Thursday, 17 January 2013

Secrets in Sulphur Session 2

Or Five Old Guys Go Looking for Their Salad Days Part 3

Like the difficult second album, the second session of a game can be a bit fraught for a Gamesmaster. Not only do you have to carry the story forward and start resolving some of the little mysteries you have carefully set out, you also have to maintain or exceed the levels of excitement and fun set in the first session.

Well, two Saturday nights ago, we gathered together again for the second session of Secrets in Sulphur. I had given the scenario ahead some thought and had plotted out some of the set pieces in both my mind and on paper, expanding upon my initial notes. With these “hand holds” in place, I felt confident of being able to move the story forward, while still being nimble enough to react to any unforeseen curve balls thrown at me by the players.

Our cast of characters:
John – Boris Clapshaw, ex Army Infantry Sergeant
Jonathan – Riishaa Daanel, ex Marine
Dylan – Count Asenault “Chivers” Washington-Pipps, retired Marine Colonel
Chris – “Bunty” Staffburger, ex Marine Force Commander

Recap:
After getting out of the Marines, Bunty Staffburger spent a few years bumming around Gamelea Subsector before winding up on Por’via in Lymethius Subsector. While working service jobs at Por’via Downport, he hooked up with Selia Vuir, a sulphur miner.

Recently, Selia found a cache of valuable sunstones. As her employers, Ossourous Processing, are the legal owners of all valuable minerals found within their claim, she stood to lose the lot. However, Jorgan Kiorpanos, the local agent for VenGems Holdings, was interested in having a look at the gems she had found with a view to working out a little deal.

Things began to unravel when Selia’s Mining Unit was late returning from a shift out on the Sylvian Flats. Then, a storm front began moving down out of the Green Mountains onto the Flats, and Jorgan Kiorpanos seemed to have made the acquaintance of some unsavoury-looking offworlders. Fortunately for Bunty, his old friend Colonel Count Asenault “Chivers” Washington-Pipps, (Rtd.) showed up at the starport with his batman, Sergeant Daanel, and ex-Army Sergeant Clapshaw. These three were in the process of transhipping into the Geithurian Republic to chase up employment offers with the Murkhida Kargesu – the Republic’s equivalent to the Foreign Legion.

After some bother with some Vargr, the party located Selia’s wrecked Mining Unit and chased Jorgan and his cronies up onto a tableland. There, they arrived in time to see Jorgan and two of his assistants killed by a band of fast and deadly carnivores. While Bunty captured the survivor of Jorgan’s crew, Chivers, Daanel and Clapshaw sorted out the carnivores with some well placed gauss rifle volleys and the odd autopistol shot. And then the storm struck.

Gameplay:
Deciding that they needed all their equipment up on the tableland before taking on the irrijari, Chivers heads back to Jorgan’s crew’s ATV where Bunty is securing the tranqed captive. Daanel investigates the sunstone geode while Clapshaw keeps an eye out for any more irrijari.

Chivers carefully backs Jorgan’s ATV down the narrow trail towards the party’s ATV as the rain begins to bucket down. Meanwhile, Clapshaw spots two sets of human foot prints leading further uphill from where the irrijari attacked Jorgan’s group. He starts to follow them as he can see that the rain is going to wash the tracks away very soon.

As Clapshaw strides off into the wind and rain, Daanel is on the horns of a dilemma. One of the geodes has been broken open and he can see a fortune in sunstones lying inside it. But combat armour doesn’t have pockets. But there’s a fortune in sunstones just lying there. Helmet – he could fill his helmet with them. But then his head would melt because of the hostile atmosphere before he could make it to the ATV. But there’s a fortune ... oh, sod it! He clambers to his feet and hurries off after Clapshaw.

Chivers and Bunty quickly transfer the party’s extra ammunition and explosives from their ATV into the smaller one Jorgan’s group were driving. Then, grabbing a vial of adrenalin from Clapshaw’s medical kit, they give their prisoner a shot to wake her up. With a gasp, she regains consciousness and promptly throws up all over the back seat of the ATV.

After some questioning, Chivers and Bunty learn that the woman, Cari, was unemployed on Feor/Gamelea when her friend, Clay, was recruited by Jorgan. Along with their friend Mikki, Cari and Clay were given passage to Por’via to help Jorgan claim-jump any miners who brought in under-the-table finds. Cari doesn’t much care for Jorgan, but is upset to learn that Mikki and Clay have also been killed by the irrijari.

After driving back up to the geodes on the upland, Bunty and Chivers leave Cari handcuffed to a seat in the ATV. With her Environment suit secured to the exterior of the vehicle – out of reach for her in the hostile atmosphere – they decide to risk leaving her unguarded while they rejoin Clapshaw and Daanel. Meanwhile, Clapshaw has lost the tracks he was following as they wash away in the rain. But, he has spotted what looks like a declivity under a large rock about half way up the side of a narrow valley, uphill from the geodes. It would appear that the tracks were heading towards it.

As Clapshaw rejoins Daneel, three irrijari appear out of the swirling mist and driving rain. Snapping and snarling, the irrijari dart and lunge. Daanel shoots one and then his gauss rifle jams, again. Clapshaw shoots a second and then the third one dashes in, clawing and scratching. Clapshaw drags his autopistol from its holster as the irrijar knocks him to the ground. With the irrijar trying to tear its way into his combat armour, he manages to swing his pistol up. There’s a muffled report and then he pushes the body off him.

Chivers and Bunty slog up the rise to where Daneel is helping Clapshaw to his feet. Together, the foursome make their way up to the large rock on the hill side. Examining the declivity beneath the rock, they find a cave – now more of a muddy slide – leading down into the earth. Sliding down first, Clapshaw, and then Daneel, discover that the slide only descends a couple of metres before a half-buried metal grill arrests their descent. In front of them is a dark, metallic, keyhole shaped door. There is a slightly darker discolouration part way up one of the door sills. Checking that Daneel is ready and armed, Clapshaw touches the discolouration. The door slides open.

Standing out in the rain, and occasional flashes of lightning, Chivers muses aloud that with both their combat armoured compatriots below ground, the only thing standing between Bunty, Chivers and any wandering irrijari (with their big, pointy teeth) , is the rather feeble protection of their Environment suits. Bunty does not see this as amusing and, after some consideration, neither does Chivers. Piling through the narrow cave mouth, they arrive at the foot of the slide in a rather undignified pile, just as Daneel and Clapshaw step back from their first glance through the keyhole-shaped door.

A second door lies beyond the first door, separated by two metres of smooth, metal corridor, wider at the top than at the bottom. Cautiously opening the second door, the party sees that the corridor continues for another twenty metres before ending in another door. The muddy foot prints they had seen around the first and second door quickly fade away in the long corridor. Clapshaw thinks he sees something like a bundle of rags by the door at the far end of the corridor while Daanel notices that the atmospheric mix is now containing a lot more methane than the natural atmosphere of Por’via.

Exploring the corridor, the party discover that the pile of rags is actually the body of Jimmi, another of Selia’s mining crew and the only other miner, besides Selia, unaccounted for. He has serious claw and teeth wounds on his chest and shoulders which have compromised his environment suit and it may this, rather than his injuries, that lead to his demise. Just as they are about to move on to examine the door at the end of the corridor, the party hear the distinctive sounds of some things sliding down the mud tunnel and landing on the metal grill behind them.

