Re: [TML] Changing The Jump Drive Limit?
Rupert Boleyn 28 Jul 2017 00:31 UTC
On 28Jul2017 0925, Greg Nokes wrote:
> And, with what we know about the later stages of the Rebellion, there
> could be some scary stuff in those depots… well, those that are non
> bombed out… :-)
>
> Yeah, I need to get a group together again.
>
>
>> On Jul 27, 2017, at 1:56 PM, C. Berry <xxxxxx@gmail.com
>> <mailto:xxxxxx@gmail.com>> wrote:
>>
>> And competing with other teams trying to find the same stashes. Yes,
>> that could be a really interesting campaign arc. I'd think it would
>> mix well with a merchant campaign -- speculative trade and side quests
>> to pay the bills, all the while being alert to clues on where intact
>> caches might be hiding. You could set it a few years into the recovery
>> period, so it's not rubble-and-desperation anymore, but the government
>> is spread very thin and a lot of shady business is going on under the
>> radar. Wow, the hooks are endless. Makes me want to fire up a new
>> campaign for the first time in...um...<mumble>.
I've been running a TNE campaign for some time now where the motherlode
for the PCs (your standard bunch of heavily armed 'salvage' operators)
would be an intact and unlooted Imperial-era supply depot or starship.
In the latter case, one that's not a homicidal Vampire, obviously.
--
Rupert Boleyn <xxxxxx@gmail.com>
Chief Assistant to the Assistant Chief