That's what I like about scenarios like this; the players have real choices, with no clear "right way". There's a very real chance of betting on one path and losing, e.g. the ship's engineer thinks she can rig a replacement...and it turns out she can't. And now you've got already desperate people angry specifically at your crew for making a promise you couldn't keep. Or you go for the CEO family rescue, that goes pear-shaped when enraged locals start shooting as you're trying to get the family aboard, and the CEO's daughter dies...and he blames your crew, and now you have a powerful new enemy along the main. And so on and on.On Wed, Jul 26, 2017 at 8:10 AM, Phil Pugliese (via tml list) <xxxxxx@simplelists.com> wrote:
Now this is an intriguing adventure plot.
Of course one would have to set aside the incredible coincidence of arriving "just in the nick of time" but that's SOP in the TU, no?
Unless it's a ship at least as capable as the Leviathan from the CT LBB adventure, I'm not sure what could actually be done since riots are already breaking out.
Probably just have to go for the Tarka gems & even that would probably get a little dicey.
p.s. This could also be played as a variation of the background of the ST TOS episode 'Conscience of the King'.
------------------------------------------------------------ ------------------------------ -----------------------------
On Tue, 7/25/17, C. Berry <xxxxxx@gmail.com> wrote:
Subject: Re: [TML] Changing The Jump Drive Limit?
To: xxxxxx@simplelists.com
Date: Tuesday, July 25, 2017, 4:13 PM
There are
just so many different scenarios. I think we can all agree
that people/sophonts are resourceful, and don't just die
off without a fight. Beyond that, everything depends on the
details of each situation.
This is a fertile source for
adventure fodder in any chaotic period or region, by the
way. For example...
The war hit this area hard.
You've been jumping along the old trading main for three
months, and encountered one other working starship in all
that time -- and they shot at you. Following a rumor, you
jump off the main to a mining colony, figuring you can make
some quick profit trading the cargo of tools and luxury
items you've, um, obtained during your travels for
locally mined Tarka gems. Instead, when you arrive,
you're immediately hailed by three different radio
operators, begging for immediate assistance. Something has
gone horribly wrong with the environmental system, the local
techs don't have the parts to fix it or the experience
to fabricate the parts, and there's only a week of air
left at current consumption rates. Tens of thousands of
people are about to die unless you can find a way to help.
You quickly realize that part of your challenge is that if
you land near any population center, many locals will no
doubt try to commandeer your ship to escape.
As you move toward the planet, a
fourth radio message comes in. It's the CEO of the
mining company, who offers you a huge fortune in Tarka gems
to get his family to a nearby system -- but you have to do
it immediately. Riots are breaking out, and the CEO fears
for his family's safety.
So....what do you
do?
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