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Who are the Traveller bad guys?

Who are the Traveller Bad Guys? I know that for a lot of folk making money and getting a bigger ship provide motivation for adventuring. As my group, when we start, are fantasy roleplayers I would like to have some bad guys. In Star Wars its clearly the Empire. In D&D its the CE, LE or NE alignments. I know there might not be anyone in Traveller who fits the bill but if there was who would it be? Maybe a broad threat like the Imperium, Solmani, Zhodani, the Ancients coming back??? Or some clandestine group fronted by a Megacorp etc. (Please don't tell me that its not how to play Traveller because that's how I am going to play it. I am not trying to be rude just trying to steer the thread:))
 
It depends on which part of the Imperium you have set your campaign. The Empire is a BIG place.

The traditional Traveller bad guys are the Zhodani. But, remember, Traveller is not black-n-white. It's got one foot in reality. People are grey. Not all Zhodani are bad...and you can certainly play a campaign with Zho PCs who look at the Imperials as the bad guys.

If you are in the trailing sectors of the Imperium, the K'kree may be your number one baddies. If you are coreward, it might be the Vargr. If you are rimward, it might be the Solomani. If you are spinward, it's the Zhodani.

Or...it could be some NPC race you've never heard of. The Imperium of 10,000 star systems is large enough for just about anybody you want to be baddies to be your bad guys.

Take the spinward sectors, as an example. Some Vargr joined with the Zhodani in the Frontier Wars with the Imperium. Then again, some Vargr fought on the side of the Imperium (while some never participated at all).

If you go rimward of that same region, you'll run into the Aslan. These guys could be baddies for a campaign, and, at the same time, there is a unit of Aslan dedicated as the Emperor's personal guard.

In the Traveller universe, there isn't just one or a few "bad guys". Each side has its own views--it's own culture. Right before the Rule of Man was established, the Vilani were the "bad guys". In the 3I, the Vilani are completely integrated into the Imperial society.

To determine just "who the bad guys are", you'll have to answer these questions: What time period are you playing in? What part of space are you playing in? Who do you want the bad guys to be?
 
Back in the very early days of Traveller the bad guys were the Imperial nobility, the megacorporations and any criminal elements you care to use.
 
I see the "Baddies" as being anyone who gets in the way of the PC goals. MTU is currently 1107, and in Spinward, the PCs have got off side with a selfish very rich scientist who works for the SuSAG. War is brewing.

I'm finding that the nature of the baddies gives warrant to PCs law breaking.
What I mean is, My PC's are running supplies back to a staving mining colony. They are running out of time and miners are starting to die. Evil dude, discovers they are trying to buy food and water in his system and buys it all up first. What to do? They meet some shady characters who know where they can get some water tanks and can fill the order, but they will need some help riding shotgun as they liberate the tanks. Oh and by the way next time you return here please bring us a shipment of weapons. Now the PCs owe an illegal favour.

My game is about Good people forced to "Step over the line" for the "Right" reasons and then deal with the consequences. That's my theme. Of course the players don't know it:smirk:

Who's the baddie? No one / everyone:D
 
I'll echo Mike's post.

As often as not, the nobility may have ... different goals than the players', so when the players get in the way, they tend to make powerful enemies.

This also goes for megacorporations, which are not above conducting shady research projects, perhaps just across the border to avoid legal entanglements.
 
can't believe no-one has mentioned the ine givar ....

Who are the Traveller Bad Guys?

efate, a world in the regina subsector, is presently undergoing a major insurgency funded by the zhodani, with a resistance funded by the imperium. large population (simlar to modern earth), poor to non-existent government, vast areas covered in jungle wilderness. tech level is quite high but there are no major armies so no overwhelming local force is present, just a bunch of mercs and militias. lasers in the rainforest, that sort of thing. lots of room there for well-funded high-stakes action against the perfidious zhodani and their minions.

the ine givar are a terrorist group that favor zhodani victory over the imperium. they're active on some imperial worlds around efate, but occasionally can be found anywhere.
 
Oddly enough I considered the Ine Givar to be the good guys in the early days since they were rebelling against the corrupt Imperial nobility.
 
In my ATU I tend to go for a 'dark Imperium', but guess when I started playing?

However, your characters have to be pretty darned important to become an enemy of the Imperial state. More often, the Imperium will form a relatively neutral backdrop and many of my games generally follow Kaveman's style. If your PCs are pirates or smugglers, the enemy is the Law; if the PCs are secret agents, the enemy is a 'foreign power', if the PCs are freedom fighters, the enemy is the local government, etc.

First, decide who your PCs are. Their enemies will fall into place.
 
In 993 in the Gateway Domain, there are several that can be considered.
  • corsair clans running Granicus in the Federation of Heron in the Glimmerdrift Reaches
  • The Solomani Confederation - it has commerce raiders operating just across the Ley Sector border from the Glimmerdrift Reaches
  • Lords of Thunder and the K'Kree
  • active corsairs operating out of the Raidermarch
  • any politity that decides the 3rd Imperium is too weak to stop it from capturing a world or two
  • a really angry and upset former Archduke Marshall Nells and/or his cronies
  • The Hivers
  • a megacorporation
 
What if your PCs are fairly legitimate free traders?

Marian

Then your 'bad guys' are:

Other Free Traders - i.e. the competition
Pirates & Cargo Thieves
MegaCorps who want the trade
Imperial Revenue Service
Interstellar Mob that want their cut
StarJackers that want the ship

But is there such a thing as 'legit' free traders?

