Into the Void Ref’s Notes: Session 57

Session 57 was all roleplaying and no combat. Well, their was “mental combat” as the team convinced a would-be starliner highjacker to call off her plans. There could have been some action and violence had they not taken action to talk to her, which was a very real possibility and I was ready.

The group comes up with a lot of good ideas. Inventive uses of their skills. They have learned to see their skills in the “big” way they are meant to be seen. When we first starting playing this campaign in 2018 the guys had never played the game. They were all very experienced roleplayers, but Traveller is different. With a little subtle coaching from me and a lot of their own intelligence and creativity they have really figured out what makes Traveller, especially Classic Traveller, tick. And frankly so have I.

Traveller isn’t a game with a lot of rules that can be exploited by clever players with high “system mastery.” What I’ve learned over the last 8 years is that it’s really about using your resources, coming up with good ideas, roleplaying the hell out of some situations, and embracing the notion that your character is a normal human with good skills, who is maybe a bit above average, not a superhero. So I think players have to learn to appreciate it for what it is. I think it makes better roleplayers.

So this last session kinda wrapped up (for now, at least) SAFCO’s involvement in the plight of the Pachyderms of Uetonah which started in April of 2019. It was fun to come back to that world, years later in real-world time, and develop things further.

There’s a lot more going on in the systems SAFCO has visited and with the people they’ve met thus far. I have planted dozens of seeds of adventure over the years. We are taking next week off the game to give me a little chance to recover from lots of GMing and to work on encounters and ideas for future sessions, which will of course all depend on the actions of the players in this sandbox we’ve created together.

ITV Session 57: Prometheus

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Before leaving Listo the members of SAFCO take one last opportunity to buy a few things, like more slow drug, slow antidote, and truth drug. Lucky buys a skull and crossbones belt buckle with a secret compartment for doses of these drugs. Barney sends the authorities on Listo an anonymous message describing the surveillance cameras watching Jinx’s grandma’s house. He makes a computer roll on the tablet they took from the thug to “hack” the cameras via their control app, causing them to show a constant loop of “nothing going on” at the house.

The next morning the huge starliner Jumps. They spend a week in Jump Space. Barney recovers from his gunshot wound. Caliban uses the time to properly organize the package of information on the Pachyderms he plans to give to Office of Sophont Relations director Sir Walot DeMaris, and old colleague in the Imperial bureaucracy. Barney and Lucky cobble together a working laser drone from the parts they took from the goon on Listo. Flint treats Caliban to some tasty Garblag Haggis chips he makes in the ship’s kitchen.

The ship arrives in the Prometheus system, the subsector capital. Prometheus is a high tech-level world of massive cities and commerce. As they cruise to orbit, SAFCO is relaxing in the High Passage lounge and dining room. Lucky notices the Uetonah rebel they  encountered on Listo, Syla, dressed as a ship’s steward, heading toward the front of the passenger deck. This seems odd. He quickly alerts the rest of the team via their coms. They find her in the corridor, looking suspicious. They have a conversation…

Syla tells them she is giving them a tip because she owes them her life — get off the ship at first opportunity. She and her team have infiltrated the crew, and plan to hold the ship and its hundreds of passengers hostage unless the Imperial authorities investigate the plight of the Pachyderms on Uetonah. They are tired of waiting, and have broken off from the main rebel group to take this direct action.

SAFCO manages to convince her to talk. They go to a stateroom and explain that they are on the same mission, that they have all the necessary research, and Caliban knows the director of the OSR. They explain why her plan will never work.  Flint, who she knows from the battle on Uetonah the previous year, makes an Leadership roll and succeed in influencing her. She radios her team to “stand down.” They will wait to see if SAFCO is successful.

SAFCO takes the shuttle down to the capital city. Barney looks for outgoing ships for their trip back to Listo, or for a fast getaway should they need one. Caliban gets an appointment with Demaris. Flint goes with him. They have a long discussion. The give Demaris the package. After serious questioning by DeMaris, he agrees to look more closely at the info. He clears his schedule for the day.

The next day Caliban receives word that DeMaris will send an Imperial ship and crew to Uetonah to determine the truth. Using forensic accounting his staff quickly finds a mole within their ranks — a young officer who’s been preventing the information from Uetonah from reaching DeMaris. He had gambling debts, and Samson has been paying him.

The team spends another two days on Prometheus.

End of session
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Elapsed time: 476 game days (1 year 119 days)

Into the Void Ref’s Notes: Session 55 and 56

Not sure I have a lot of thoughts on these sessions except that they were really fun! Chasing kidnappers in a city built around the walls of a giant hollowed-out asteroid, gravity topsy-turvy, mag lev transports, air rafts, grav bikes, laser carbines, drones, etc etc etc.

