The whole thing kind of worked forward from a short story idea I had about a person in low berth who never actually went to sleep, their body slowed down but their mind was still 100% aware of what’s going on and you end up trapped in this endless dream state for an unknown period of time. The idea progressed forward to what happens if you have a bunch of people in the same state and they’re all psionics? So the basic thing was most of these psionics were asleep and dreaming but their dreams were kind of closed universe bubbles and as we know it dreams things do not have to follow logical progressions, you can turn right on a street and be standing on a beach and turn around and find that you’ve just walked out of a jungle and the city is gone.
Anyway, closed universe bubbles, each of the dreamers had a kind of sphere of awareness in their own dream universe where the world would materialize outside of their line of site and occasionally these universes would intersect with one another, so Billy from tube 81 could be sharing a dream with Fred from 14 and Donna from 58 and when they wandered off their bubbles would cease to intersect and the shared dream would go back to a single dream. So from there I decided that these dream bubbles would occupy physical space within and around the wreck and the characters could occasional walk through these invisible dream bubbles and suddenly end up inside the sleeper’s dream. Hence the weirdness that was going on in the logs.
I don’t know if that makes any sense but it did to me at the time and I suppose it still does, the players were completely creeped out with it and after a quick repair and refuel landed the Beowulf on a moon and left it there for the recovery corps to come get.
From: [] On Behalf Of DEREK STANLEY
Sent: Tuesday, March 25, 2014 10:59 AM
To:
Subject: [Traveller_TNE] Adventure McNuggets
It's a bit of a story, IIRC some time just before the collapse Duke Craig of Daibei repealed the psionic suppression laws. Maybe he was in a bad way and was grasping at straws. I reasoned with the repeal some of the secret societies might try to make their way to Wariner or at least into space that Craig controlled. The cargo was an entire society, 100 or so individuals in Solomani 4 man low-berths travelling from Reavers Deep to Daibei.
The gem was Dr. Kugiilii was one of the PC's great grandmother, but she was physically a decade younger than the PC.
Derek Stanley
Sent from my iPad
On Mar 25, 2014, at 10:37 AM, "Richard Perks" <> wrote:
Dmn those logs were good, I think I will steal them for my little TNE PE. Now whats in the cargo hold?
Cheers
Richard
----- Original Message -----
From: D. Stanley <>
To:
Sent: Tuesday, March 25, 2014 4:43 PM
Subject: RE: [Traveller_TNE] NOT Dave droning on
When I designed the space around my PE that’s pretty much what I did, detailed 4 subsectors and came up with a couple ideas for adventures for everything.
Published adventures were generally idea farms for me, ideas about NPC’s, ideas about areas and maps… dear god give me maps. I have a book somewhere with all the TNE starships I could find and deck plans, some of them going back to CT for as many of them as I could. I reasoned that if I was going to run something I wanted to have a rough handle on what was going to be where.
I remember back in the T2K days my GM running an adventure based off the old Clint Eastwood movie Where Eagles Dare, of course for us he renamed it Where Dimwits Dare, but we had tons of fun.
I found that leaving documents was a great way to make the players find their own adventures.
http://web.archive.org/web/20030406035546/http://members.shaw.ca/nightrim/Logbook/Grendel's_Log.html <http://web.archive.org/web/20030406035546/http:/members.shaw.ca/nightrim/Logbook/Grendel's_Log.html>
http://web.archive.org/web/20070509092623/http://members.shaw.ca/nightrim/Logbook/Doctors_Log.html <http://web.archive.org/web/20070509092623/http:/members.shaw.ca/nightrim/Logbook/Doctors_Log.html>
http://web.archive.org/web/20030406033420/http://members.shaw.ca/nightrim/Logbook/Becarria_Log.html <http://web.archive.org/web/20030406033420/http:/members.shaw.ca/nightrim/Logbook/Becarria_Log.html>
These led to … oh about 10 different adventures. I’m going to be honest the writing in those is pretty bad, I wrote them all up in one sitting and reading through them now I can see where some editing would have really been an asset. Of course they were supposed to be stream of conscience personal journals so.
