month that I've been here, or in browsing through old threads. I've enjoyed the various D&D/Pathfinder "war story" threads over at Giant in the Playground, so figured I'd try starting one here. I haven't actually been able to play a whole lot of Traveller over the years (mostly GM), but I'll have a go at starting off.

This is from the only Traveller campaign (so far) in which I have been a player rather than GM. I don't actually remember what career this character was in, but he mustered out w his primary skills being Combat Rifleman-3 and Demolitions-4. Nobody else on our dorm floor even wanted to play, so this was just me and the GM. My character (I think his name was Mitch, short for Michigan Smith; if not, I'll call him that anyway) met up w some NPCs and somehow ended up on a monorail train zipping through the desert from one city to another.

Naturally, the train was hijacked by terrorists, and it was up to Mitch to Do Something About It.

Fortunately, I did have these few NPCs that Mitch had teamed up with, so it wasn't a complete solo run of Mitch vs. terrorists. We fought our way forward to the control section of the train, to discover that the terrorists had welded shut the door into the control cabin. In examining the welded edge of the door, Mitch with his high Demolition skill noticed that the door was also booby-trapped.

Here is where things started to Get Weird.

I stated that Mitch would use his Demolition skill to carefully trace the trigger wires from the booby trap to see what would be the best way to disarm the trap. A few skill rolls later, Mitch traced the wires to a bomb located inside an access panel. I then asked to make a skill roll to disarm the bomb.

The GM refused. He wanted me, as player, to describe what Mitch would do to disarm the bomb. I tried explaining to the GM that neither he nor I were Demolition experts; we were college kids playing a game in which my Character was a Demolition expert, and I should be allowed to figure it out using Mitch's Demolition skill. Nope, he wouldn't go for it. Said I had to figure it out myself.

I knew that if I just had Mitch start snipping wires at random there would be a high chance of BOOM, and the GM had informed me that the explosives were powerful enough to destroy the control car and derail the train, probably killing everyone on board (terrorists must have been either suicidal or terribly incompetent). There were windows in the area that Mitch was in, so I asked if there was enough slack wire that he could throw the bomb out the window away from the train. Nope.

Finally I had Mitch go back and strip wires from the lighting system in the next car back, verify that these wires were the same resistance etc as the wires on the bomb, then make a Demolition roll to successfully splice the extra wire into the trigger wires, giving him enough slack that he could shoot out a window and toss the bomb, to detonate harmlessly on the desert floor below the train (timing it carefully so as not to blow up a support pylon).

So that was how my character with Demolition-4, a true expert in the field of Demolition, "disarmed" a bomb.

Soon afterward, one of Mitch's NPC buddies used a laser rifle to burn a hole in the welded door to the control room, and Mitch moved to toss a grenade through the hole to where the terrorists were. Unfortunately, one of the terrorists chose that moment to fire some high-ROF automatic weapon out of the hole, which automatically hit Mitch due to him being nearby with his grenade (???). The GM told me that the damage was all to Mitch's DX, and described it as essentially having his hands shot off.

Not much else he could do at that point, other than suggest that one of the NPCs fire a burst through the hole, followed by another one stuffing in a grenade, all while Mitch stood and watched (probably bleeding out through his severed wrists, although the GM didn't mention that).

And that was the end of that adventure, and also that campaign.
 
Really? None of you who have had more time as players of Traveller have stories that you want to share? None of you who GM have stories of things that players have done in your games? :confused:
 
I am not sure how many people keep detailed accounts of what happens during a one-off adventure or a campaign.

There are two that stick in my mind.

One was the campaign where the players were operating a Free Trader and focusing on trade, and did so extremely well that they complained that it was too easy. Part of the problem there was that they were working an area of the Spinward Main that had some good trading potential, and they did have some good die rolls.

The other was an asteroid mining campaign, using the asteroid mining rules that were in an issue of the Journal of the Traveller's Aid Society. There the problem was the die rolls to get a mining license were driving them crazy, so I finally worked up a checklist as to what equipment that they needed, determined that they had it, and then they got a license based on that, and ignored the die rolls. They were quite happy mining ice asteroids and selling fuel, along with gradually setting up a small base on a nickel-iron asteroid. Nothing spectacular. Their goal was to acquire a used Free Trader and go into trading as well.
 
so figured I'd try starting one here
Sounds like a good idea.

