Leif's DISCONTINUED GURPS Traveller Game OOC01

Sorry, Shayuri, for throwing you a curve with my oddly unique ideas about the power plant. I was just looking for a way to involve our engineers in some action, so I made up some totally ludicrous stuff. :eek:
 

log in or register to remove this ad

My bad Shay (and everyone else) - over-reaction on my part for which I apologise.

I know Leif has sent out some proposed ideas for where we go from here. I'm *really* struggling with this game: too many false starts, changes, no clear idea of who we are, what we are doing or where we are going etc. If you guys want to keep going then I'm happy to be convinced to stick with it, otherwise I'll wish you luck on your journey and see you in some other corner of the galaxy at some point.
 

I'm certainly not begrudging anyone uncertainty about this game - it has had more than its fair share of false starts, restarts, and periods of silence.

I think everyone can agree that the game needs a solid focus and concept. Once decided, we stick with it until the game can no longer continue. That doesn't mean that our adventures can't be varied in idea and scope, but I think that we need to start (or restart) off with a strong concept and go from there.

If we can't do that, we should scrap the game and do something else (or go our separate ways).
 

Complete agreement.

For example, if the theme of the game is that we're agents of the IISS on detached duty, then we should focus on that. That's a great basis for a Traveller game as well, since it gives us some direction and cohesion, without sacrificing self-direction.

In a canon game, we'd have to make some adjustments to the crew to make it plausible. Notably, someone would have to actually have been a Scout, who is now retiring from active duty so they can be placed on detached duty.

But! In a non-canon game, detached duty can mean whatever it needs to mean. The trick about non-canon is that since we can't depend on published info to inform us, we rely on Leif to tell us what we need to know. Once we know how it's going to work we can make educated decisions about characters and so on, and get down and do some gaming.
 

Ok, I'm all for more structure. I'd like for the (non-canon) party to be a team of "fixers" on detached duty with the IISS (Imperial Interstellar Scout Service, for those of you who don't know). This means that you have access to fuel and maintenance for the Zax at no cost from any Scout installation, as well as lodging and meals and even pay. The IISS has even accepted our Zhos (and, naturally, their awesome Zhodani scout vessel the Zax) for this detached duty assignment, but they do get the occasional side-long glance from other personnel at the bases, but those glances transform to jealous looks of admiration when they see your ship. You still have enough free time to take on other missions that you wish, but when the IISS beckons you are expected to heed their summons in fairly short order. Each of you has the proper id and insignia to avail yourselves of all of the services offered at Scout Bases.

The Zax Hakjohn Quik is outfitted with the appropriate transponder signal identifying it as a vessel of the IISS. However, this transponder is easily disengaged for those times when stealth is desired. When it is turned on, communications from the Zax cause the IISS seal to appear on the commo readout of the recipient ship, so there is no question about it.

[I'm making stuff up again here! If anyone has a better idea, let's hear it!]

[Gruffle -- Whatever you think, man. I certainly don't want to try to hold an unwilling player hostage, so go if you wish. We can do just fine with three, and I'd rather have three willing players than a fourth potential dissident.]
 
Last edited:

Ok, I'm all for more structure. I'd like for the (non-canon) party to be a team of "fixers" on detached duty with the IISS (Imperial Interstellar Scout Service, for those of you who don't know). This means that you have access to fuel and maintenance for the Zax at no cost from any Scout installation, as well as lodging and meals and even pay. The IISS has even accepted our Zhos (and, naturally, their awesome Zhodani scout vessel the Zax) for this detached duty assignment, but they do get the occasional side-long glance from other personnel at the bases, but those glances transform to jealous looks of admiration when they see your ship. You still have enough free time to take on other missions that you wish, but when the IISS beckons you are expected to heed their summons in fairly short order. Each of you has the proper id and insignia to avail yourselves of all of the services offered at Scout Bases.

The Zax Hakjohn Quik is outfitted with the appropriate transponder signal identifying it as a vessel of the IISS. However, this transponder is easily disengaged for those times when stealth is desired. When it is turned on, communications from the Zax cause the IISS seal to appear on the commo readout of the recipient ship, so there is no question about it.

I'm fine with this idea. The only hitch is that it makes Kaira's major skills mostly irrelevant. Not a huge problem as I can easily modify her to suit the game. In fact, I can make her the "retired scout" if it's still needed. Or at least give her good skills for sneaking and scouting.
 

Insight, that's not necessarily so, though depending on how the IISS's salary works, it might be.

Aside from covering ship expenses, we don't know how much we make, or how often we can collect. Since the ship expenses would be pretty high, it's likely our salaries are fairly low, otherwise this kind of detached duty would be phenomenally expensive. Of course, we might have a special deal too...

Regardless, it sounds like we'll have sufficient discretion over our activities to justify having a broker on board.
 

Agreed. A broker is always a good thing to have around. The retired scout angle is nice, too, though. That would provide another steady source of credits...
 

Agreed. A broker is always a good thing to have around. The retired scout angle is nice, too, though. That would provide another steady source of credits...

I could always "tone down" her interpersonal stuff (not get rid of it entirely) and put more points towards sneaking and perception stuff. It doesn't have to be an either/or proposition.

I'll take a look and see what I can do.
 

Don't worry about the party overmuch, Insight, do what makes YOU happy. Make the character that you like best. The rest of the situation is my job to handle. ;)
 

Remove ads

Top