As the party turn to face the open entrance, they see three irrijari slither into the corridor. Chivers and Bunty drop to their knees; Chivers drawing his autopistol while Bunty snaps off a burst from his gauss rifle. Behind them, Daneel and Clapshaw open fire with their gauss rifles. The hail of needles accounts for two of the three irrijari. As the third one springs forward, Chivers fires his autopistol. The muzzle flash ignites the methane in the corridor.

Picking themselves up after the explosion, the party decide to push deeper into the complex to see if Selia managed to reach a place of safety. It is about this point that they hear a grinding, groaning noise, and the corridor seems to subside slightly towards the left. The players conclude that entire structure appears to have settled somewhat, possibly due to the shock wave from the methane explosion.

Passing through the door at the end of the corridor, they find themselves in a hexagonal chamber. The internal atmosphere is now registering as a fairly typical methane mixture with very little oxygen present. Three other doors lead out of the hexagonal chamber – one straight ahead and one each to the left and right. Crossing the chamber, they open the door opposite and see a corridor of a similar length to the one they have just exited, though this one has two doors opposite each other about halfway down, and another two doors opposite each other at the far end.

Opening the first door on the left, the party sees a small, three metre by three metre room. In each of the four corners of the room stands a large metallic ovoid on a small plinth. Daanel spots a darker patch on one of the plinths, much like the door opening patches they have seen in the corridors, so he presses it. There is a humming noise and then a small character, in an obviously alien script, lights up beside the dark patch. This character begins to rotate and change in a regular sequence, like a countdown.

Backing out of the room, the characters try the door opposite the one they have just examined. Again, they see a three meter by three meter room with four ovoids, one in each corner. This time, they resist the temptation to touch anything. Moving down the hall, they open the door on the right at the end. Again, they see a three meter square room. In this room there are three ovoids. On the plinth where the fourth ovoid would stand, they see a tall, strangely alien creature – a Mi’yargin. And standing in the middle of the room and facing them, is Selia.

It is immediately apparent that there is something amiss with Selia. A massive chest and neck wound has ripped her Environment suit open. She stands awkwardly, facing the party, her eyes blank and her bubble helmet pulled back from her face. When she speaks, it is in a flat, monotone.

In the rather unusual conversation that follows, it appears that, much to Bunty’s distress, Selia was fatally injured (“this one was fatally compromised”) by the irrijari (“vermin”) and that to save her, the Mi’yargi known as "The Second" has included her within the Mi'yargin Collective – a group consciousness. Their efforts have stabilised her body at the expense of effectively transmuting her at the cellular level, while her consciousness has become part of the Collective consciousness of the Mi’yargin crew. The structure the party is currently within is actually a Mi’yargin shuttle that became stranded on Por’via some 200 years ago – the Mi’yargin use a base five numbering system and measure time in clock cycles of cesium so there was some frantic figuring carried out on handcomps.

Eventually, after discussion and possible mistranslation, a deal is struck. The party agree to get rid of the irrijari (vermin) that have infested the ship and damaged it, preventing it from lifting off. The Mi’yargin will endeavour to preserve Selia from further “compromise” and pay the party a fee in “metals of a heavy atomic weight” – the implication is that their Nullship, which the party assume is their jump-capable starship, has been busily refuelling and mining in the rings of the Por’via system’s gas giant for the last two centuries and has picked up a quantity of heavy, or radioactive, metals which could be worth a lot of Imperial Credits.

The characters then search the rest of the deck they are on and the one below it. Both decks are similar in layout – a central hexagonal room (which is also the elevator that runs the length of the ship) with four corridors leading off it. Each corridor, except the entry corridor, gives access to four rooms, and each room contains four ovoids – the crew’s life pods. Some of the ovoids are discoloured and the characters assume that perhaps the life support has failed on these units but, out of a possible complement of 112, at least 100 Mi’yargin appear to have survived. No irrijari are found on these upper two decks.

As the lift doors open onto a gantry at the third deck level, the characters find themselves looking down into the vast, empty space of the cargo hold. Tie rods and bracing struts form a lattice of anchor points between the deck head, above, and the engine deck below.

Looking down through their IR scopes, Clapshaw and Daanel spot movement around the base of the lift shaft. At least a dozen irrijarri are prowling about. Clapshaw, Dannel and Bunty start sniping at them from the gantry. The irrijari quickly work out where the fire is coming from and start swarming up the bracing struts towards them. What started out as a fun turkey shoot, suddenly starts turning serious as missed shots and miss-fires fail to stem the tide surging towards them.

Just as the characters begin to wonder whether it might be time to cut and run, as they’re getting pushed back into the lift car, Chivers fells the last irrijar with a shot from his autopistol. Heaving a collective sigh of relief, they head down towards the engine deck.

As the lift doors start to open, Clapshaw’s combat armour tells him that the atmosphere on the engine deck is an oxygen/methane mix. The irrijari compromised the ship’s integrity when they broke out onto the surrounding tableland. Waves of irrijari come swarming out of the gantries and crawl spaces of the engine deck. A volley of gauss needles cut some of them down and then Bunty fires a RAM grenade into the midst of them as Chivers closes the lift door. A flash fire and explosion rips through the engine deck, blowing the party off their feet, even as the lift doors close. When the smoke clears, the irrijari are gone and the Mi’yargin shuttle tears itself free from Por’via.

Rejoining Selia and the Second on the top deck, the party prepare for the ride out to Harrimol VIII, the Por’via System gas giant, when the Collective advises them that a ship has lifted from Por’via Downport and has given chase. The Mi’yargin instruments indicate that the pursuing ship is the Vargr freighter, Akhska.

To be continued...

Thursday, 3 January 2013

Secrets in Sulphur


Or Five Old Guys Go Looking for Their Salad Days Part 2

Last Friday night I ran a Classic Traveller game, Secrets in Sulphur, for four of my old gaming group. Dylan and Chris decided to use pregenerated Book 1 Marine characters, while Jonathan and John decided to refamiliarise themselves with the character generation system by generating a couple of Book 4 Army and Marine characters.

When writing the scenario for the session, I knew that my players had a preference for an action adventure – John had mentioned “bug hunt” in a pre-game email. Also, as we haven’t played for a while, I figured that any puzzle or mystery would need to relatively uncomplicated to solve (ie few moving parts) as there’s nothing more frustrating for a player than a puzzle that just won’t come out if you can’t think like Inspector Poirot.

So, our cast of characters consisted of:
John – Boris Clapshaw, ex Army Infantry Sergeant
Jonathan – Riishaa Daanel, ex Marine
Dylan – Count Asenault “Chivers” Washington-Pipps, retired Marine Colonel
Chris – “Bunty” Staffburger, ex Marine Force Commander

Now, I had already decided that Chivers and Bunty knew each other from their service days, so to have both characters end up as ex Marine Officers and both have Gambling skill was a writer’s gift – theirs was obviously a relationship forged over the green cloth of the Officers’ Club. Jonathan decided that Riishaa Daanel had been Chivers’ batman while they were in the service, while John’s character, Boris Clapshaw, was an acquaintance of Daanel’s.

I decided that I wanted to set the scenario on the planet Por’via in the Lymethius Subsector.