FUN!

As the trip to Prometheus nears its conclusion it’s important that I have planted the seeds of new possible activities for the group. Oh, there’s plenty to happen in the next few games, but I want to keep the momentum going.

God I love this game!

ITV Session 56: Down in the Pump Station at Midnight

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We begin where we left off. SAFCO is (mostly) in the underground hydro pump station where they have just shot one laser drone and apparently killed the person who was controlling them.

Barney, Jinx, and Fardt are still in the building where they dragged the 2 unconscious goons and their dead friend. Barney is wounded and avoiding action, but maintaining communication with the rest of the team.

Below in the pump station, Caliban has the one remaining laser drone in a sack he has thrown over it. It is moving erratically and is hard to control. Lucky and Roger are by the door to the control room. Flint see that a single data stick is in the “loot box” meant for the goons. He grabs it. Caliban is going to try to sling the drone into the tough plastic box, but it’s clear that is doing to be difficult. Roger runs over and jumps on the drone to try to control it!  It fires its laser but misses everyone. Together Roger and Caliban try to get it into the box but fail. Flint picks up the box and “pac mans” the drone into it, slams the lid shut and locks it. He slides it way across the room. While this has been happening Lucky has been trying to “pick” the electronic lock to the control room. He is close, but so far no success.  As he tries, the drone is still moving around in the box, which is jumping all over the place. The drone fires its laser, cutting the box open and freeing itself.  Roger draws his auto pistol and fires, hitting it for enough damage to put it down!

On the surface, Barney, Fardt, and Jinx make their way to the MagLev station. They are going to go back to the ship. As they wait in hiding, Barney sees an air raft heading their way. They take cover and watch. The raft lands near a “Utilities” building behind the small access building the other SAFCO members used to descend to the pump station. A large door opens and the air raft flies in. Barney notifies his colleagues.

Underground, Lucky bypasses the electronic lock and opens the door to the control room. SAFCO goes up. They find the dead man. On his body they find a laser carbine and a hand-computer. The computer is locked, and will require Barney’s computer skill to get in.

They hear machines start operating and realize that the industrial elevator down in the station has been activated. Likely the air raft Barney told them about.

Barney, Jinx, and Fardt board a Mag Lev transport and leave the station.

The team below decide to avoid another fight. On the way out the grab the remains of both laser drones. They get back to the Mag Lev station, catch the next transport, and leave.

Back onboard the star liner Barney gets proper medical attention from the ship’s doctor. Later, he and Caliban hack into the hand-computer. They find programs controlling surveillance cameras at Jinx’s grandmother’s house, a control app for the drones, and communications with someone simply called “H” about kidnapping Jinx. They find a 12 digit code that Flint uses to unlock the data stick at the onboard casino bank – 20,000cr.

The ship leaves for Prometheus tomorrow. Jinx expresses his wish to stay with the crew…

End of sesssion
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Elapsed time: 476 game days (1 year 101 days)

ITV Session 55: Some Trickery

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Recap of previous session:

After arriving at Listo, visiting Jinx’s grandmother’s house and then spending the day in the Central Market, SAFCO spent some time relaxing in a bar, where they saw and spoke with some disillusioned rebels they fought with on Uetonah. The Rebels have quit, and are on their way to Prometheus, to work in a family business. Upon leaving the tavern to go hear some music, some ruffians pull Jinx on to a single-car Mag-Lev transport what is leaving. As it is leaving Roger leaps for it, managing to hang on to the outside as it gains speed, moving over open air on its track, heading for the inner surface of the asteroid. Barney follows on a quickly purchased grav bike, and with Roger he saves Jinx. The team reassembles at the next Mag-Lev stop, in the now slumbering industrial sector. They drag the 3 unconscious thugs, the unconscious Barney and the grav bike off the Mag-Lev before it leaves. Flint is formulating a plan…

With the team all still at the Mag-Lev stop Roger uses his Medic skill to attend to Barney, who regains consciousness in 10 minutes. The 3 tied-up enemies also wake up and begin grumbling. Barney’s first words are “Is the kid OK?”, to which Jinx replies that he is fine, and thanks Barney and Roger for their amazing heroics.

Flint wants to find out what these guys were up to. Why were they trying to abduct Jinx. He picks one of the thugs and holds them out over the Mag-Lev line – not a great place to be. The guy says “I’ll tell you whatever you want to know. Just don’t throw me in front of the train.”

