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What else is The Traveller Adventure good for?

rancke

Absent Friend
The Traveller Adventure contains a large amount of background information about the Aramis subsector. What if you wanted to run a campaign in Aramis but you players were dead set against running a free trader (and against committing major felonies on behalf of chance-met strangers ;)). What sort of overarching adventure of a scope and complexity equivalent to the one in TA could you run using the background information provided? (You would, of course, have to come up with some extra material yourself).

I've only just begun thinking about it, but one thing seems clear to me: You'll need some plot mechanism that will provide the means and the motivation to travel across the subsector.


Hans
 
I've only just begun thinking about it, but one thing seems clear to me: You'll need some plot mechanism that will provide the means and the motivation to travel across the subsector.

One which pops into mind is the PCs are retained to investigate the Lanthanum scam. In the case of the "Issues with TA" thread an example is the TAS reporter. Maybe he got a hot tip about about it and decided to do an expose.

Perhaps the Mammoth isn't completely destroyed and the Navy notice that their toys are missing, and quietly forms a team to find them (quietly of course for fear of embarrasment).

Or they could get caught up in the trade war - while 'the rules' say not to involve third parties, accidents happen. Or maybe criminal type PC's are hired to cause trouble.

And for differing takes -

The PC's work for Tukera Interal Affairs and have been asked to check certain discrepencies in shipping and accounting. And then a race to grab/dispose of the evidence before the Harrier, Navy or Kforuz show up. And also 'Tidy up' any loose ends the 'rogue agents' have left. Permanently.

The PC's ARE the Kforuz - they have to somehow get ahold of 500MCr by hook or crook. And then they have to defend the meeting/transfer, and they get the goods back to their base.
 
Oberlindes features prominently in that campaign, right?

I think the classic Amber zone Rescue on Ruie (that was also re-done when Living Traveller took place) can serve as the alternative start. I.e. the mercenary-oriented PCs are hired as covert ops by the Baron on a semi-permanent basis after they rescue his son.

They get to accompany him to Paya where the base for Oberlindes operation in Aramis is set. Have them run some errands there, inverstigate a couple minor problems, then they need to get to Aramanx with the baron but certain troubles arise enroute and they get to know March Harrier and its crew.

Oberlindes then may send them to investigate some Tukera activity that would have them clash with the Vemene directly. It's not hard to envision a certain brooch ending up in their hands after that clash (perhaps the Vemene just took it away from MH, or the PCs can end up raiding their HQ for something else and stumble upon the brooch).

Once then, administer the campaign mostly as written.
 
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