Scallops

joined 6 months ago
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cross-posted from: https://ttrpg.network/post/22318947

This is a follow-up to my previous post about setting up for a GM-less Traveller game. We have now had a Session 0 that covered tone-setting and character creation, and last night we played our first session (spoiler: it went great!). I am reporting back to share with you.


Session 0

I am a believer in the concept of a Session 0 so, even though I have been playing games for decades with these guys, I still asked to have one. The main focus was on campaign theme. Since Pirates of Drinax is a sandbox setting, I wanted to make sure we drill down to what we collectively wanted and agreed for the experience to be.

I am also a Sly Flourish fanboy, and I like his idea of the Campaign One-Pager. I created one for the Session 0, to identify the key ideas and serve as a guide document. The important bits are cut and pasted below in blockquotes, just in case someone wants to reproduce this thing we're doing.

CAMPAIGN PITCH

The King of Drinax offers a small band of trusted, resourceful bastards the chance to make their fortune. He gives them a ship and a letter of marque. They are to go adventuring in the Trojan Reach, a lawless region of space wedged between the Third Imperium and the Aslan Hierate. The travellers are charged to prey on shipping lanes and build support in the worlds once held by the Star Kingdom of Drinax, playing the great powers against each other. If they succeed, they will become royalty in the renewed kingdom. If they fail, the stars will be their grave.

TRUTHS

  • The Star Kingdom of Drinax was once a mighty empire that ruled the Trojan Reach, but it collapsed two centuries ago after a devastating war with the Aslan.
  • The Floating Palace of Drinax is now all that remains of the kingdom — an ancient, decaying orbital city ruled by King Oleb and his ambitious court.
  • The Harrier-class Commerce Raider, an advanced stealth warship from Drinax’s golden age, is entrusted to the travellers as a tool to reclaim lost influence.
  • The Trojan Reach is a volatile region filled with independent worlds, Aslan clans, Imperium border outposts, and pirate havens that are ripe for manipulation or conquest.
  • King Oleb’s Charter gives privateers legal authority to raid enemies of Drinax, but it’s a thin veil of legitimacy in a sector where law is often what you make of it.
  • The rise or fall of Drinax depends on how the travellers navigate a tangled web of alliances, rivalries, and ancient grudges — peace, war, or empire are all possible.

PATRON

King Oleb – The fiery, aging ruler of Drinax. A former warrior turned king, determined to restore his fallen kingdom by any means necessary.

MAJOR FACTIONS

  • Third Imperium
  • Aslan Heirate
  • General Development Company

Everything up to this point is more or less straight from the Pirates of Drinax setting, intended to set the stage for the game. After discussing this piece, we focused on what theme we want. As I said above, Pirates of Drinax is a sandbox setting, where pretty much anything is possible. However, I thought it would be beneficial to identify the general theme and feel beforehand, so we have bumpers for where to steer the game as it plays out. For example, I don't find blood-thirsty murderhobo'ing to be fun (as you might do in a pirate game). The three of us discussed our desired themes and came up with the following:

THEMES

  • Empire-building
  • Privateering
  • Robin Hood-esque
  • Machiavellian-benevolence

CREW BOND

We all want better lives for the worlds and peoples of the Trojan Reach. Ex. stability, noblesse oblige “obligation of the nobles”, fairness and redistribution of wealth

With these themes and the crew bond agreed upon, we then set to making characters. Since there isn't a GM, we just shared the duties. If one of us had a question about a thing, the other two served as the GM for that question. We each made our characters simultaneously and stepped through terms together. So, we each did term 1, then went on to term 2, etc.

With that in mind, we did agree to some house rules at the outset:

TRAVELLER CREATION GUIDELINES

  • When you fail on a survival roll, you may take 1 mulligan where you instead succeed
  • Can optionally make multiple characters and choose the one you vibe with the most

If you are a Traveller purist, the mulligan on the survival roll might make your blood pressure rise. We figured that this game is for us and having that mulligan did help the other guys (I didn't use mine). We also decided on the multiple characters, to help ease the pressure that you'd come up with a 'good' character right away. However, all of us used the first character we made.

Session 1 - Getting started

With characters made, we scheduled our first game which happened last night. We had a ton of fun! As a reminder, we are using Mythic Game Master Emulator 2e as our referee, so I will be referencing mechanics from that system (I can explain further in the comments if asked). There was some initial clumsiness with navigating how the Mythic rules and Traveller character sheet worked, but it didn't take long to get going. The session took about 3 and a half hours, with about the first hour being spent finishing our characters.

