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The Traveling Circus (aka Truly Peculiar Campaign Themes)
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<blockquote data-quote="utopia27" data-source="post: 5273919" data-attributes="member: 26707"><p><strong>yacht race</strong></p><p></p><p>I ran a short-lived (relatively - 10-12 sessions...) "chapter" of a broader campaign that focused on a yacht-racing team. IN SPACE. </p><p></p><p>Sounds goofier in retrospect - but the premise is that the Galactic Overlord races have discovered Earth, and supported its expansion. They've fostered a competition among several interest groups for grant of the next homesteading permit. Part of the competition involves sport.</p><p></p><p>Well... sports. in cross-species pan-galactic culture. kinda tough. However... solar sail yacht racing turns out to be an excellent analog for hyperspace navigation (in the same way that sailing sunnies around Annapolis is a good analog for tooling around the Gulf in Destroyers...). And it's pretty straightforward to appropriately handicap different galactic races for solar sailing </p><p>- what - y'all are energy creatures with no mass? no problem, we'll just add some lead to your sailing capsule so that's not a bonus. and.. your navigational controls will work fast, but you're going to have a rough time with any EVA work on the fly. sounds about balanced.</p><p>- lifespan of 7 hours? with dynamic mental templating for life-experience transfer? OK, then your chaser ship can maintain a steady stream of update shuttles to transfer corpses off and fresh bodies on. mass transfer rates have to stay in the same zone as the high-metabolism feeders... templating equipment is allowable, but can't be cannibalized.</p><p></p><p>fortunately, there wasn't an awful lot of race-the-aliens going on. mostly competition between the 6 factions of humans wanting the next colony. So the other faction folks became rival NPC groups, and the PCs got to know them pretty well.</p><p></p><p>This structure also had the advantage that the PCs were the most mobile and footloose of their interest-group. They had a big, interstellar-capable ship, a couple shuttles, a couple solar-sail ships, and a pretty high degree of engineering and navigation skills. So the PCs ended up running errands and doing light-duty Spy Stuff. </p><p></p><p>Overall a decent platform for a mid-length campaign. It sorta tailed off into the chaos of grad school. But the next step was to gilligans island/lost them (stranded on a low-tech but fairly idyllic world). Before Lost, of course...</p></blockquote><p></p>
[QUOTE="utopia27, post: 5273919, member: 26707"] [b]yacht race[/b] I ran a short-lived (relatively - 10-12 sessions...) "chapter" of a broader campaign that focused on a yacht-racing team. IN SPACE. Sounds goofier in retrospect - but the premise is that the Galactic Overlord races have discovered Earth, and supported its expansion. They've fostered a competition among several interest groups for grant of the next homesteading permit. Part of the competition involves sport. Well... sports. in cross-species pan-galactic culture. kinda tough. However... solar sail yacht racing turns out to be an excellent analog for hyperspace navigation (in the same way that sailing sunnies around Annapolis is a good analog for tooling around the Gulf in Destroyers...). And it's pretty straightforward to appropriately handicap different galactic races for solar sailing - what - y'all are energy creatures with no mass? no problem, we'll just add some lead to your sailing capsule so that's not a bonus. and.. your navigational controls will work fast, but you're going to have a rough time with any EVA work on the fly. sounds about balanced. - lifespan of 7 hours? with dynamic mental templating for life-experience transfer? OK, then your chaser ship can maintain a steady stream of update shuttles to transfer corpses off and fresh bodies on. mass transfer rates have to stay in the same zone as the high-metabolism feeders... templating equipment is allowable, but can't be cannibalized. fortunately, there wasn't an awful lot of race-the-aliens going on. mostly competition between the 6 factions of humans wanting the next colony. So the other faction folks became rival NPC groups, and the PCs got to know them pretty well. This structure also had the advantage that the PCs were the most mobile and footloose of their interest-group. They had a big, interstellar-capable ship, a couple shuttles, a couple solar-sail ships, and a pretty high degree of engineering and navigation skills. So the PCs ended up running errands and doing light-duty Spy Stuff. Overall a decent platform for a mid-length campaign. It sorta tailed off into the chaos of grad school. But the next step was to gilligans island/lost them (stranded on a low-tech but fairly idyllic world). Before Lost, of course... [/QUOTE]
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