I'm not sure that's what I meant, exactly...
"What would you find at an Ancient site?"
Traveller players. :rofl:
Hmmm...perhaps I should rephrase the question.
(And forgive me if this post gets a little long. I'm 'kinda working through my ideas on paper as I go.)
First of all, thank you all for your suggestions. I was looking for inspiration, and I think I found some. Now I've got a couple of hard questions about where I could take this story to the "next level." I'd appreciate any suggestions anyone might have.
Here's what I got so far. (And, if you're interested, why.)
The players jump into the Kan system and detect an automated distress signal coming from a ship in orbit around the "planet." (FYI, I will probably make Kan a moon of one of the gas giants.)
As they approach the ship, suddenly all the lights go out, and emergency back-up lights all come on. They're safely in orbit, so this isn't an immediate concern. However, upon investigation they discover their power plant is no longer functioning. And they can't seem to get the fusion reaction started again. They're safe for now. But it is only a matter of time before they run out of air, food, water, etc.
What's going on: Story-wise, this planet is, in fact, an Ancient site. (Although, whulorigan, thank you for mentioning the Archon Thesis. I'm all for blaming them.) This planet was hit with a torpedo that destroyed any base that might have been here. And that torpedo was buried deep within the planet, until the miners unearthed it centuries ago. This was anticipated by the side that built the torpedo. Upon being unearthed, it is programmed to produce a field, unknown to modern-day science, but similar to a nuclear damper. However, instead of causing nuclear fission to fail, it causes nuclear fusion to fail. So, over the centuries, ship after ship have been marooned here, unable to get their engines started again -- their crews asphyxiating, and their ships eventually crashing to the surface as their orbits decay. By now the players will be able to detect the dozens of impact sites, and the accompanying debris, from these shipwrecks on the surface of the moon.
What's going on: Plot-wise, this is the first rule of suspense -- isolation. Stick your protagonists somewhere they can't readily escape, thus forcing them to have to deal with the situation.
So, in the end, our intrepid heroes are forced to find a way to the planet's surface, and explore the spooky mine, littered with the slowly decaying remains of those who have come before them. They eventually find the torpedo. And since they probably can't figure out the advanced technology, they will just have to blow it up using demolition charges they either bring with them, or scavenge from the mine.
Now here's where I'm "stuck." What happens next? To quote my hero Rango, "People, I’ve had an epiphany! The hero cannot exist in a vacuum! What our story needs is an ironic, unexpected event, that will propel the hero into conflict."
At this point I would like to have a rousing, exciting finale. And I agree with Rango, the best way to do that is through conflict. Obviously the first thing that came to mind is the little round nodules that litter the place, suddenly pop open, and little robot spiders attack our heroes as they fight their way back to the surface. But Whipsnade is right...it's been done.
In both the book and the movie
Sphere, there is more of an esoteric "conflict" as the remaining crew try to evacuate their habitat, but are stymied as reality continues to shift, never allowing them to escape. But something like this I believe is a little too undefinable. How would the characters go about overcoming this?
So here's the crux...how can we have an exciting ending, with a situation that will challenge our heroes, but they have a decent chance of overcoming?
By the way, I'm planning this a couple of games in advance, so I have time to think about it. And I'm not married to any of these ideas. If anyone has another inspiring idea, I'd certainly like to hear it.
Oh...and since GypsyComet mentioned there is something of a contradiction between the UWP data in the
First Survey book, and the
Traveller map on-line, about whether this place should be labeled an Ancient site, or not...that has inspired me to have the torpedo start a countdown, which explodes, destroying the moon, just as our heroes make good their escape. Ergo, no more Ancient site, so the Imperium will just have to build another base somewhere else in the system at a later date. Problem solved. To Far Future Enterprises...you're welcome.
