Hi there

Thanks for the reply.  Great to hear from someone who's actually run it.

On 16 August 2016 at 03:55, Richard Aiken <xxxxxx@gmail.com> wrote:
On Mon, Aug 15, 2016 at 4:43 PM, Timothy Collinson <xxxxxx@port.ac.uk> wrote:
- has anyone got a 'fixed' map of the Itzeny Church which has no staircase from the 1st floor to the second floor and the second floor to the third floor (although it *is* marked on the third floor and I'm guessing that's NOT access to roof space!).  (My best fix is to replace a bit of a dormitory on the third floor, an office on the 2nd floor and an office on the 1st floor - but before I redraw all the floor plans....)


I don't recall needing one. When I ran it for my old college group, they just blasted a hole through the church wall with the March Harrier's pulse laser turret, then jumped out through said hole directly into the airlock.

Hah!  I'd not considered that.  It might also be interesting to just leave it be and see how long (or if) the players notice.  Or just decide - given it's tech level 4 that they just have 'outside fire escapes' as their main means of access.  Or  maybe they just get high on the atmosphere and float up.

Ok, Will quit worrying and will be really daring (for me) and NOT redo the floor plans.  (Although I will still be irritated that this, and may other glitches in the CT version, weren't corrected in the MgT version.  But that's a whole 'nother thread...)

 
 
- has anyone got a colour map of Pysadi?  (This is not critical, the nice b/w will do just fine.)


Nope. I just described it as "a nice Earthlike world with a minor atmospheric taint" and let it go at that.

Fair enough.  As I say, the grey scale one provided will do.
 

 
 
- would advice be to do the first three pages of background on Pysadi as a handout *before* the evening, a handout *on* the evening, somehow deliver it to players as the evening goes on, or just use it as briefing for the Ref?  There's a heck of a lot there which will be difficult to do on the evening as a handout or as delivery, but it kind of seems necessary.


Only give details as and when the players ask for these and to the extent that they appear to be interested. Any other course just leads to bored and frustrated players.


Hmm, yes, I'm not sure certain TravCon attendees ever forgave me for the adventure I ran (it was only second outing as Ref!) that had something like 33 handouts.  "You do realize it's role *playing*, not role reading." one commented.

OK, will try and relax about this and just read a couple of key paragraphs I've identified.  I just hate good background material going to waste...
 
Of course, after the first few times that the players fail to ask about things like odd local customs and weird native wildlife - and then have such lack of knowledge turn out to bite them on the ass later - they'll start asking. But until that happens, just smile and agree with whatever they decide to try.

... but brilliant!  I'd not looked at it that way.  Excellent.  (I also ought to learn to be better at being asked a question to which I don't have a ready answer and instead of clearly making something up at least *pretend* to get something out of my notes so that I look more prepared. 


 
 
- does anyone have a handy CT or MgT animal encounter table?  (not to worry if not, will just use a prepared one from the Animal encounters book, but just thought I'd ask)

Sorry. I only rarely used those. Mostly I just winged it.

Yes, after manically creating I don't know how many encounter tables for _Into the Unknown_ but then across the four times I've run the game probably not encountering more than about half a dozen critters, I'm very disinclined to do much work on this.  Maybe a d6 table for a tainted atmosphere and woodland, isn't it?  Need to brush up on that bit.
 
 
 
- ok, so the howood is valuable and prices are good - but who actually wants it?  anyone in the subsector or is there some market in mind?  (I guess the bigger question here is why should the PCs (and the players) care to beetle off into the boonies to harvest the stuff with all the explosive risk there is?!)


Don't worry about selling the howood off-planet. Just make acquiring the necessary permits and licenses to take it off planet too difficult/expensive for them.

Ah!  Again, I'd not thought of that.  But then I must remember it's the inimical Mr Aiken replying... ;-)
  
Then have a local cargo factor (who already has all the requisite bits of paper) offer to buy the stuff for an amount that covers whatever they spent on its acquisition, plus a [very] small profit. That's what I was planning to do. 

