THE ROCKYMOUNTAINNAVY BOYS know that I am a long-time Traveller RPG player. Even so, we had never played a real game of Traveller or its newer incarnation, Cepheus Engine. Instead we tried Fantasy Flight Games Star Wars: Edge of the Empire. We had a few good games but over the past two years we kinda dropped RPGs in favor of boardgames and wargames. That changed this weekend.
Like I said, the RMN Boys (Youngest RMN in particular) had been hounding me for a Traveller RPG session so this week I printed out the latest free version of Cepheus Engine: Faster than Light. This is a free, uber-lightweight set of rules that has the bare essentials to play.
Quick to learn – quick to play. And oh-boy was it fun!
While dinner was on the BBQ we started rolling up characters. I stepped the Boys through the tables and each quickly had three characters (of course, each one had one that died – welcome to Traveller). After dinner we rolled up three planets and we started adventuring.
Middle RMN Boy had an ex-Marine with Heavy Weapons and Demolitions skills. During chargen I joked that the guy was probably near-deaf. Middle RMN adopted this thought and ran with it. Youngest RMN Boy was an ex-Navy type that was socially inept, low Strength, but with high Dexterity and skilled with Tactics-3. We started the session in media res with the adventurers on a mission to covertly plant explosives in a mining colony ripe for revolution.
Unlike other RPGs I played with the RMN Boys, we did this game almost entirely in The Theater of the Mind; no maps or minis or tokens or the like. The Boys had their character sheets, I had some notes on the planets, the rule book, and some scratch paper. Oh yeah, and some dice.
I randomly determined it would take two beats to get to the area to plant the charges. The Boys had to get past a Goon Squad, which they did, but also drew a bit of suspicion to themselves. As they were planting the explosives the Goon Squad showed up and interrupted them.
I ruled that the demolitions were not set so they would have to hold off the goons and finish the task. As the goons tried to pile through the door Youngest RMN held them off. Although there were four goons, three had Stun Batons and one a shotgun (and he was last in line – again randomly determined). First round saw one goon go down and the others hesitate…but Middle RMN fumbled his roll for the final setting of the explosives and needed more time! Youngest RMN was able to roll well and take down another goon who just happened to fall backwards into the shotgun goon messing up his entry. By now the demo charges were set and Middle RMN was able to assist in dispatching the last of the goons. Getting out past alerted security was a bit of a challenge but the Boys were innovative. When running into a crowd that they were not sure was friendly, Youngest RMN used his Leadership skill to shout at them in his best parade ground manner to “make way!” It worked and the crowd parted to let the adventurers march through untouched.
The entire adventure took about 90 minutes to play and I have to admit it has been a long time since we laughed so hard together. Even RockyMountainNavy Mom showed up to see what all the commotion was about. Youngest RMN declared it his best RPG session-ever and Middle RMN heartily agreed.
After we finished, I found one of my favorite scenes from the original Italian Job movie that I thought captured the characters of the two Boys.
I gave the Boys the Faster than Light rule book and they are going to work up a wider selection of characters. For myself, I think I am going to step up to Cepheus Light for the ruleset. It certainly looks like an RPG session will have to enter into the weekly Game Night rotation for the summer.
It’s going to be so-worth it!