From: [] On Behalf Of Master Uxi
Sent: Tuesday, March 25, 2014 8:46 AM
To:
Subject: Re: [Traveller_TNE] NOT Dave droning on
For a campaign I liked to plot rudimentary arcs, largely driven by the specific setting/history and NPC agendas with the players influence if/as their prominence rose. That requires a lot of work, though.
I did enjoy published adventures either as sidetrack / one offs and liked to break up the arcs now & then. Sometimes I would integrate a published adventure into the campaigm and create arcs & future events off that.
My favorite was nuggets as provided in PoT and to a lesser extent the subsector data notes. Easy enough to wing off the cuff but potential to create larger stuff.
The best of both worlds would be subsector sourcebooks: heres this subsector with 15 worlds each with 5-10 nuggets & a fleshed out example or two.
- Sent from my SM-N900T
On Mar 24, 2014 11:30 PM, <> wrote:
TNEers--
I would like to open a discussion to hear your thoughts. I will not speak
on this topic while you guys share, so this will be your big chance to not
listen to me drone.
(Actually, since I'll be finishing up the couple other questions in my
backlog, I will be droning, but this will give you something to do while I
drone about something else.)
Question:
What are your thoughts about published adventures and they way they are
structured. Specifically Traveller, but could be others.
I always had problems with out-of-house adventures because most of them
just led the players around by the nose to see a thing happen, then led
them to see another thing happen, and so on.
I thought that DGP's famous "cinematic nuggets" were really just the same
premise, just flashed up a little. Still lots of predefined set-piece
scenes to arrive at and watch play out, and steps to get there.
The problem was that I found a hard time writing an adventure that
reflected the way I ref. My approach was that I knew everything about my
universe, certainly the area they were in, so I just gave them a problem
and let them come at it any way they wanted. There were no predefined
steps, paths they had to take, etc. It makes no sense to write an
adventure describing what I do: "Dear Ref: Know everything, and turn the
PCs lose. Enjoy your adventure!"
Obviously you have to give them some structure and steps to work with,
that's why they buy an adventure. What for you has been a good balance
between structure and freedom of story-telling in published adventures
you've seen?
Thanks,
dave
Anyway, closed universe bubbles, each of the dreamers had a kind of sphere of awareness in their own dream universe where the world would materialize outside of their line of site and occasionally these universes would intersect with one another, so Billy from tube 81 could be sharing a dream with Fred from 14 and Donna from 58 and when they wandered off their bubbles would cease to intersect and the shared dream would go back to a single dream. So from there I decided that these dream bubbles would occupy physical space within and around the wreck and the characters could occasional walk through these invisible dream bubbles and suddenly end up inside the sleeper’s dream. Hence the weirdness that was going on in the logs.
I don’t know if that makes any sense but it did to me at the time and I suppose it still does, the players were completely creeped out with it and after a quick repair and refuel landed the Beowulf on a moon and left it there for the recovery corps to come get.
From: [] On Behalf Of DEREK STANLEY
Sent: Tuesday, March 25, 2014 10:59 AM
To:
Subject: [Traveller_TNE] Adventure McNuggets
It's a bit of a story, IIRC some time just before the collapse Duke Craig of Daibei repealed the psionic suppression laws. Maybe he was in a bad way and was grasping at straws. I reasoned with the repeal some of the secret societies might try to make their way to Wariner or at least into space that Craig controlled. The cargo was an entire society, 100 or so individuals in Solomani 4 man low-berths travelling from Reavers Deep to Daibei.
The gem was Dr. Kugiilii was one of the PC's great grandmother, but she was physically a decade younger than the PC.
Derek Stanley
Sent from my iPad
On Mar 25, 2014, at 10:37 AM, "Richard Perks" <> wrote:
Dmn those logs were good, I think I will steal them for my little TNE PE. Now whats in the cargo hold?