Here are some quick bullets of the session:

  • Scene 1: Taking stock of the Harrier and making repairs. We decided to start after our crew met with the King and received their charge. Most of this scene was deciding what to do about all the damage to the ship and spending ship shares to repair some of it.
  • Scene 2: Hunting down Sindalian tech leads. In this scene we started leaning into the Mythic mechanics to ask if our characters knew of any places where we might find salvage that could be used to continue repairing the ship. We had heard rumors or wrecks on the Drinax surface. We decide to fly to the surface to make contact with one of the tribes that lives down there.
  • Scene 3: It's a trap! The Mythic mechanic that throws curveballs did so, and we walked right into a military trap, placed by the locals. Considering we were coming here to ask these people for their help, we luckily talk them down and are able to negotiate.
  • Scene 4: Turning enemies into allies. It turns out the tribespeople of Drinax are fed up with their station in life and being forgotten. The tribal leaders have formed a coalition to rebel against the King of Drinax and we just happened to be the first people to come down from the palace. We tell the coalition of our plan (recall the themes above) and convince them to help as allies to the cause.
  • Scene 5: Living with the tribes montage. Mythic threw us another curveball which we interpreted as the tribes wanting us to live with them for a while, prior to them joining any alliance. We figure this is because they want us to understand their perspective and what they are going through in their lives. We ask Mythic a bunch of questions to learn more about the tribes and flesh out their peoples.
  • Next time: Searching for lost tech. The montage scene seemed like a great place to end, so we set up for the beginning of our next session. The tribal leaders revealed that they knew where a Sindalian wreck was, and one of their people could guide us there. They make it clear that this will be a test of our trustworthiness.

Keep in mind, this was all generated using the Mythic rules. There is no GM and no adventure. We would ask Mythic questions (as you would to a GM), and Mythic would give yes/no type answers. Sometimes we would need more and use Mythic to generate meaning. Meaning comes in the form of randomly generated word pairs, which we interpret as a group. In this way, the story evolved as we played through it.

Takeaways

  • Using Mythic as a GM was clunky at first but generated an interesting and surprising story
  • The main downside to Mythic was having to reference a lot of tables for meaning and yes/no answers
  • But, I think we also enjoyed the structure and crunch of the Mythic system
  • Having 3 minds interpreting meaning was very helpful and likely contributed to the fun factor, as opposed to playing truly solo
  • Overall, we all agreed that the game was way more fun than we would have guessed and exceeded expectations
28
Sci-fi RPGs! (ttrpg.network)
submitted 5 days ago* (last edited 5 days ago) by [email protected] to c/[email protected]
 

Hi everyone! [email protected] is a community dedicated to sci-fi TTRPG. Come take a look, we're very friendly!

If you're wondering what sort systems for sci-fi exist out there, there's a non exhaustive list in the pinned post.

Thank you Tenthrow for allowing this!

[–] [email protected] 2 points 5 days ago

I messed up a bit. Kosmic is their brand of Cepheus, basically the rules. The setting is called Solis people of the Sun.

This is the blurb:

This Book contains accurate star maps to 15 parsecs around the Earth. With 30 star maps detailing 521 star systems, plus 31 planetary maps, and expanded star systems.

This is us, the Sideralis, and Solis People of the Sol system, Humans. The date 2271, and it is a new day with new people, the future is unwritten. [...]

Traveller is half the galaxy, millennia into the future. Solis is a couple hundred years from now, and a much smaller chunk of the galaxy. It's a different vibe.

Hostile is the retro-future, like the Alien films, Outland, etc.

[–] [email protected] 2 points 1 week ago* (last edited 5 days ago) (2 children)

There isn't a default Cepheus setting. It came to be after Mongoose changed licensing terms for Traveller. So Cepheus is a fork of the OGL content for MgT1. A lot of third party publishers had material for that, and pivoted to Cepheus to continue their line.

Kosmic is A Cepheus setting (not The), but you can also have Hostile and Orbital from Zozer, etc. Just search for Cepheus on DTRPG and you'll find plenty. They each have their own twist, so read their elevator pitch.

 

Several Sci-Fi RPGs included in the bundle.

 

Wild Bee Publishing just released a new adventure for their Cepheus setting, Kosmic. It's called Knife Party and it's discounted 37.5% now, 60+ pages going for $5.

[–] [email protected] 1 points 1 week ago

Thank you, added it!

[–] [email protected] 3 points 1 week ago

Not really, no, just full fledged settings with rules. Trying to keep a concise list. You're welcome to start a post for those, though. It would definitely fit the community.

[–] [email protected] 3 points 2 weeks ago* (last edited 2 weeks ago) (1 children)

Zozer Games has a few solo Traveller books that are well regarded.

There's one aptly named Solo for general traveller adventures, there's Hostile Solo for an Alien / Aliens feel and some really cool squad mechanics. I think there's a third supplement, but I'm not sure.

Edit: aha! The third book! Classic Traveller style, I'm guessing by the price there's minimal artwork.

[–] [email protected] 2 points 1 month ago

This was a nice read. Thank you.

[–] [email protected] 2 points 1 month ago* (last edited 1 month ago)

Anytime! And let us know how it went. [email protected] would be interested in this too.

[–] [email protected] 2 points 1 month ago* (last edited 1 month ago) (2 children)

I was looking into the skill list of Bulldogs, one of my favorite sci-fi Fate creations. Things I like about the changes they made:

  • no Lore, not setting appropriate.
  • no Notice: players will use any skill related to what's being noticed. A good burglar is better at detecting plain clothes cops and break in weaknesses, for instance.
  • Academics is broken down into setting appropriate skills (they used science, and systems).
  • replaced Resources by Haggle, with a simpler mechanic. You may want to ditch this entirely since buying and selling doesn't mesh that well with T2.
  • no Investigate: it's an action RPG, Science can be used for general deductive reasoning, otherwise another specific applicable skill (i.e. Systems to investigate a hack, Larceny to investigate how the safe was broken into, etc.)