Flint pulls him back. Before the guy can talk a bright red laser beam burns a hole in his cranium from the upper right side of his head and exiting down through the left jaw. His brains superheat and vaporize, and his body drops to the floor of the station.

Making an INT roll, Lucky saw that the beam likely came from a 2-story manufacturing building across the street and a short distance away. He tells the team.

Roger, Fardt, Lucky, Barney, Caliban, and Jinx all run for cover (while using the Evade combat action).

Flint jumps on Barney’s grav bike. Barney yells “You break it, you pay for it!”. Flint takes off.

While all of this is happening there is another laser shot at one of the 2 remaining thugs, but incredibly it misses.

Flint takes the bike above the manufacturing building and sees a man with a laser carbine on the roof. Lucky, seeing that Flint is providing distraction, runs over to the building and flattens himself against the wall.

Flint blasts the assassin with submachine gun fire, hitting twice and knocking him out. The assassin simultaneously shoots the laser, but doesn’t have good shot at Flint, aiming instead at the grav bike! He hits. Using Omer Golan Joel’s “Quick and Dirty Vehicle Combat for Classic Traveller” we determine that there is minor damage to the bike’s antenna, but it is not badly damaged.

Flint lands and secures the roof. He takes the laser carbine and finds an employee badge in the assassin’s pocket. The badge has someone else’s picture on it.

Caliban moves over to the building next to Lucky. Flint flies the bike down and joins them. Roger joins them as well. Jinx, Fardt, and Barney carefully move over too. The group drags the 2 remaining thugs and their dead friend over as well. They enter the building using the key card, and find the rightful owner of the key card with a laser wound to the noggin. Dead.

Flint and Caliban play good cop/bad cop with the 2 live thugs. The goons, having seen their friend killed to shut him up, are in no mood to stick around and begin talking. They were simply hired to abduct the kid and deliver him to a hydraulics utility substation nearby. Their employer is anonymous.

The thugs tell them where the entry to the substation is. Jinx and Fardt will remain in the current building with the wounded Barney while the others investigate, knowing that they need to find out who is after Jinx and why. They don’t want to leave Listo with Jinx in trouble.

Caliban is the shortest of the group. They put a bag over his head, prisoner/hostage-style, and find the entry. It’s in a small building a couple of blocks way — a hatch in the floor leading to a ladder. They go down the ladder and find themselves in a concrete hallway with stairs. It is dimly lit with safety lights. They go down the stairs and find themselves in a large chamber carved out to the rock of the asteroid. While they are actually moving toward the surface of the asteroid, artificial gravity is still providing the same direction of pull.

hydro station mapThe roof of the chamber is 40′ high. There’s a lot of big pump machinery in there and massive hyrdo pipes from floor to ceiling. It is dimly lit, and the group hears the constant drone of the pumps and pipes and machinery. Across the chamber, 30′ up, is an observation window. A bald-headed man can be seen in the window. He leans forward to a microphone and says “It took you a long time. Bring the boy over here in front of the door. Your payment is over here too.”

The group moves over there, where they find a door, a box with the thugs’ payment, and two 1′ diameter metal spheres floating 5′ off the floor. The spheres each have on red eye, and they are watching the PCs.

Flint moves over the the box with the loot. Roger takes the disguised Caliban over to the door with Lucky. Suddently Caliban begins running toward one of the drones, as if he is Jinx trying to escape his captors. He rips off the sack over his head, makes a good roll, and captures the floating drown inside the sack!

Roger pulls his auto pistol and fires at the other drone. He hits easily, and shoots it in the red laser eye, and the drone drops to the floor, dead.

Flint turns, pulls out the laser carbine they took from the assassin, and fires at the guy up in the window. Taking into account the effects of the glass, he hits, burning a hole in the guy’s shoulder and dropping him!

We end the session with Lucky still having an action to take and with Caliban holding a sack with an anti-grav drone floating inside it!

End of sesssion
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Elapsed time: 476 game days (1 year 101 days)

Into the Void Ref’s Notes Session 54

Session 54 was a classic example of the primary and most important principle in RPGs: Player will always do the unexpected.

The happenings in Scuuries Tavern were nice. A good chance for some roleplaying and information gathering. Lucky’s player, Jeff, did the unexpected by taking up a spot to watch the group from a distance. That had important effects on the rest of the game. Then of course when Roger (played by Randy) clung to the outside of a speeding Mag-Lev train I also was not expecting that. As Ref I had to decide on the fly how to go about this. Was it possible? And could he succeed. I set a level for a DEX roll and had him jump, and he managed to cling on to the train as it was leaving. I had really expected several of the PCs to commandeer grav bikes parked in front of the tavern, but they didn’t. Barney quickly bought one and took off after the train alone. Then he and Roger fought 3 thugs in the train. We’ve been playing long enough that the know getting shot in Traveller is likely to render you unconscious. They were quite daring.

