What is the moral to the story? What do you guys think are typical Traveller morals that you have read or played? Which ones make the best stories or games? Why?
The current game I'm running is becoming a demonstration of "Rule of Man" in an odd way.
Players were doing the "Spinward Marches Tour", arrived at Forboldn... and were caught up in an off the net adventure hook that led them into the corruption there.
So they reported it to the Scout base at Hefrey.... then decided to report it at Regina.
The Hefrey/Regina X-boat had a head start... and Norris went ballistic on the thing.
Was about to assign someone to go investigate...when the players ship enters the system.
He has them hauled in for questioning, then says,"If you're so upset about this you spent 4 weeks travel to come tell me, then _you_ go fix it"
One of the players is a Baron, one's a Fourth Frontier War vet with *SEH*, and one's a Scout who's been around quite a while, all with pretty darn high social standing...
So he gives the Scout Captain a land grant of an estate house on Forboldn, and a Writ.
They head out there, all full of themselves and go totally "Star Chamber" ...
... which is about to touch off a minor war.
I'd love to tell all the nifty details about _why_ this is such a "moral of the story" moment, but at least one of my players reads this list, and I don't want to give it away to them. Yet.