Notes:

  • if you fragment skills, you make it harder for someone to progress along that field (needs more advancements to raise it all), which may be what you want.
  • The opposite for coalescing skills.
  • A skill list smaller than 18 will make your characters stronger, bigger than 20, weaker (they start with 10 trained skills out of 19 existing on the default list).
  • keep in mind characters have only 6 starting skills at +2 or above.
[–] [email protected] 3 points 1 month ago (5 children)

Will you be using the default skill list or will you tweak it?

[–] [email protected] 2 points 1 month ago

There is something to be said about non combat focused accessories. Water reclamation & filtration system. Air purification, I can see a vacuum rated suit that has the air storage and CO2 scrubbing as an installable module to reduce weight in breathable atmosphere missions. Jetpacks. Battery pack, with standard connectors so not only it powers the suit for an extended time, it can also power your energy weapons and tools. A grappling hook/winch.

And, not an accessory, but hook points all around the suit to haul crap around in satchels and the like. Logistics is paramount for war.

[–] [email protected] 2 points 1 month ago (2 children)

Have it be modular, so you can build platoons of armored soldiers. An long range comms/EW module, a belt fed grenade module, a heavy weapons ammo/power supply module, zero G jetpack module, etc.

[–] [email protected] 3 points 2 months ago

Zozer game's Discord might be a good place to find players.

 

cross-posted from: https://lemm.ee/post/59305590

Orbital Trouble: d12 Space Outpost Hooks - Roleplaying Tips

 

Hi folks! If you’re into tabletop RPGs and sci-fi, there’s a place for you here!

[email protected]
/c/[email protected]

 

cross-posted from: https://lemm.ee/post/55540901

 

cross-posted from: https://lemm.ee/post/55842471

These are some high quality, fan-made rules for Cepheus Engine (and so based on the Mongoose Traveller SRD) covering various Star Trek shows up until 2017 (TOS, TAS, TNG, DS9, ENT).

 

User Monomyth posed an interesting question on the Traveller discord that I wanted to replicate here:

hi team, just a quick discussion based question with no right answer; if youre running a game, and the players decide to veer off course into something completely out of left field (such as going to a planet you do not have prepped), is it appropriate to come up with some "delaying issue" so you can have it ready for next session?

Transposing to other settings: what do you do when the players go off-script?

I can summarize some answers we’ve got on that server, but I don’t want to prime your answers from the start.

 

What are your favorites to play on? Anything valid, be it a published RPG setting, an adaptation you did of other media (book, game, movie), a mashup you or someone else create, etc.

8
submitted 6 months ago* (last edited 1 week ago) by [email protected] to c/[email protected]
 

This is meant to be a non-exhaustive list, in stream-of-consciousness order.

Dedicated systems

  • Traveller (in its many incarnations throughout the past nearly 50 years and derivatives such as Cepheus, Hostile)
  • 2300 AD (now a setting for Traveller)
  • Cyberpunk (2013, 2020, V3.0, Red)
  • Paranoia
  • Eclipse Phase
  • Lancer
  • Star Wars roleplaying (different games by different publishers: WEG d6, d20, FFG NDS)
  • Warhammer 40K
  • 3:16: Carnage Amongst the Stars
  • Shadowrun
  • Apocalypse World
  • Coyote & Crow
  • SLA Industries

FATE based systems

  • Bulldogs!
  • Mindjammer
  • Nova Praxis
  • Diaspora
  • Atomic Robo

OSR/d20 based systems

  • Stars Without Number
  • Starfinder
  • Mothership
  • CY_BORG

Year Zero

  • Mutant: Year Zero
  • Alien: The RPG
  • Blade Runner: The RPG
  • Coriolis – The Third Horizon

GURPS

A host of modules and supplements named after the subgenre, GURPS-style. GURPS Transhuman Space, Cyberpunk, etc.

Other systems

  • Star Trek Adventures (Modiphius 2d20)
  • Dune: Adventures in the Imperium (Modiphius 2d20)
  • Rifts (Palladium)
  • Robotech (Palladium)
  • Scum and Villainy (FitD/PbtA)
  • The Expanse RPG (Modern AGE)

Solo friendly

  • Stoneburner
  • Ironsworn: Starforged (PbtA)
  • Hostile (Cepheus/Traveller)

Out of print/No longer developed

  • Firefly RPG (Cortex Plus)
  • Serenity RPG (Cortex Classic)
  • Battlestar Galactica RPG (Cortex Classic)
  • Gamma World (D&D)
  • Space Opera
  • Other Suns
  • Albedo
  • Space Master
  • HARP SF
  • Blue Planet
  • Ringworld
  • Living Steel
  • High Colonies
  • Jovian Chronicles
  • Heavy Gear
  • Justifiers
  • Star Frontiers
  • Universe
  • CORPS

Have a suggestion to improve this? Your favorite game missing? Leave a comment.

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