Library Data:
Harrimol IV - Por’via/Lymethius D9B4566-8. Imperial World.
Harrimol VIII is a gas giant and Por’via has no moons. Scout Base has no facilities. No Highport. Downport has a tug and three tenders. Por’via is directly governed from Julnar/Gamelea and the lack of local representation is a source of friction for the local population of 793,000.

This was primarily because I wanted a hostile environment as a complicator. I had been tossing up between Por’via and a world or moon with a methane atmosphere but, in the end, went for the sulphur-contaminated atmosphere of Por’via. Looking at Por’via’s statistics, I think I actually underplayed the atmosphere as Corrosive implies a higher degree of toxicity than Contaminated.

Backstory:
After leaving the service, Bunty Staffburger bummed around Gamelea Subsector before settling on Por’via a couple of years ago. Working in the service industry driving cabs and hauling freight, he was just scratching by, and then he hooked up with Selia Vuir.

Selia Vuir works as a sulphur miner for Ossourous Processing – a Julnarian mineral extraction concern that is well connected with both the Julnarian Government and with the Julnar Mandate Authority which governs Por’via – on the Sylvian Flats, 100 km north of Por’via Down, the main town and starport on the planet. A member of a five-person crew operating a massive surface Mining Unit – a 20 metre wide surface cutter, very much like a highway resurfacing machine but designed to cut and process the top 15cm layer of soil – Selia works week on/week off shifts out on the flats.

Just recently, Selia discovered a cache of sunstones – valuable opal-like gems occasionally found in geodes – near the end of the cut zone her crew had been working. Ossourous Processing technically owns any valuables found on its claim, but Selia and Bunty have hit upon a plan to scam this cache. Jorgan Kiorpanos, the local agent for VenGems Holdings, has expressed unofficial interest in the cache and its Selia’s intent to retrieve the cache during her current duty shift for him to evaluate.

A Vargr freighter is currently at Por’via Down. Several people have remarked that while this ship, the Akhska, is similar to the Ueill out of Tonivar/Cabria that often calls at Por’via, the crew of the Akhska do not speak much Imperial Basic. A party from the Akhska has headed up towards the Green Mountains, north of the Sylvian Plain, in an ATV to hunt Crarachan – a goat-like grazer able to survive the sulphur-laden atmosphere.

Gameplay:
Bunty Staffburger is sitting in the Por’via Downport bar, waiting for a fare and keeping an anxious eye on his handcomp. His girlfriend, Selia Vuir, a sulphur miner, is overdue from her current week-on shift, and storm warnings have been posted for the Green Mountains and Northern Sylvian Plain area. He is also concerned that Selia is supposed to be bringing back a geode of sunstones she has found out on the Plain. Failing to declare a geode is viewed as a serious offence by Ossourous Processing, and as the company carries a lot of weight with the Julnar Mandate Authority, a prosecution is pretty much a career ender.

While mulling over his worries, Staffburger hears a familiar voice boom behind him. “Bunty!” Glancing around, Staffburger sees a vaguely familiar figure from his past, “Chivers?” Indeed, it is his old wardroom drinking and card buddy, Marine Colonel Count Asenault “Chivers” Washington-Pipps. Chivers quickly introduces his two companions, “Sergeant Daanel, my batman, and Sergeant Clapshaw. Clapshaw’s Army, but he’s a good sort.”

Chivers tells Staffburger that after coming out of the service there hadn’t been a lot of work for security consultants in Gamelea Subsector. Eventually, Daanel had got wind that the Murkhida Kargesu, the Geithurian Republic’s Alien Legion, was busily recruiting for operations to Spinward of the Republic. This presented a dilemma for Chivers as the Imperium frowns on its past service personnel serving non-Imperial states, and particularly non-Imperial states that have been actively hostile to the Imperium, as the Geithurian Republic has been.

Daanel was able to discover the existence of the Crimson Road – a semi-coordinated series of interconnecting short haul passenger-carrying freighters that enables certain people to drop off the Imperial radar as they move around Imperial Space. It was while travelling this circuitous route that Chivers, Daanel and Clapshaw found themselves on Por’via, and about to take the final section over the Imperial Border and into Geithurian space.

While Daanel and Clapshaw secure their luggage, Bunty Staffburger tells Chivers about his girlfriend:

“I’m dating a miner.”
“A minor? Gad, and I thought I was a rake.”
“No. A miner. She mines.”

And how she was overdue from her current shift, and how a storm system was moving south, down out of the Green Mountains and onto the Sylvian Plain.

As the rest of the groups’s equipment arrives, Staffburger rings the Ossourous Processing Dispatch office to check up on Selia’s Mining Unit. He learns that it is standard procedure for the crew to stay buttoned up during a storm if the Unit has broken down. As the incoming storm has grounded all grav search vehicles, it is highly likely that Selia and her crew are preparing to wait it out at the end of track as plotted by the Dispatch office. As Staffburger downloads the Unit’s track, he sees through the window of the Concourse, Jorgan Kiorpanos, the VenGems agent, talking to two unsavoury-looking men in an ATV. After a brief conversation, Jorgan’s companions drive off, heading out of town.

Once the party get themselves organised and hire an ATV, they set off towards the Ossourous Processing Restricted Access Zone north of Por’via Down. After a two-hour drive up Route 41, Chivers turns off the main road and onto an access road that leads to a transfer site. This is where the Mining Units unload their ore onto stock piles, and dump their tailings.

Passing through the transfer site, they pick up the last cut Selia’s Mining Unit made – a 20 metre-wide track that zig-zags across a ten kilometre wide cut zone that stretches across the north of the Sylvian Plain to the foothills of the Green Mountains. As the party follows the cut, they realise that there is not one, but two ATVs ahead of them, both apparently following the Mining Unit.

On Clapshaw’s suggestion, Chivers pilots the party’s ATV up over the edge of the cut. Crossing the rough ground between the east-bound and west-bound cuts, the party manage to get ahead of the second of the two ATVs they are following. With their ATV concealed, Clapshaw wriggles forward into the shelter of a boulder where he can watch the cut. Soon, he spies the second ATV heading towards him on the west-bound cut and, by the skilful use of his Recon skill, he manages to see that there are at least five individuals inside the ATV, and at least two of them are Vargr.

After the vehicle passes, Clapshaw returns to the party and relates his intelligence. Giving chase up the west-bound cut, and with the weather closing in, the party suddenly realise that they are closer to the turn back then they thought as they catch a glimpse of the other ATV heading back past them on the next east-bound cut.

As they come round the turn back and clear the steam of the fumaroles that define the western end of the cut zone, the party find their way ahead blocked by the second ATV. Three Vargr have alighted and open fire on the party’s vehicle. Chivers throws the ATV into reverse, even as the front windshield is shot out.

“Darn! There goes the deposit,” Staffburger observes sourly.

Fortunately, the party have been wearing environment suits since they set out so it takes them but moments to button up as the insidious planetary atmosphere floods the interior of their vehicle. As clouds of noxious fumes roll across the countryside, hiding the two groups, Chivers hits the brakes. Clapshaw, Daanel and Staffburger leap down from the ATV and take up firing positions as the Vargr come dashing through the clouds of steam and gas. All three Vargr go down in a hail of gauss rifle fire.

