Definitely time for the panic to start setting in, I guess?
Continuing my thoughts regarding this still mostly theoretical Banestorm run.
Right. Last Friday was the “season finale” of my run and I still haven’t commented on it. I should probably do that, eh? My brain is already shifting gears toward a GURPS: Banestorm game I’ll be running for my other online group, so I really need to get my thoughts down before the shift is already complete.
So I figured the second part of this adventure out, I think. I’m going ripoff a lot of the stuff from Crowded Hours adventure. Unlike the original adventure, they’ll be on the orbital refinery, not a starship … though I’m thinking of using the final crash bit in 3×06.
In the original source material, the PCs are on a passenger transport that misjumps and bad shit ensues, culminating in the ship crashing on a moon (though it has the potential of straight up plowing into the moon and everyone dying.) Since its a passenger ship, the PCs have to deal with other passengers as well as the crew; since that’s not the case here, I’m just retrofitting the passengers to family members of LFC employees. But pretty much all of the other stuff that happens can happen in this (excepting the “help us with the people in low passage.”)
So I think it’s all doable. Time will tell.
This is probably going to be Part 1 of several posts and I try to dig myself out of the hole I dug for myself.
So, we’re likely down one player this Friday – he’s going out of town and said he might be able to play via Fantasy Grounds & Discord from the hotel, but wasn’t sure – and where we left off makes it very difficult to have a PC out.
Far worse, however, is my planning for this ep. I’m currently looking at the following outline:
As previously stated, there is a large fleet action on the horizon wherein the three factions (DRN, PKF, and SFC) have a large void battle. A total of 45 warships will be involved. We’ve decided to use Full Thrust: Project Continuum as the rules and, after some discussion, one of the players (who is a big Full Thrust fan) figured out the stats. I’ve plugged those into all of the “Military Vessels” on the Shipyards page, but he also knocked out these very nice tracking sheets for us as well.
So, looks like I’ve got three episodes remaining with this season of Verge before I go on hiatus and we play a couple other games. If you have been keeping up with the adventure logs over on my Obsidian Portals site, you’ll be aware that things have been really heating up in the Moros system and I’m continuing along that vein with the rest, so I’ve developed a system along those lines. We’ve also added a new player, though unlike everyone else, he’s playing remotely (being two states away), which means that we’ve incorporated Fantasy Grounds, Discord, a microphone & speakers at the table. It’s been interesting, to say the least.
Yeah, I know. I suck. I should have updated long ago. But I didn’t. Because I suck. So I’m going to try and make up for it with a crazy long post…
This week has been really weird. I’ve been busy at work, but not so busy that I couldn’t work on my game yet, for some reason, I just haven’t. Residual issues from last week, I suppose.
During the previous session (1×05), we stumbled into a chase as two of the characters noted that they were being shadowed and, upon failing to shake their pursuers, instead opted to simply walk toward them. Said pursuers immediately turned and tried to escape, which led to the before-mentioned chase. At first, I wasn’t entirely sure what to do, but luckily, I remembered that I had the Chase Cards that Paizo put out for Pathfinder some years ago. It took a little bit of rejiggering since d20 mechanics don’t exactly translate to Mongoose Traveller 2nd Edition, but overall, it worked okay.
Essentially, you lay out a number of cards determining the expected length of the chase (typically 5) that are face-down which creates the “chase track.” You flip over the first card with chase participants (miniatures) on it; to progress to the next card, the participant must overcome the obstacle according to the card (although obviously, what’s on the cards are general guidelines, not hard-and-fast rules.) Since there were two distinct chases taking place at the same time, I had two tracks, and the guys they were pursuing begin one card ahead. It wasn’t perfect, but it worked out fairly well.
Unfortunately, those cards are also quite obviously geared for a fantasy setting which was not wholly appropriate for this game. This led me to start thinking about making my own chase cards for Traveller that fits more the setting. The below is what I’ve come up with so far, but I’m sort of working on the next batch now upon learning that there are even more cards with the Chase Cards 2: Hot Pursuit stuff…