Re: Traveller Virus (Puppeteer)

Part of thread: Re: Traveller Virus (Puppeteer) · 1 reply ↳ In reply to Re: Traveller Virus (Puppeteer) — dcndcn13 Re: Traveller Virus (Puppeteer) — dcndcn13


It was a variant universe where due to rules and regulations people under 25 had to be placed in low-berths so the transition couldn't adversely effect them. So the players would essentially wake up on a ship that had been involved in a catastrophic collision just before entering my version of J-space. The ships attitude had been altered the real space engine had been at full thrust to avoid the collision and half the ship had been sheared off before it slipped into the beyond. Thus the mass, volume, speed and insertion angles were all wrong for the calculations put into the drive.

It was kind of a "lost in space" rewrite.

Derek Stanley
Sent from my iPhone...

On 2012-06-16, at 15:29, wrote:

> I kept my campaign in the same place for ten years or so. I was a classic
> "solitaire" Traveller player, building starships, worlds, writing
> encyclopedias, so I always had plenty of stuff. I still ended up with
> stuff that none of my players ever saw or got to.
>
> I also did this thing where I had four campaigns all playing in the same
> general area, and their actions would impact each other, advance the
> plotline, and that helped too.
>
> How was the derelict in J-space going to work? How would they know it was
> there, get to it, find it, etc.? A voice from the Empress Wave talk to
> them?
>
> > The problem I typically had with campaigns was I invest my soul into
> > building the background. Making a lived in universe if you will and I'd be
> > tired and unable to keep the campaign rolling forward.
> >
> > I was usually good for a year or two and then I'd start creating something
> > else with a long backstory. I'm still bummed that I can't find my backup
> > disks because I had a bunch of great concepts that I'd strung together. I
> > particularly liked the derelict starship trapped in J'Space idea.
>
>