As Daanel and Clapshaw advance cautiously, the second ATV drives off at high speed, eastward along the east bound cut. Seeing their quary in flight, Daanel and Clapshaw sprint back to the party’s ATV. Chivers again takes the ATV up and over the edge of the cut and over the rough ground between the east and west-bound cutways. Closing on the next west-bound cut, he halts a little way short of it. Clapshaw wriggles forward in time to see the Vargrs’ ATV approaching him from the east. After a moment’s deliberation, Clapshaw decides to knock the other vehicle out with a well-place RAM-grenade in the engine bay. Unfortunately, his RAM-grenade is not so well-placed and the Vargrs’ ATV is not as armoured as he first thought. With a bang and a flash, the Vargrs’ ATV explodes in a massive fireball.

“That didn’t work out so well,” Clapshaw says ruefully as he rejoins the rest of the party.

Pressing on, and with the weather closing in, the party find themselves nearly at the northern end of the cut zone. Ahead, they can see where the Mining Unit’s cut ends and the Unit crosses a small gully via a causeway before commencing a return cut towards the transfer station. As they get closer, they can see that the gulley is narrow and steep, and that the Mining Unit has come off the narrow causeway and is nose-down in the gulley.

Debussing from the ATV, Clapshaw covers Staffburger as he climbs down to inspect the Mining Unit. Daanel walks up the road a little way and investigates the gulley above the causeway. Staffburger quickly discovers that while two of the Mining Unit crew are still aboard, both are dead and neither are Selia. Damage in the Unit’s cutter bay indicates that some sort of explosive charge or mine was left in front of the vehicle and that this was taken inside, along with the normal ore, before exploding and disabling the Unit. Someone has then shot up the Mining Unit’s wheelhouse and removed or destroyed all computer gear aboard, including handcomps. Meanwhile, Daanel has found tracks indicating that two people on foot and a vehicle have headed up the narrow gulley, upstream of the causeway.

After some deliberation, the party decide to follow on foot as their large ATV will not fit up the narrow gulley. At this stage both Chivers and Staffburger are wearing environment suits and are armed with handguns while Daanel and Clapshaw are wearing Combat Armour and are armed with gauss rifles.

They follow the narrow trail that winds up through gulley before debouching onto a more open upland area. Visibility is now down to about twenty metres and the wind is rising, driving swirling clouds of fog and gas before it. As they pass between pools of bubbling water and boiling mud, Chivers spots something in one of the mud pools. It turns out to be the body of one of the miners.

Retrieving the body, Staffburger discovers a hand drawn map that shows a location not too far from them with an ‘X’. Beyond the ‘X’ is a crudely drawn twin-peaked mountain and the word ‘jackpot’ written in Selia’s handwriting.

As the first heavy drops of rain start falling, the party finds the ATV they have been pursuing parked by the side of the trail.

As they investigate the vehicle, they hear a scream of terror from further ahead. Advancing cautiously between twisted piles of stone, they hear more shouts, and then gun shots. Running forward, they see a body on the ground and three people in environment suits standing back to back with handguns drawn. Around them, leaping and hissing, are half a dozen irrijari – particularly fast, nasty and vicious predators. As the party watch, an irrijar leaps forward and literally bites one of the three survivors’ head off.

Daanel and Clapshaw manage to fell several of the irrijari with their gauss rifles as the two survivors run towards the party. One of the two is killed by another irrijar and then Daanel’s gauss rifle jams. An irrijar springs at Daanel but can’t hurt him through his combat armour. Clapshaw lines up a shot, and then his gauss rifle jams, too – obviously the insidious atmosphere is taking its toll on the gauss rifles. Staffburger chases after the fleeing survivor and manages to tranq her with his snub pistol. Again, it isn’t Selia so he ties her up and leaves her in the ATV.

Clapshaw throws his heavy autopistol to Chivers, who hasn’t managed to hit any of the irrijari with his snub pistol. This was becoming rather alarming for Chivers as he was very conscious that he was only wearing an environment suit and that there were still several very dangerous irrijari darting in and out of the swirling gas clouds. Snatching up Clapshaw’s pistol, Chivers turns and fires, downing an irrijari with a single shot. Clapshaw clears his jam and shoots the last irrijari that has been wrestling with Daanel, and suddenly the upland is silent, except for the moaning of the wind. A rattling noise, drawing nearer, announces the leading edge of a downpour.



To Be Continued ...

Sunday, 30 December 2012

Some thoughts on Gamemastering

Or Five Old Guys Go Looking for Their Salad Days


This post started off as a write up of a game I ran last Friday. Then it went a bit philosophical so I’ve split it in two.

On Friday night, I had the pleasure of running a Classic Traveller game for the first time in at least four years. The players were four of my old gaming group who all happened to be in the country at the same time, for the first time in ages, and who all managed to get leave passes from wives and children.

I pregenerated ten Book 1 Army and Marine characters for Dylan and Chris to choose from, using the app on the Signal GK: Online Traveller Resource site, while Jonathan and John manually generated a couple of Book 4: Mercenary Army and Marine characters to refamiliarise themselves with the character generation rules.

I recall that back in the day we used to laugh about how all our characters were these ancient old fossils – Hell’s Grannies – and should really be tucked up in front of the telly with a cup of cocoa, rather than rushing around the universe, getting into gun fights with pirates and rogues. Now we’re saying, “He’s 42, what a pup! And he’s retired. His life’s just beginning. Your character is 22? Can he dress himself, yet?”

Age does tend to change one’s perspective.

I had bullet pointed out the adventure that I intended to run – working up some details to give a bit more background – and pretty much had a beginning, middle and end, though I was a little hazy about what the exact end would be. Oddly enough, this is my comfort zone as a Gamesmaster. Roleplaying is a collaborative exercise in storytelling and I want bits in there that surprise me, too.

In the past I have winged games to great success, and I have written successful scenarios. Of the two, the former relies upon the Gamesmaster knowing his setting very well, and being able to think on his feet. The latter also benefits from having a well developed setting but, to me and for my style of gamesmastering, is much more restrictive.

Early on in my roleplaying experience as a player, I saw incredibly complicatedly plotted adventures come completely off the rails because a) the players did something the Gamesmaster hadn’t expected; b) the players just couldn’t solve the cunning puzzle/trap and got bored; or c) the players missed the vital connection with the NPC who had the clue/tool/map/key that would have taken them to the next stage. In a discussion on G+, I suggested that Gamesmasters shouldn’t over think a scenario – if success of the mission depends upon one “thing” then you can almost guarantee that the players, when meeting the NPC with the clue, will instead mug him and take his stuff; that when the mysterious old man with the limp shows up with the warning, a player will kill him, or the party will flatly refuse to believe him; and when the players should be meeting the shifty ship captain down at the Rough and Tumble Tavern (Thursday night is Quiz Night), they’ll be uptown at Chez Swankies, knocking back wine coolers.

The secret, for me, in plotting an adventure is to work up the background and motives of the various Non-player groups in some detail, and then work out a basic story arc for the adventure as a series of bullet points. This means that you can chop and change your plan in response to the players’ actions while maintaining a logical narrative flow that pretty much writes itself. It also means that you can drop in the information/object/tool that are required to progress the story as you need it, rather than having to say, “sorry guys, if you’d looked behind the counter, back at the shop, you would have found the coil of rope you now need to escape from this Inescapable Pit of Doom.”

Writing a scenario should, in my opinion, be more like plotting a graphic novel or writing a film script, than writing a weighty tome of deathless prose. Chunks of what you plot will never be used, scenes will be deleted, and clever stuff that you’re really proud of will be ignored.