Of course, in the event my group ended up leaving the planet with port control loudly cursing them about their church prison break. Which meant that upon arrival at their destination they had to sell the howood on the black market - for a tiny fraction of it's value - because it was (essentially) stolen goods.

OK, two excellent options to have to hand.  thank you.
 

Oh! And don't worry about the logic of gathering a speculative cargo using explosives. PCs *love* any excuse to use explosives. They'll think it's going to be a breeze, because the trees will hardly be able to shoot back. Right? <evil grin> 

LOL!!

(They are new at this, so possibly don't have quite the same propensities long established players might have, but I think they're getting the idea!)  (In the lunch time game just three of them play, one looked longingly at the equipment list in the rulebook and wondered if the local fixer could get a pocket nuke for them to take out the warehouse they were raiding.  Fortunately the others pointed out that they kind of wanted to retrieve their object intact...)


  
 
- am I right in thinking there is more than 3 or 4 hours of play here?  The more I look at this, the more I suspect it probably should be (or will be) a couple of sessions?


It was a couple of sessions for my group, if I remember correctly. Session 1 organizing the expedition then mining the howood. Sesson 2 getting it back to civilization, then getting arrested for attempting to export a pair of those psionic monkeys and leaving expeditiously.

OK, I'll not hurry them.


From all the above, reading between the lines, you're saying relax about the detail... 


 
- has anyone got any tips on just how you keep so much info in your head at one time - rules, NPCs, plot...  I've read the chapter three times, made notes of key bits, tried to come up with names of ships/NPCs/animals that the text doesn't bother to give you even though they seem to be key NPCs etc and still feel the whole thing is daunting.


Don't obsess about it. Just take it one step at a time. And remember - if you flub something, just brazen it out and pretend that's what you meant to do all along. Your players will never know the difference.



... no, you really are saying relax about the detail!

You're right, I think it is the equivalent of stage fright which I'd not thought of...  though I've just heard from the Gvoudzon player that he can't make it (very feeble excuse too) and I'd just rolled up some characteristics for the two Vargr crews as I thought it would be more interesting - well, at least different - to have the two Vargr crews playing a pickup game of fussball (or something) on the dockside rather than just being in Smitty's bar along with the Tukera crew.  Still, the humans might be tempted to join in as well, I'm just a bit reluctant to role play the missing PC just to get the interaction.  I'm wondering now if it mightn't be better to scratch the idea they're Vargr at all and just have three human crewed ships in port.   Aaargh!
 
 
 
Right, I'm off to see if I can do 'voices' for my NPCs which I'd love to be able to manage.


If you can't do an actual accent (I find that very hard), pick a couple of choice exclamations or gestures for each NPC. Or give them a speech impediment, such as a lisp. Whatever you choose, MAKE A NOTE . . . so that you can remember what it was you were doing, in case they come back to see that same NPC later and so you don't use that particular bit for another NPC too soon down the road.

Yes, the making a note is a good tip.  I was going to have a go at making one Vargr crew Somerset yokels with West Country accents and the other lot with Aussie accents.  Ish.  Am also wondering how surly to make the Tukera crew.  Rude or just uninterested.... hmmmm, choices, choices.  No wonder I don't sleep at night.

 
 
 
t "aren't I supposed to be looking forward to this?" c


I *always* get stage fright before running a face-to-face session, even after over thirty years. But once I start, it goes away and things generally go fine.

Thanks for saying, and reminding me of this.  You're right, I'm sure it will be fine in the end.  I think I just took a blow to my confidence after the last session when I utterly failed to really let go on the role playing opportunities for rescuing the prospector and came close to just narrating the whole thing.  (I was tired, I was under the weather, I was stressed... but still no excuse).

Thank you for the encouragement and tips, I've no doubt I'll report back on how it went come Friday.

all the best

tc