Flint (David’s character) is proving to be quite important in the game. He has leadership and tactics. Davis is naturally a very tactical gamer, so he’s playing the character really well.

The session was fast-moving and crazy.

ITV Session 54: A Train Ride

mag lev train concept by Dan Parsons

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SAFCO begins where they left off, in Scuurie’s Tavern. Flint and Barney sit down at the table with a woman who introduces herself as Syla. She and the three men she is with recognize Barney and Flint as part of the group who saved their rebel SLA unit on Uetonah, where Barney repaired and powered the laser turret on the wrecked freighter they were using as a base.

Back at the table, Lucky, Caliban, Roger, and Fardt continue to enjoy some beverages. Flint waves them over, and Caliban and Roger move over to the rebels’ table. Cautious, Lucky gets up and moves over nearer the bar to keep an eye on things. He sees Fardt and Jinx talking. Jinx gets up and moves over to a gambling table.

Barney and Flint introduce their friends to the rebels and find out they are heading to Prometheus to work on Syla’s family’s business, as they have grown disillustioned with the efforts to gain rights for the Pachyderms.

Fardt moves over to Lucky. He says that Jinx wanted to gamble. They agree that it is probably OK. This is Jinx’s home tavern. (Fardt succeeds in a streetwise roll). Fardt asks Lucky if he has noticed the guy in the black overcoat who is watching Jinx. Lucky had not. Lucky gives Fardt some instructions, then moves being the overcoated man to keep an eye on him. Fardt speaks to Jinx, and then let’s Lucky know that Jinx things the man is simply a tavern employee trying to make sure he’s not cheating. Lucky has observed the man speaking into a small communicator.

All the group but Lucky reconvene at their table, including Jinx. Lucky notes that the trenchcoat man is still stealthily watching Jinx.

Jinx suggests that the group go to a different club to hear some music. He gets up and leaves the bar, with the group trailing behind. Lucky still stays back. He sees the man in the trenchcoat use his radio as the group leaves.

Seeing that the MagLev train is about to leave the station in front of the tavern, the very excited Jinx dashes forward to hold the door open for the group. Roger is close behind him. Flint makes a surprise roll and sees what is happening, but has no knife and it is too crowded to throw one or shoot anyway.

As Jinx gets to the door of the train 3 large men surround him, push him onboard, and the doors slam shut as the train leaves. Roger leaps (makes a Dex roll) and manages to hang on with one hand on trim around the door, and a foot wedged into a gap in the metal plating!

Barney quickly has Caliban buy a grav bike from a biker just outside the tavern, gets on it, and takes off after the train. Flint considers using his sword to try to short circuit the rail or otherwise de-power the system, but Lucky realizes he’s about to electrocute himself and stops him (the Ref makes a roll to see it it is possible and safe — it is not). They look that the map and schedule. No other train for 5 minutes.

The train leaves the central skyway and begins to cross over to the inside wall of the asteroid with Roger dangling on the side. He looks in the window and sees Jinx surrounded by 3 kidnappers. He slams an “Open Door” button with his free hand but it doesn’t work.

A new train pulls up and the rest of SAFCO boards it.

Barney catches the train on the grav bike. He pulls up by the window of the cockpit and signals to the driver, who makes an INT roll, uses some cameras, and sees Roger. The stops the train (which is one big car with six doors) and opens the doors. Roger swings in, with Jinx and the kidnappers about 10 feet from him. Barney is happy to see the door is large enough and flies the grav bikes in, landing inside.

Barney evaluates the situation, pulls his auto pistol, and shoots the closest of the kidnappers. The shot knocks the kidnapper out. Roger attacks one of the others bar handed and lands a blow, taking a cudgel blow himself. The other shoots Barney, knocking him out! With the kidnappers distracted, Jinx pulls his dagger out of his boot and stabs the one who shot Barney. More combat. Roger shoots the one who just hit him, knocking him out. The other shoots at Roger but misses, as Jinx stabs him again, rendering him unconscious!

The other train car arrives, and both cars move to the next stop, in an industrial area on the inside surface of Listo. Roger makes a Med-1 roll and makes sure Barney is OK. The group drags the scumbags out of the train, ties them up, and searches them. They find a radio on one of them. Caliban finds a small clear cylinder with a bunch of 4″ long leach-like creatures in it. The Scouts recognize them as Grav Leaches – annoying but potentially problematic creatures that fly using biological anti-gravity and suck blood.