I'm not a fan of Total Party Kills, or even character kills. You do something dumb as a player and I'm usually prepared to help you out of it. Do something stupid, though, and you will be suffering consequences. I would define "dumb" as, say, trying to kill the space monster that's attacking you with a weapon that you can not only not use, but you can barely carry. "Stupid" might be defined as landing your scout ship on the roof of a ruined skyscraper in a city that's been a ruin for 200 years, without checking that the building is sound enough to bear the weight of your ship.

At the end of the day, the Gamesmaster and the Players aren't actually competing against each other - it's not that sort of game. It's about hanging out with friends and having a good time and telling a story together.

And, when time’s been called and you’re packing your dice away, if the Players say, “that was excellent! When’s the next session?” then you know you’ve done your job and aced it.



Next: Secrets in Sulphur – the game

Friday, 28 December 2012

Solo Traveller - Aloin's Saga Backgrounder #6

Now that the Iridium Queen has entered Kamperelian Space, it’s time to look at the Kamperelian Navy.

With a Tech Level of 11 Kamperel, on the face of it, should not stand a chance against the might of the Imperium. In reality, the Kamperelian Republic controls over 80% of the population of the Miazan Subsector. With a wartime military budget of TCr32 (that’s 32 Trillion credits), the Kamperelian military budget dwarfs the TCr6.78 that the Duchy of Miazan is able to raise, while the Kamperelian Navy Yards have over nine times the capacity of the slips at Miazan.

As Miazan Subsector Navy can, at best, draw on about a squadron of Tech Level 15 Imperial Navy ships, the Kamperelian Navy is a current and growing threat.

Amongst the numerous classes of escort deployed by the Kamperelian Navy, the Revolutionary Class Frigate and the Van Dransiquor Class Missile Barge Frigate are two of the most common.

Ship: Glorious 2nd Ferami
Class: Revolutionary
Type: Frigate
Architect: David Billinghurst
Tech Level: 11





USPFF-E2266D4-790000-65000-0 MCr 5,749.5945 KTons
Bat Bear 123 Crew: 66
Bat  1 23 TL: 11





Cargo: 37 Crew Sections: 4 of 17 Fuel: 1,300 EP: 300 Agility: 4 Marines: 10
Craft: 2 x 50T Type-103 Cutters
Fuel Treatment: Fuel Scoops and On Board Fuel Purification

Architects Fee: MCr 56.228 Cost in Quantity: MCr 4,625.035


Detailed Description
(High Guard Design)

HULL
5,000.000 tons standard, 70,000.000 cubic meters, Cone Configuration

CREW
13 Officers, 43 Ratings, 10 Marines

ENGINEERING
Jump-2, 6G Manuever, Power plant-6, 300.000 EP, Agility 4

AVIONICS
Bridge, Model/4fib Computer

HARDPOINTS
3 50-ton bays, 20 Hardpoints

ARMAMENT
3 50-ton Plasma Gun Bays (Factor-5), 10 Triple Beam Laser Turrets organised into 2 Batteries (Factor-6)

DEFENCES
10 Triple Sandcaster Turrets organised into 1 Battery (Factor-9), Armoured Hull (Factor-7)

CRAFT
2 50.000 ton Type-103 Cutters (Crew of 1, Cost of MCr 63.400)

FUEL
1,300 Tons Fuel (2 parsecs jump and 28 days endurance)
On Board Fuel Scoops, On Board Fuel Purification Plant

MISCELLANEOUS
37 Staterooms, 37 Tons Cargo

USER DEFINED COMPONENTS
None

COST
MCr 5,679.022 Singly (incl. Architects fees of MCr 56.228), MCr 4,498.235 in Quantity, plus MCr 126.800 of Carried Craft

CONSTRUCTION TIME
148 Weeks Singly, 118 Weeks in Quantity

COMMENTS



Revolutionary Class Frigate

Book 5 Crew Breakdown
Command section: 7 officers and 4 ratings; Engineering section: 2 officers and 17 ratings; Gunnery section: 1 officers and 9 ratings; Flight section: 1 officers and 4 ratings; Service section: 1 officers and 9 ratings; Medical Section: 1 officers and 0 ratings; Marines: 10

HULL
Hull: 0.000 Td; MCr 550.000
Armour Factor-7: 1,200.000 Td; MCr 1,200.000

ENGINEERING
M-Drive Factor-6: 850.000 Td; MCr 425.000
J-Drive Factor-2: 150.000 Td; MCr 600.000
P-Plant Factor-6: 900.000 Td; MCr 2,700.000; +300.000 EP

FUEL
P-Fuel: 300.000 Td; MCr 0,000
J-Fuel: 1,000.000 Td; MCr 0.000
Scoops: 0.000 Td; MCr 5.000
Purification: 7.000 Td; MCr 0.034
L-Hyd Drop Tanks: 0.000 Td; MCr 0.000

AVIONICS
Bridge: 100.000 Td; MCr 25.000
Computer Model/4fib: 8.000 Td; MCr 45.000; -2 EP

WEAPONRY
3 x 50T Plasma Gun Bays: 150.000 Td; MCr 16.500; -30 EP
10 x Laser Turrets: 10.000 Td; MCr 30.000; -30 EP
10 x Sand Turrets: 10.000 Td; MCr 7.500

SCREENS

CRAFT
2 x Type-103 Cutter: 130.000Td; MCr 0.260; Cost of craft: MCr 126.800

ACCOMODATIONS
37.0 x Staterooms: 148.000 Td; MCr 18.500
Cargo: 37.000 Td; MCr 0.000

USER DEFINED




Ship: FM-3227
Class: Type-103
Type: Pinnace
Architect: David Billinghurst
Tech Level: 11




USPKG-0106621-A00000-00002-0 MCr 79.25050 Tons
Bat Bear       1 Crew: 1
Bat        1 TL: 11




Cargo: 3 Crew Sections: 1 of 1 Fuel: 3 EP: 3 Agility: 4
Fuel Treatment: Fuel Scoops

Architects Fee: MCr 0.793 Cost in Quantity: MCr 63.400


Detailed Description
(High Guard Design)

HULL
50.000 tons standard, 700.000 cubic meters, Needle/Wedge Configuration

CREW
1 Officer

ENGINEERING
Jump-0, 6G Manuever, Power plant-6, 3.000 EP, Agility 4

AVIONICS
No Bridge Installed, Model/3 Computer

HARDPOINTS
1 Hardpoint

ARMAMENT
1 Triple Missile Turret organised into 1 Battery (Factor-2)

DEFENCES
Armoured Hull (Factor-10)

CRAFT
None

FUEL
3 Tons Fuel (0 parsecs jump and 28 days endurance)
On Board Fuel Scoops, No Fuel Purification Plant

MISCELLANEOUS
12 Acceleration Couches, 3 Tons Cargo

USER DEFINED COMPONENTS
None

COST
MCr 80.043 Singly (incl. Architects fees of MCr 0.793), MCr 63.400 in Quantity

CONSTRUCTION TIME
24 Weeks Singly, 19 Weeks in Quantity

COMMENTS



Type-103 Class Pinnace

Book 5 Crew Breakdown
Command section: 1 officer; Engineering section: 0 officers and 0 ratings; Service section: 0 officers and 0 ratings; Medical Section: 0 officers and 0 ratings

