Plotting my #TravellerRPG renaissance (with shout outs to @GKGames, @moontoadpub, @StellagamaPub, & @TravellerNews)

ONCE AGAIN, WE PLAYED THE TRAVELLER RPG for our weekly Family Game Night. Actually, that’s not strictly true. Well, it is and isn’t:

For the adventure I literally opened 21 Plots to a random page. In this case it was 19 – Ghost Station. I had the RMN Boys make each make series of random rolls which directed me to the second plot line. Then we were off.

Like before we played with very lite rules. Once again, the entire adventure took place “in the theater of the mind” with minimal mapping and no tokens or character minis. It helped that there was a thunderstorm in the area during the session and I was able to take advantage of a few “jump scares” caused by close thunder to use in the game.

The funniest moment of the game had to be when the adventurers made entry into the darkened command center. As the doors slide aside, the first character charged in – and tripped over a body he didn’t see on the floor. Going down hard, the second through the door reacted by blindly firing into the room. Several rounds (and dangerous ricochets) later the team calmed down and discovered a very-dead mechanic on the floor of the still-darkened, and now slightly damaged, command center. Most frightening, the body was purple! Fearing an alien infestation (the station was deserted, what else could it be?), they “ensured” the body was really dead. Later, they would be asked by the Space Patrol if they had any idea how the purple-blooded Igellian (a race known for weak hearts from a low gravity planet in the next sector…info discoverable if they had bothered to use their medical skill) was shot. Shrugged shoulders was all they could offer.

We aren’t really using a true Classic Traveller Third Imperium setting but I draw upon parts of it as needed. That setting helps frame many of the in-universe limitations and norms which the RMN Boys are discovering (or we are incorporating) as we go. This was especially true as our session wrapped up and we found we still had some time. We took advantage of this extra opportunity to expand the sector map that we started before. I let each RMN Boy do the die rolling as I used the tables and recorded. We made several planets and some are very interesting:

  • An over-populated, high-tech, rich religious dictatorship in an Amber Zone (the RMN Boys immediately nicknamed this planet ‘Kool-Aid’)
  • An uninhabited planet with a deadly atmosphere and a gas giant in the system (perfect for a pirate base or a secret government research facility…maybe?)
  • A low-tech agricultural planet with a small technocracy (scientific research but why low tech?)
  • An agricultural water world (aquaculture?) with low population but sitting just next to that overcrowded, and very hungry, Amber Zone religious dictatorship.

At first the RMN Boys were not too impressed with a few planets (like the uninhabited one) but when I started musing out loud about the possibilities they got very interested, if not a bit worried.

I am really enjoying – and appreciating – the ability for so many different products to come together and be used to help create our setting. I don’t really know what to call our game except Traveller. The events of the past few weeks have taught me that Traveller is not so much a set of rules or a setting, but more an approach to the way we play an RPG. This is very much how I played Traveller back in the days of Marc Miller’s (@TravellerNews) then-GDW (and now Far Future Enterprises‘) Little Black Books. In many ways that is what I think is my Traveller Renaissance – playing a sci-fi RPG in a wide-open setting defined by us.

The original Traveller Little Black Books – mine are much more worn but no-less treasured

Feature image Gypsy Knights Games

#RPG #Gamenight with Cepheus Engine: Faster than Light (Stellagama Publishing) #CepheusEngine #TravellerRPG

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!