Cheers
Richard
----- Original Message -----
From: D. Stanley <>
To:
Sent: Tuesday, March 25, 2014 4:43 PM
Subject: RE: [Traveller_TNE] NOT Dave droning on
When I designed the space around my PE that’s pretty much what I did, detailed 4 subsectors and came up with a couple ideas for adventures for everything.
Published adventures were generally idea farms for me, ideas about NPC’s, ideas about areas and maps… dear god give me maps. I have a book somewhere with all the TNE starships I could find and deck plans, some of them going back to CT for as many of them as I could. I reasoned that if I was going to run something I wanted to have a rough handle on what was going to be where.
I remember back in the T2K days my GM running an adventure based off the old Clint Eastwood movie Where Eagles Dare, of course for us he renamed it Where Dimwits Dare, but we had tons of fun.
I found that leaving documents was a great way to make the players find their own adventures.
http://web.archive.org/web/20030406035546/http://members.shaw.ca/nightrim/Logbook/Grendel's_Log.html <http://web.archive.org/web/20030406035546/http:/members.shaw.ca/nightrim/Logbook/Grendel's_Log.html>
http://web.archive.org/web/20070509092623/http://members.shaw.ca/nightrim/Logbook/Doctors_Log.html <http://web.archive.org/web/20070509092623/http:/members.shaw.ca/nightrim/Logbook/Doctors_Log.html>
http://web.archive.org/web/20030406033420/http://members.shaw.ca/nightrim/Logbook/Becarria_Log.html <http://web.archive.org/web/20030406033420/http:/members.shaw.ca/nightrim/Logbook/Becarria_Log.html>
These led to … oh about 10 different adventures. I’m going to be honest the writing in those is pretty bad, I wrote them all up in one sitting and reading through them now I can see where some editing would have really been an asset. Of course they were supposed to be stream of conscience personal journals so.
From: [] On Behalf Of Master Uxi
Sent: Tuesday, March 25, 2014 8:46 AM
To:
Subject: Re: [Traveller_TNE] NOT Dave droning on
For a campaign I liked to plot rudimentary arcs, largely driven by the specific setting/history and NPC agendas with the players influence if/as their prominence rose. That requires a lot of work, though.
I did enjoy published adventures either as sidetrack / one offs and liked to break up the arcs now & then. Sometimes I would integrate a published adventure into the campaigm and create arcs & future events off that.
My favorite was nuggets as provided in PoT and to a lesser extent the subsector data notes. Easy enough to wing off the cuff but potential to create larger stuff.
The best of both worlds would be subsector sourcebooks: heres this subsector with 15 worlds each with 5-10 nuggets & a fleshed out example or two.
- Sent from my SM-N900T
On Mar 24, 2014 11:30 PM, <> wrote:
TNEers--
I would like to open a discussion to hear your thoughts. I will not speak
on this topic while you guys share, so this will be your big chance to not
listen to me drone.
(Actually, since I'll be finishing up the couple other questions in my
backlog, I will be droning, but this will give you something to do while I
drone about something else.)
Question:
What are your thoughts about published adventures and they way they are
structured. Specifically Traveller, but could be others.
I always had problems with out-of-house adventures because most of them
just led the players around by the nose to see a thing happen, then led
them to see another thing happen, and so on.
I thought that DGP's famous "cinematic nuggets" were really just the same
premise, just flashed up a little. Still lots of predefined set-piece
scenes to arrive at and watch play out, and steps to get there.
The problem was that I found a hard time writing an adventure that
reflected the way I ref. My approach was that I knew everything about my
universe, certainly the area they were in, so I just gave them a problem
and let them come at it any way they wanted. There were no predefined
steps, paths they had to take, etc. It makes no sense to write an
adventure describing what I do: "Dear Ref: Know everything, and turn the
PCs lose. Enjoy your adventure!"
Obviously you have to give them some structure and steps to work with,
that's why they buy an adventure. What for you has been a good balance
between structure and freedom of story-telling in published adventures
you've seen?
Thanks,
dave