HULL
Hull: 0.000 Td; MCr 6.000
Armour Factor-10: 16.500 Td; MCr 21.450

ENGINEERING
M-Drive Factor-6: 8.500 Td; MCr 4.250
J-Drive Factor-0: 0.000 Td; MCr 0.000
P-Plant Factor-6: 9.000 Td; MCr 27.000; +3.000 EP

FUEL
P-Fuel: 3.000 Td; MCr 0,000
J-Fuel: 0.000 Td; MCr 0.000
Scoops: 0.000 Td; MCr 0.000
Purification: 0.000 Td; MCr 0.000
L-Hyd Drop Tanks: 0.000 Td; MCr 0.000

AVIONICS
Bridge: 0.000 Td; MCr 0.000
Computer Model/3: 3.000 Td; MCr 18.000; -1 EP

WEAPONRY
1 x Missile Turrets: 1.000 Td; MCr 2.250

SCREENS

CRAFT

ACCOMODATIONS
12 x Couches: 6.000 Td; MCr 0.300
Cargo: 3.000 Td; MCr 0.000

USER DEFINED



Ship: Progressive Advancement
Class: Van Dransiquor
Type: Missile Frigate
Architect: David Billinghurst
Tech Level: 11




USPFM-E3244D4-A90000-00008-0 MCr 5,633.5945 KTons
Bat Bear  1       4 Crew: 72
Bat   1       4 TL: 11




USP
FM-E3244D4-A90000-00008-0 MCr 5,633.594 5 KTons
Bat Bear 1 4 Crew: 72
Bat 1 4 TL: 11

Cargo: 35 Crew Sections: 4 of 18 Fuel: 1,200 EP: 200 Agility: 3 Marines: 20
Craft: 2 x 50T Type-103 Cutters
Fuel Treatment: Fuel Scoops and On Board Fuel Purification

Architects Fee: MCr 55.068 Cost in Quantity: MCr 4,532.235


Detailed Description
(High Guard Design)

HULL
5,000.000 tons standard, 70,000.000 cubic meters, Cylinder Configuration

CREW
13 Officers, 39 Ratings, 20 Marines

ENGINEERING
Jump-2, 4G Manuever, Power plant-4, 200.000 EP, Agility 3

AVIONICS
Bridge, Model/4fib Computer

HARDPOINTS
4 100-ton bays, 10 Hardpoints

ARMAMENT
4 100-ton Missile Bays (Factor-8)

DEFENCES
10 Triple Sandcaster Turrets organised into 1 Battery (Factor-9), Armoured Hull (Factor-10)

CRAFT
2 50.000 ton Type-103 Cutters (Crew of 2, Cost of MCr 63.400)

FUEL
1,200 Tons Fuel (2 parsecs jump and 28 days endurance)
On Board Fuel Scoops, On Board Fuel Purification Plant

MISCELLANEOUS
40 Staterooms, 35 Tons Cargo

USER DEFINED COMPONENTS
None

COST
MCr 5,561.862 Singly (incl. Architects fees of MCr 55.068), MCr 4,405.435 in Quantity, plus MCr 126.800 of Carried Craft

CONSTRUCTION TIME
148 Weeks Singly, 118 Weeks in Quantity

COMMENTS


Van Dransiquor Class Missile Frigate

Book 5 Crew Breakdown
Command section: 7 officers and 4 ratings; Engineering section: 2 officers and 11 ratings; Gunnery section: 1 officers and 9 ratings; Flight section: 1 officers and 6 ratings; Service section: 1 officers and 9 ratings; Medical Section: 1 officers and 0 ratings; Marines: 20

HULL
Hull: 0.000 Td; MCr 500.000
Armour Factor-10: 1,650.000 Td; MCr 2,145.000

ENGINEERING
M-Drive Factor-4: 550.000 Td; MCr 275.000
J-Drive Factor-2: 150.000 Td; MCr 600.000
P-Plant Factor-4: 600.000 Td; MCr 1,800.000; +200.000 EP

FUEL
P-Fuel: 200.000 Td; MCr 0,000
J-Fuel: 1,000.000 Td; MCr 0.000
Scoops: 0.000 Td; MCr 5.000
Purification: 7.000 Td; MCr 0.034
L-Hyd Drop Tanks: 0.000 Td; MCr 0.000javascript:void(0);

AVIONICS
Bridge: 100.000 Td; MCr 25.000
Computer Model/4fib: 8.000 Td; MCr 45.000; -2 EP

WEAPONRY
4 x 100T Missile Bays: 400.000 Td; MCr 84.000
10 x Sand Turrets: 10.000 Td; MCr 7.500

SCREENS

CRAFT
2 x Type-103 Cutter: 130.000Td; MCr 0.260; Cost of craft: MCr 126.800

ACCOMODATIONS
40.0 x Staterooms: 160.000 Td; MCr 20.000
Cargo: 35.000 Td; MCr 0.000

USER DEFINED

Wednesday, 26 December 2012

Aloin's Saga - Solo Traveller #14


“Are they still out there?” Captain Lukk asked, craning to see Scan over Aloin’s shoulder. Aloin settled back in the chair at his station, presenting Lukk with an unobstructed view of the display.

“Yes, Captain,” Aloin said. His pointer highlighted two returns on the Near Range Field. “The Progressive Advancement is holding station about five thousand kilometres off us on 155, azimuth 62. She’s actively scanning us, but her guns are cold.”

“Could be a missile barge,” Miska whispered from Nav.

Aloin shrugged. “Could be,” he said. He tapped the second return. “The Glorious 2nd Ferami, however, has us painted with active LIDAR. Which probably means active scan and targeting as well. She’s at about one light second – say 300,000 kilometres – so I’m having difficulty getting fine energy reads off her.”

“And they’re both Kampies?” Lukk asked.

“Yes, Captain,” Aloin replied. “The Library Data isn’t so hot on frigates and monitors, but looking at their drive and transponder emissions, and watching their comm patterns, Kiirgun and I are pretty confident that they are both Kamperelian Navy frigates.”

Lukk looked at Aloin, expecting to see uncertainty or youthful messing around - 'Kiirgun and I are pretty confident' indeed. Instead, she saw a confident young man, seriously studying his boards and analyzing the data to provide his Captain with the information she needed to make hard decisions. She smiled to herself. It had been a long voyage, but Meccan Vesukka hadn’t let Kiirgun down when she had recommended her stepson as a crew member for the Iridium Queen.

“Do we have a visual for the Progressive Advancement?” she asked Aloin.

Aloin frowned and tapped a couple of keys. Layers of data from Scan - energy emission signatures, mass spectography, visual occulting against the background starfield - spawned a wireframe silhouette. Details slowly mapped onto it as algorithms refined the data. Revealed, the stubby, cylindrical hull of the Progressive Advancement slowly rotated against the distant starfield, four massive 100-ton missile Bays gaping open and ready to fire.

Captain Lukk cursed under her breath. “Good call, Miska,” she said, finally. “Missile barge, alright. Gut us with the first salvo.”

“Hailin’ us,” Miska replied and switched Comm to the main speakers.

“This is the People’s Republic of Kamperel Naval frigate Progressive Advancement hailing unknown Imperial ship,” the clipped, neutral tones of the comms officer boomed across the bridge. “Identify yourself and cut your drive in preparation for boarding.”

