Have it be modular, so you can build platoons of armored soldiers. An long range comms/EW module, a belt fed grenade module, a heavy weapons ammo/power supply module, zero G jetpack module, etc.
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Scallops@ttrpg.networkto Traveller@ttrpg.network•Are spinoffs/splats allowed? Orbital 2100 by ZozerEnglish3·1 month agoZozer game’s Discord might be a good place to find players.
It’s lifted straight up from the source material. As far as seventies series go, S: 1999 took itself quite seriously, in a good way. It’s still sort of zany and the science isn’t there in the plot, but the models and the casting more than make up for it.
Thank you and welcome!
Scallops@ttrpg.networkMto Sci-Fi RPGs@ttrpg.network•My Traveller Campaign LegendkeeperEnglish2·3 months agoThis looks real cool!
Scallops@ttrpg.networkOPMto Sci-Fi RPGs@ttrpg.network•To railroad or not to railroad?English2·3 months agoI got sidetracked for a while, but here are some answers from that chat:
Ideally you just swap planets. Whatever you have set up for them on planet one is now surprise on planet two.
[in response to the above] This is the default solution for story focused games. The story continues to the next act, the players dictate how.
“I hadn’t thought of that! I don’t have anything prepared. Why don’t we just pause things here for now and chat. I’ll have it ready next time.”
I guess the question is how far off the path? Jump 1 away or Jump 6? GM completely unprepared? Or not as prepared as you’d like? As a Traveller GM I’ve got
- The notes for every planet and system within range of the PCs ship x2. I.e. for J2 every system within 4 parsecs.
- A list of 100+ random NPC names
- A couple sentences about each system
- Same for the two to five largest factions in my setting
So if the PCs wander I’ve usually got enough material for one night’s worth of material
An easy delay is simply to go into more detail. For example, have them go through the steps of Customs at the new starport, or notice something interesting about another ship, etc. It adds texture to the game, is interesting, and gives you the extra time to prep.
For my group (not sure if it will work for every group) i just leveraged their completionist mindsets. I told them “here are 15 jobs” and the first thing they did was plot an exact course to hit all of them, so they prevented themselves from wandering.
The last one is my favorite of this bunch, because as a player I’d fall for that hook, line, and sinker.
Thank you everyone for participating!
Scallops@ttrpg.networkOPMto Sci-Fi RPGs@ttrpg.network•Star Trek: Alpha Quadrant -- Free Traveller/CE rules for the ST universe by Steven J. EgeEnglish2·3 months agoOh my, i can totally see that show as people playing Star Trek!
Thanks, it makes sense. I really like the cockpit console feel of it all. A+!
I’m not familiar with the position map of CD, what do the numbers mean? Result on a 1D roll?
Now draw a werehouse.
Scallops@ttrpg.networkMto Sci-Fi RPGs@ttrpg.network•What's your go-to seed/trope?English2·5 months agoI like this very much.
Scallops@ttrpg.networkto Technology@lemmy.world•Brazil gives Meta 72 hours to explain new fact-check policiesEnglish1·5 months agoYou’re pinning for a system that prevents fascism, but it doesn’t exist. You prevent it through other sociological structures. The method for selecting power can’t do what you want it to do.
But by all means, keep trying to bait people online, I’m sure that helps you somehow.
Yeah, definitely don’t get caught doing that.
You wrote psychopath wrong.
The thing about a cult is that it doesn’t need you in particular. It needs people. Ideally, idiots. So it doesn’t matter that a lot of people are leaving/will leave Twitter. The idiots will remain, and the platform will serve its purpose.
Scallops@ttrpg.networkMto Sci-Fi RPGs@ttrpg.network•What's your go-to seed/trope?English3·5 months agoI think a good sci-fi campaign can always benefit from a Heist. Like a train heist or something.
The flip side, which is also fun, the convoy escort role. The crew is part of a convoy and must defend it from marauders.
And the Seven Samurai is a classic stationary version of the above that has been adapted time and again for sci-fi.
Scallops@ttrpg.networkOPMto Sci-Fi RPGs@ttrpg.network•Sci-Fi RPG systems/settings/core rulesEnglish2·5 months agoAdded, thank you.
There is something to be said about non combat focused accessories. Water reclamation & filtration system. Air purification, I can see a vacuum rated suit that has the air storage and CO2 scrubbing as an installable module to reduce weight in breathable atmosphere missions. Jetpacks. Battery pack, with standard connectors so not only it powers the suit for an extended time, it can also power your energy weapons and tools. A grappling hook/winch.
And, not an accessory, but hook points all around the suit to haul crap around in satchels and the like. Logistics is paramount for war.