Flint formulates a plan…

End of sesssion
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Elapsed time: 476 game days (1 year 101 days)

Into the Void Ref’s Notes Session 53

So, we had a good session. After everyone signing on and a little chat we played got in about 1 hour 40 minutes of roleplaying. It thought it went well. The players all had a chance to spend a little bit of their wealth on some cool stuff, an interesting new world was introduced, and potential complications to their mission came up. I expect the next session will have some action. Should be fun. But I never just assume out players will do any one specific thing.

The night after our game I was on the way to my aikido practice and I was listening to a gaming podcast. As usual my mind kind of wandered, and suddenly I have a “revelation” about the direction our campaign was going, and how some elements that were introduced over these first 53 sessions tie together. That’s right. I introduced stuff with no idea how it would fit together. Because this is a long form campaign though it all fell into place in my cranium that night. I feel really good about the campaign going forward. No need to railroad the players, force things, or so forth. I just have a clear idea of how some big trends fit together, and how that might affect the PCs, and it’s going to be really fun exploring this.

ITV Session 53: In Listo

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SAFCO has arrived at Listo. The starliner moves inside the giant hollowed-out asteroid through a huge entrance. They have 2 full days there before the liner continues on for their destination, Prometheus. Jinx is excited to be home, and anxious to go see his grandmother, to give her some of the money he’s made.

As the group exits the ship the are immediately impressed by the disorienting nature of the environment. Walking on the street on the interior surface of the asteroid, if they look up they can see the tops of buildings on the other side. There are grav vehicles going every which way. Flint and Roger realize (make an INT roll) that piloting any sort of ship or grav vehicles in this place, for a non-native, would be challenging and reduce their effectiveness as pilot.

The group follows Jinx to his grandma’s house/store, which is located in the ultra-chaotic Central Market. Listo, being fairly low law-level, has become a destination for merchants of all sorts. The market is on a massive skyway that crosses the interior of the asteroid and has it’s own artificial gravity. They enter, and find a shop of various curiosities and oddities. Jinx introduces them. Caliban buys a fine made from the silk of Pelucidarian spiders. Lucky, Roger, and Flint each by nice leather belts with fancy silver buckles. Grandma demonstrates that the buckles open up, concealing a cutting blade.

Being flush with cash now, the group roams the market. Lucky manages to buy doses of Fast, Slow, Combat, and Medical Slow drugs. They also find a weapons dealer and each purchase a targeting attachment and ocular overlay that can be fitted to any gun. Effectively giving a +1 to hit. NOT a laser sight.  Barney visits a books store, and buys the owner’s robot companion, a 2″ long metal robot bird that flies via anti-grav and responds to whistle commands. He makes an engineering roll realizes it is more than the toy the store owner thinks it is — it is at least a TL12 device. He will have to explore it’s abilities. The bird hovers in front of his face, “bonds” with him, and he leaves with it on his shoulder.

Jinx suggests that they go to a tavern called Spuurie’s. It’s a larger tavern, right in front of a Mag-Lev train station. There are a lot of grav bikes parked in front. Inside they enjoy some drinks. A woman walks by their table. Flint and Barney make their INT rolls and each recognize her. She continues through the crowd, out of site. They both realize she was on of the rebels they fought with on their first trip to Uetonah. They find her sitting at a table with 3 men – also rebels. What are they doing here? As they approach, she make her INT roll and recognizes them as the people who got their laser turret working and helped them defeat the Samson security forces. She waves them over to have a seat.

End of Session
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Elapsed time: 476game days (1 year 101 days)

 

Into the Void Ref’s Notes Session 52

Session 52 was almost all roleplaying, with a few dice rolls here and there. The PCs had some decisions to make. I was ready to deal with whatever they decided.  That is one advantage of running a long campaign. I know the motivations of the NPCs, I know the undercurrents of what is happening, I have NPCs and encounters in reserve, and have a good idea how long any particular encounter will take.

I think I’ve talked about this a bit with Jeff on SAFCOcast, but I’ll say it again here. As a gamemaster, you have to get used to the idea of a quiet table. You have to get over the idea that YOU personally have entertain the players 100% of the time. If they are taking a long time to make a decision, sometimes you need to just let it play out. Of course, decision paralysis does happen, and sometimes you have to do something to break that. That is a challenge in a more open-ended sandbox style campaign. I think I’ve heard it said that with regard to prepping for such a game you need to “be prepared to improvise.” I think there’s a lot truth to that.

I think the hollowed-out crazy asteroid world I’ve come up with will be a fun setting for a session or two.