“'Unknown Imperial ship'? Can’t they read a transponder?” Lukk snapped and then gritted her teeth. “It’s nice to see that the Kamperelian Navy has improved its customer service,” she grumbled. “They used to hail you after the first salvo.” She reached for the comm key and glanced at Aloin. “Get aft and tell Kiirgun we have visitors inbound. Make sure he does a quick cabin and access way check for any contraband on the Kampie list. We are not going to get grounded because someone has left a copy of Interspecies Hotties lying around.”

The Navy boarding party duly came aboard – a nervous, young Midshipman with five marines in full combat armour. Aloin thought that, in other circumstances, the Midshipman might have even been pretty, but her pale skin only accentuated her rather bad acne. Also, extreme nerves had sharpened her clipped Kamperelian accent to an irritating nasal whine, which grew increasingly wearisome as Aloin escorted her around the Iridium Queen. Eventually, with all paperwork in order and no copies of Interspecies Hotties in evidence, the Midshipmen and her marines trooped back aboard their cutter and returned to the Progressive Advancement.

To Captain Lukk’s relief, the Iridium Queen was escorted insystem to Floranna Highport and then the Progressive Advancement, and her silent companion, accelerating hard, headed outbound to resume patrolling the Floranna approaches.



Aloin struggled as he hefted the freezer bins onto the cart. The metal boxes were slick with condensate and heavy. “Four, five, six. That’s our lot,” Kiirgun said, tallying the boxes into his handcomp as he checked the seals. He scanned the barcodes on each box and updated the e-docket. “Looks good to me,” he concluded as he signed off the docket and copied it to the supplier and to the Iridium Queen.

“Happy?” the burly Floranni supplier asked as he acknowledged receipt of the e-docket.

“Ecstatic,” Kiirgun said. “Marine life form is back on the menu.”

“Could always eat at the commons,” the supplier suggested as he packed his trolley away.

“No I couldn't,” Kiirgun said with a sad smile. “They only serve three kinds of marine life form, and I've eaten all three, cooked every which way possible, over the last four weeks.”

The supplier chuckled. “Welcome to Floranna,” he said as he headed for the cargo lift to the planet-bound shuttle dock.

“Do you think the Captain’s found a cargo, yet?” Aloin asked as he pulled the cart towards the access lock to the Iridium Queen.

Kiirgun checked his handcomp and then slipped it into his belt pouch. “If she has, she hasn’t announced it,” he replied as he glanced up. He stopped walking. “Oh, my,” he said.

Aloin walked another couple of paces further on, and then hesitated as he realised Kiirgun wasn't following him. He glanced in the direction that had grabbed Kiirgun’s attention. Over the access port to the Iridium Queen, the service and destination board was lit up. “We’re taking freight, again?” he asked. He knew that freight runs were marginal at the best of times.

“Yes,” Kiirgun replied, and stomped towards the access hatch. “And we’re heading for frakking Naltor!”



Commentary:
Another hurry-up-and-wait session. Rolled a ‘Patrol’ result on the Ship Encounter table. As we’re in Kamperelian Space, the patrol was obviously Kamperelian Navy. Reaction rolls produced a fairly neutral response and given the political situation between the Kamperelian Republic and the Imperium, I decided to downgrade this to Neutral/Hostile.

As Lukk runs a tight ship, there was little chance of a slip-up that would have got the Iridium Queen busted for contraband. As the reaction rolls were fairly neutral, I decided that, after a bit of hassle and bluster, the Kamperelians would have escorted the Iridium Queen into orbit and left it at that – especially given that the Iridium Queen’s cargo of vacc suits was actually bound for the Kamperelian Navy station at Floranna.

And once again, useful cargos eluded the Iridium Queen for four weeks, until Lukk gave in and decided to take a load of freight.

And just to round out the year in the real world, for the first time in about twenty years, my old Traveller group is all in the same country at the same time. We’re getting together for a game on Friday night which should be very cool.

Thursday, 13 December 2012

Aloin's Saga - Solo Traveller #13

“I’m open,” Aloin shouted, dodging between two of the stocky defenders. Bel Karmhen paused, jumped, and passed as a defender cannoned into him. Both men went down in a flurry of limbs. The ball arced over the court.

Time seemed to slow down for Aloin as his consciousness expanded. He was aware of the ball rising from Bel’s hand, even as Bel was thrown backwards by the defender. In Aloin’s mind’s eye, he saw the equations computing the ball’s velocity, and the atmospheric and gravitational effects upon the ball in flight, and the velocities and trajectories of the players swarming across the court.

Aloin took two long steps and launched himself into the air, aware that two more defenders were converging on him. He stretched out in flight, straining towards the point in space where the ball would be in time. His hand, fingers dagger-pointed, swept up as the ball flashed past, deflecting its course towards the backboard behind the goal. Even as he fell he twisted. The ball struck the backboard with a crack and rebounded. As the ball struck his hand again, stinging, he pushed back, flicking it up in a parabola. Shedding velocity, the ball shot through the goal hoop. With a bone-jarring crunch, the two defenders collided with Aloin, spinning him around and throwing him to the ground. The goal buzzer sounded and then the full-time hooter blew.

Slightly dazed, Aloin looked up and then took the hand offered to him. Bel Karmhen helped him to his feet. “Amazing shot, Aloin,” Bel said, his Kamperelian accent clipping the ends of his words. “You ‘kay? Needo and Jymi are pretty good blockers. Needo played for Karystar Tower United back before call-up. “

Aloin stretched, trying to pop the kinks out of his aching back. “I’m ‘kay,” he said. He had started to pick up some of the conscripts’ slang. “Great pass,” he added. “Could see all the numbers running, just like plotting for Jump. Set me up, extra fine. “

Bel laughed. “Navigators make pretty good shooters in Jumpball. Got time for a drink, after?”

Aloin checked his chrono. “Not due back onboard until 1500,” he said. He headed towards the public showers. “’kay, see you in the cafeteria.”

The Iridium Queen had been docked at Ektra Downport for nearly a week. The cargo of blades had been quickly discharged and sold. It was only then that Captain Lukk had discovered the 10% sales tax the Kamperelian authorities had imposed on all goods crossing the XT line. Protests to the Starport Authority had been met with the advice that, as the Kamperelian Navy was providing enhanced security within the Ektra system, visiting merchant ships were invited to contribute towards the cost of that enhanced security. When Lukk was tempted to point out that the Kamperelian Navy was actually an occupation force of dubious legal standing, Kiirgun was obliged to remind her that arguing about the legal status of a Navy patrol from the bottom of a gravity well was a potentially futile pastime, particularly when no longer in Imperial Space and so not under Imperial Charters or Regulations.

After a couple of days of light duties while Lukk hunted down another cargo, Aloin decided to investigate a sports facility and gymnasium attached to the starport. It was here that he discovered freely available pickup games of Jumpball, and a semi-regular group of bored eighteen to twenty-somethings to play with. Having established a friendship with Bel Karmhen, one of the regulars at the gym, Aloin learned that Bel and his compatriots were Kamperelian conscripts, performing their two years of compulsory military service as members of the Kamperelian garrison on Ektra.

For Bel, compulsory military service was just a fact of life. All Kamperelian citizens were called up for at least two years service upon completion of compulsory schooling. And while it was possible to gain a service deferment if attending a course of higher education, most citizens chose to perform their service and get it over and done with.

Bel had thought he had lucked out when he drew Offworld garrison duty. Any sort of escape from the bleak and dreary tower blocks of crowded, over-populated Kamperel was a lifeline to hope. Ektra was not what he expected, though.