:devil:
 
Pirates/reavers grabbing children from low tech worlds, throwing them in low births, and selling them into slavery for nefarious purposes. :nonono:

Part of my circa 1104 campaign in the Spinward Marches involving characters with Hospitallers for patrons.

I'm sure we can get worse, but then we lose our PG rating....
 
Your enemies are the banks and the established Merchant lines (and Mega-corporations).

Thats a great start. May I suggest you get a copy of "The Traveller Adventure." It is on the Classic Traveller CD at FarFuture.Net. This adventure is geared around trader characters.

This should help fuel your imagination.

Pirates and unscrupulous competitors (other free traders) are also good. One of my old classics is a snooty noble. You know that youngest child that is not going to inherit a title but is wealthy enough to buy his own ship and such?

He does not have much political power, but just enough to inconvience the players. Naturally, he is up something to something illegal. The players are *really* going to enjoy seeing him go to jail.
 
For a Traveller game, you've got a lot of options about just what sort of game you're going to run. While many of the canonical adventures set the PCs as more-or-less loyal Imperial citizens (with commensurate opposition), there are any number of other ways to play it, and then the "bad guys" fall naturally into place, defined as "those who oppose your goals". Your differences with them may be largely philosophical, in which case, violence is likely to only be a last resort; it may also happen that your PCs will be diametrically opposed to the beliefs and actions of their antagonists, with no possible compromise or reconciliation... in which case, violence is likely to erupt.

As the GM, you need to define where you want this game to go. If you want gritty, bloody action, where betrayal is commonplace and nobody survives unscathed... you can play it that way. If you want to play something more like "Wuthering Heights" meets "The Amazing Race", you can play it that way, too. Think about what your players will enjoy, too, as there's nothing quite so disheartening as putting hours and hours of labor into an intricate plot, just to have your players say, "Ahhh, forget it, let's go start a bar fight and then get laid".

If your players are up for a "scrappy merchants barely getting by" sort of game, there isn't a lot of room for high-level politics, or fourteen different kinds of aliens. For a game like this, their opposition will be whoever is getting in the way of them making the money they need in order to survive, and that could be rival merchants, pirates, greedy officials, corrupt politicians, or even a large corporation intent on solidifying its control over the area. The location and time frame you choose to set your game in will also affect things; if you're on the Solomani Rim, you're likely to only see a mention of the Fifth Frontier War in the back pages of the news, and it certainly won't have anything to do with your existence. However, if your ship is based on Jewell, with your friends, family, and established contacts there, then you certainly WILL care about the progress and the aftermath of the Frontier Wars.

If you're going to run a "get lots of stuff, and if you ever see the same NPC twice, you know the GM is setting you up for a kill; always outrun word of your coming and your past atrocities" type of game, then have fun, and pick an opponent that will at least provide an interesting challenge.
 
That, to me, is the beauty of Traveller.

It allows so many different types of settings and environments, even in the OTU, the possibilities are almost limitless regarfing the type of adventure/campaign you want to run.
 
Who are the Traveller Bad Guys? I know that for a lot of folk making money and getting a bigger ship provide motivation for adventuring. As my group, when we start, are fantasy roleplayers I would like to have some bad guys. In Star Wars its clearly the Empire. In D&D its the CE, LE or NE alignments. I know there might not be anyone in Traveller who fits the bill but if there was who would it be? Maybe a broad threat like the Imperium, Solmani, Zhodani, the Ancients coming back??? Or some clandestine group fronted by a Megacorp etc. (Please don't tell me that its not how to play Traveller because that's how I am going to play it. I am not trying to be rude just trying to steer the thread:))

Well if you have it take a look at the Classic Traveller Adventure 04 Leviathan they outline a pair of baddies, namely...

Code:
Commercial - BT's two main rivals in the rimward area of the Marches are: 

a) McClellan Factors, another giant cartel who have cornered the market in
District 268, an independent subsector, after a long and bitter fight between
McClellanfs and BT (this still causes considerable embarrassment to BT). Main
regional McClellan base is at Mertactorl268 (0707), with advance facilities
at Trexalonl268 (0509), and, in the Egyrn subsector, Factors are maintained
on Walei (0102), Kaldamar (0401). Nabeth (0402), Ashley's Rock (0801)
andT'yana (0802). On the last mentioned, things can get pretty hot between
the two cartels' supporters. McClellan would view any extension of BT
influence into Egyrn as a serious threat. 

b) Arkesh Spacers, a frankly predatory outfit on the thin line between
accepted commercial practice and outright piracy. With a nominal headquarters
on Stroudenl Lunion (0707), Arkesh Spacers eschew regular bases, instead
relying on (often criminal) contacts on many Marcher worlds to provide custom
and maintain their vessels. Attracted to anything with a profit in it.
There are plenty others in other adventures too, not all of them are large companies though.

The Traveller Adventure offers a nice megacorp trade war between a pair of companies.

For the Imperium the Zhodani are inevitably at odds with each other. The Vargr aliens are have privateers and pirates amongst their number. Down in the Rimward edge the Aslan race is land-hungry and will pursue their goals with violence (just like just about anyone else).

Other incarnations of Traveller offer specific groups who are more or less gangsters, such as the Guild from Traveller the New Era; seeking to gain a monopoly by almost any means necessary.

>
 
Like Star Wars, who is the baddie depends upon your point of view. There is an established morality in Traveller but nothing like alignment. Therefore, there are many shades of grey that players may find themselves embroiled in. However, I agree with the bulk of the posters, it is the Establishment who form most of the nasties in Traveller.
 
My players are frequently (not always) the bad guys - it's a role some of them seem to relish. Not to say that's not without consequences...
 
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