People have posted about their games but nowadays they just point folk to a game blog. One consolidated thread for that might be good.
I haven't actually been able to play a whole lot of Traveller
I think there are a lot of folks in that ships boat. People that come here to chat about Traveller but don't play much or solo play.
I then asked to make a skill roll to disarm the bomb. The GM refused. He wanted me, as player, to describe what Mitch would do to disarm the bomb. I tried explaining to the GM that neither he nor I were Demolition experts; we were college kids playing a game in which my Character was a Demolition expert, and I should be allowed to figure it out using Mitch's Demolition skill. Nope, he wouldn't go for it. Said I had to figure it out myself.
I hate this kind of thing. The opposite too: A player has a military background or knowledge and has a non combat character organizing a group with swat team planning and precision.
 
I stated that Mitch would use his Demolition skill to carefully trace the tr
The GM refused. He wanted me, as player, to describe what Mitch would do to disarm the bomb. I tried explaining to the GM that neither he nor I were Demolition experts; we were college kids playing a game in which my Character was a Demolition expert, and I should be allowed to figure it out using Mitch's Demolition skill. Nope, he wouldn't go for it. Said I had to figure it out myself.

Hmm, I had a GM do something similar to me once when I was playing the Morrow Project, not Traveller. When he said that I had to describe how I was going to set a demolition charge, I pulled out my copy of the Army Field Manual for Explosives and Demolitions, and proceeded to do so in painstaking detail. What he was hoping, since he had given me a demolition packet, was that I would use the whole thing at once, and blow a gaping hole in the landscape. When I used 4 ounces of C-4, I was not sure exactly how thick the door was nor how thoroughly it was barred inside, so I added a fudge factor, and blew the door, he about died. I was running around with a complete demo kit and knew how to use it. He was used to guys blowing the entire kit at once.

Hmm, I also had my demolitions cheat card with me as well, along with my copy of Vietcong mines and booby traps, and some stuff on field expedient explosives. And a copy of the Anarchist Cookbook for good measure. I have a lot more stuff now.
 
I usually referee, but one time I got a chance to play in a tournament at a con. The group running it was supposed to be legendary, from MIT or somesuch, so real science fiction. Or so everyone said.

The ref arrived, a bit late, as I recall. He seemed not to have read the materials. He handed out the character sheets, subsector map, etc. The setup: a group of mercenaries/ terrorists had established a base on some armpit planet. Our characters had infiltrated the group, and were now in orientation/ training. We were to find the leaders, the secret location of their home base, etc. The bad guys ship was to arrive in a week.

I was there with three friends, and a few other players. The ref described camp life, basic "Platoon" stuff. We tried to break into the offices. "You can't do that". We tried to hack the computers, with our high level computer skills. "You can't do that". We tried to talk to other mercs with our Carousing and Liason skills. "You can't do that". We tried to overpower guards with our Brawling skills. "You can't do that". Each time we were told we had to wait for the ship to arrive, in a week. OK, we said, we wait for the ship. More descriptions of camp life, being called maggots, etc. and nothing else. This went on for about and hour.

Finally, I blew my stack. I asked the ref if he had ever run a game before. He said yes. I asked if he realized that he didn't have to play out the intervening week in real time. That all he has to say is, "A week later, the ship arrives". He got huffy with me (I can't imagine why...:devil:). I had enough, and walked out. Very unkind, but hey. I had paid money to be there. My friends stayed for another half hour or so, and tried increasingly insane things, only to be told...wait for it..."You can't do that".

I guess after all the buildup, I was expecting something better. I suspect the ref hadn't seen the scenario until he walked in, or that the scenario had some really arcane picayune detail we had to notice in order for the action to start.

We went over to the GDW booth, and told our tale of woe to a very nice fellow named Marc. Yes, that Marc :cool:. He gave us some free handouts, which I still have. Bitter lemon...sweet, sweet lemonade.
 
Heh. Reminds me of when I ran and old JTAS scenario for my plyers, thr one with the out-of-control "logging machine" that turns out to be an experimental tank.

Huey, the Aslan (his real name was much longer) was hauling one of those 10kg backpacks of TDX. He managed to stick it on the side of the thing, and duck.

Needless to say, the explosion cut the poor thing in half, horizontally. The rest of the players were suitably impressed with the fireworks, and resolved never to be in the same location - nay, *town* as Huey if they ever saw him carrying another Happy Fun Bag...
 
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