Smaller than Kamperel, Ektra was a dry world with a very thin atmosphere. The population lived in a series of warrens that had been so mutually hostile as to effectively be at war with each other. The one thing they had agreed upon, however, had been their hatred of the Kamperelian Business Houses that had dominated the Ektran economy prior to the Kamperelian annexation. This hatred had spilled over, one seconday in 1051, to become the series of riots and massacres known as “The Night of Knives”.

The Kamperelian response consisted of six cruisers and a gross of thermonuclear bunker busters. When the firestorm burned itself out, a Kamperelian garrison dominated the warrens – a state of affairs that, over fifty years later, showed no signs of changing.

Aloin had been surprised at just how little Bel and his squad mates either knew or cared about the origin of the occupation. This was probably because the Kamperelian conscripts were disillusioned and angry. They had been told that garrison duty was a lighthearted lark, a break away from the grindingly grim reality of the barrack towers and prole estates of Kamperel. While bashing a few heads to keep the Ektrans down was little different from the casual brutality of the corridor gangs at home, the reality for the conscripts was that they had exchanged the vertical mazes of the towers of Kamperel for the subterranean warrens of Ektra – only the lighting and graffiti were substantially different. Even disarmed by their NCOs, bored Kamperelian conscripts were a constant source of incidents – both on their fellow troopers, and on the Ektran populace.

While Aloin liked Bel, and enjoyed the opportunity to get back into shape with a bit of Jumpball, he found the casual, simmering, undercurrent of violence amongst some of Bel’s squad mates very disturbing.

“Vacc suits!” Captain Lukk exclaimed, slapping a bill of lading on the table top in the Iridium Queen's Crew Commons. She beamed. “Tech Level 8, no fancy nonsense, keep the air on the inside, vacc suits. There’s an Ektran company, Gaspourishidaminda and Sons, that’s been making vacc suits for two hundred years. They’ve survived the annexation; the Long Knives; the Warren Wars; the Outrim invasions; everything, and they’re still in business. They refused the Kamperelian Business Houses; survived the nuclear bombs; and secured a contract with the Kamperelian Navy to supply basic suits for all non-Jump capable ships.”

Kiirgun looked up from reading the lading bill. “But, thirty tons?” he asked. “And Tech 8 vacc suits?”

“The Kamperelians love them,” Lukk said. “They have a lot of conscripts in their armed forces, and they like stuff that is simple, efficient, and idiot-proof.”

Aloin nodded. “Some of my friend Bel’s squad mates are pretty low wattage,” he said, tapping the side of his head.

Kiirgun looked at him with surprise. “Since when are you all friends with the Kamperelians?” he asked.

“Since ‘e been goin’ to the gym,” Miska wheezed and then snuffle-laughed. “Where you think his new slang come fro’?”

Aloin looked puzzled and then shrugged. Kiirgun laughed.

Captain Lukk tapped the tabletop with the stem of her pipe. “It’s going to take us a day or so to get all the export paperwork lined up,” she said. “But as our destination is in Kamperelian space, believe you me, this simplifies matters a great deal.” She tapped a series of commands on her handcomp and pulled up a local area starmap on the Commons main screen. “That’s where we’re heading, ladies and gentleman, the beautiful water world of Floranna.”

“Beautiful?” Holi smirked.

“That’s what the Kamperelian Ministry for Truth and Tourism says in their brochure,” Lukk replied. “I read all two hundred and nine pages twice while waiting for the export licence to be processed.” She held up a hand. “But fortunately, we are not going to Floranna itself, as it is a water world and does not require vac suits. Our buyer will be at the local High Port.” Elera Lukk smiled smugly. “This will be an easy run, and then on and out to Imperial Space.”

“When’s loading?” Aloin asked.

“0545 tomorrow,” Lukk replied. “We’ll look for an 1100 launch window.”

Aloin looked dismayed, and then shrugged. Miska snuffle-laughed and poked him in the ribs. “They still be here when we come back,” she whispered. “Those kids’re not goin’ no where.”



Commentary:
A hard post to write as nothing really happens during the lay-over at Ektra. Aloin's friend Bel shows up later (another NPC thrown up by a reaction roll) so I actually developed him a bit more here than as he features in my notes. I also took the opportunity to look more closely at how Kamperel came to dominate Ektra. All the information was in my notebooks from 20-odd years ago and just needed a little polish and cross-check against other material I've written on the Kamperelian government.

Jumpball, like basketball and tlachli, is one of those games were a group of, predominantly, young men get together and throw a ball around. This seems to be a very common, human, thing and something that will probably outlast the N.B.A.

Thursday, 6 December 2012

Liebster Blog Award



WQRobb over at Hard Boiled Zombies has very kindly nominated me for a Liebster Blog Award - the "Sharing the Bloglove" award meme that has been doing the rounds of the interwebs.

And, yes, it did put a smile on my face receiving this award. While I like the concept of "I'm only doing this blog to amuse myself - if you guys like it as well, then I guess that's ok", in truth if someone likes something that I've posted enough to comment or ask a question, then that is really cool and a source of great personal satisfaction. And so a Liebster Award is just Zero Kelvin! Extremely, ultimately, cool.

And so to:

The Rules
  • Copy and paste the award to your blog, linking it to the blog who nominated you.
  • Pass the award to your top five blogs with less than 200 followers by leaving a comment on one of their blog posts to notify them that they have won the award and list them on your own blog.
  • Sit back and bask in that warm fuzzy feeling of knowing that you have made someone's day
There is no obligation to pass this onto anyone but it is nice if you do.

My Nominees
  • Captain's Blogs: Malleman is both a keen Star Trekker, and an excellent figure sculpture. He has also developed a set of Star Trek-inspired skirmish rules called "Away Team" so his blog features photos of his figures as well as AARs. I have bought some of his Sybot figures, conversion heads, and assorted laser pistols and they are both useful and very good.
  • ClearHorizon 15mm SciFi: Mr Harold is an excellent painter and modeler and his work is very inspirational. He also likes to talk about the practical aspects of taking photos of your 15mm miniatures and lately has started looking at rulesets to play with.
  • FelonTrav: Felonmarmer's blog for the Mongoose Traveller game he was running recently. Very nice to read an AAR or someone else's game. Felonmarmer's other blog, Felonmarming, covered his figure painting and other activities. Both have been rather quiet of late, so I hope that this is just a seasonal fallow period.
  • In Like Flynn: Flynn is a world builder - in both Fantasy and Science Fiction settings - and he likes systems that give him results in a controlled, random fashion. I have a copy of his Flynn's Guide to Alien Creation which is a great little tool for making consistent, and logical, aliens - primarily for Traveller but, with minimal work, adaptable to other systems as well.
  • Thornwood-Daarnulud Institute: Craig G. has been working on his Traveller Universe for a while and, lately, has been refashioning it towards the arrival of T5. It's fascinating watching someone else going through the whole idea development/stream of conciousness/refining process as concepts and conundrums come up and need to be teased into shape.

Looking at my blog roll, there are others I could have nominated but I was only allowed to choose five, while others either fall outside the award criteria by having too many followers, or they have been inactive for too long.

To my five nominees, many thanks for the inspiration and pleasure you have given me over the time I have followed your blogs and I wish you success and great ideas for the future.