I got sidetracked for a while, but here are some answers from that chat:
Ideally you just swap planets. Whatever you have set up for them on planet one is now surprise on planet two.
[in response to the above] This is the default solution for story focused games. The story continues to the next act, the players dictate how.
“I hadn’t thought of that! I don’t have anything prepared. Why don’t we just pause things here for now and chat. I’ll have it ready next time.”
I guess the question is how far off the path? Jump 1 away or Jump 6? GM completely unprepared? Or not as prepared as you’d like? As a Traveller GM I’ve got
- The notes for every planet and system within range of the PCs ship x2. I.e. for J2 every system within 4 parsecs.
- A list of 100+ random NPC names
- A couple sentences about each system
- Same for the two to five largest factions in my setting
So if the PCs wander I’ve usually got enough material for one night’s worth of material
An easy delay is simply to go into more detail. For example, have them go through the steps of Customs at the new starport, or notice something interesting about another ship, etc. It adds texture to the game, is interesting, and gives you the extra time to prep.
For my group (not sure if it will work for every group) i just leveraged their completionist mindsets. I told them "here are 15 jobs" and the first thing they did was plot an exact course to hit all of them, so they prevented themselves from wandering.
The last one is my favorite of this bunch, because as a player I'd fall for that hook, line, and sinker.
Thank you everyone for participating!
Oh my, i can totally see that show as people playing Star Trek!
Traveller 5's Starship Geomorphs book is free today (2025-02-14) on DTRPG
Star Trek: Alpha Quadrant -- Free Traveller/CE rules for the ST universe by Steven J. Ege
Thanks, it makes sense. I really like the cockpit console feel of it all. A+!
I’m not familiar with the position map of CD, what do the numbers mean? Result on a 1D roll?
Now draw a werehouse.
I like this very much.
You’re pinning for a system that prevents fascism, but it doesn’t exist. You prevent it through other sociological structures. The method for selecting power can’t do what you want it to do.
But by all means, keep trying to bait people online, I’m sure that helps you somehow.
Yeah, definitely don’t get caught doing that.
You wrote psychopath wrong.
I think a good sci-fi campaign can always benefit from a Heist. Like a train heist or something.
The flip side, which is also fun, the convoy escort role. The crew is part of a convoy and must defend it from marauders.
And the Seven Samurai is a classic stationary version of the above that has been adapted time and again for sci-fi.
Added, thank you.
Traveller, or better yet 2300AD or Hostile for better fit on the setting with the same classic 2d6 rules. Cy_Borg or Stars Without Number for OSR.
Diaspora, Mindjammer, or Nova Praxis if you’re willing to try a more modern system (Fate), but the setting should be pretty close on them, depending on where in the story you want it to be. Diaspora should be a good fit if you want to explore different systems throughout a network of spheres.
All it needs is a name and you’ve got a ready adventure.
Don’t beat yourself over it. 👍
Right, that uses the Fantasy Flight Games' Narrative Dice System (same as WH Fantasy).
Wow. I hadn't heard of a single item in your list except for SLA Industries. Not that surprising considering most are long out of print.
By Jupiter Chronicles do you mean Jovian Chronicles?
Sounds like you’d like Hostile by Zozer Games. They have a solo version too where you control a crew.
Got to make due
Why is it worn out near the top?
Truncated d4 s deal less damage… as caltrops. Also look at that table 🤩