[Traveller] Thoughts on Theories of Everything

#1
As it stands, this adventure assumes that the Travellers have fallen on hard times and need to get money from a quick job to repair their ship (or get it out of hock, or whatever). To that end, they stumble on what seems like a cushy job assisting scientists on a research run of local systems.

However, the scientists are egotistical nightmares and the Travellers will find themselves in the midst of their outbursts. The adventure has all the scientists outlined and there are several stages to the adventure culminating in a daring rescue mission.

That's not the point of my post.

The adventure assumes that the players play the Travellers and that the GM plays the bickering scientists. All six of them. That's a challenge, even for a seasoned and well-prepared GM.

Does it seem possible - for anyone who has read or played this - that for a convention game I might have the players play BOTH a Scientist and a Traveller (in an Ars Magica grog capacity)?

The write-up gives plenty of background and shape to the personality of the scientists. It feels like an easy hand-out, with a quickly pre-generated grog Traveller for support.

Thoughts?
 

Guvnor

The Guvnor
Staff member
#2
As it stands, this adventure assumes that the Travellers have fallen on hard times and need to get money from a quick job to repair their ship (or get it out of hock, or whatever). To that end, they stumble on what seems like a cushy job assisting scientists on a research run of local systems.

However, the scientists are egotistical nightmares and the Travellers will find themselves in the midst of their outbursts. The adventure has all the scientists outlined and there are several stages to the adventure culminating in a daring rescue mission.

That's not the point of my post.

The adventure assumes that the players play the Travellers and that the GM plays the bickering scientists. All six of them. That's a challenge, even for a seasoned and well-prepared GM.

Does it seem possible - for anyone who has read or played this - that for a convention game I might have the players play BOTH a Scientist and a Traveller (in an Ars Magica grog capacity)?

The write-up gives plenty of background and shape to the personality of the scientists. It feels like an easy hand-out, with a quickly pre-generated grog Traveller for support.

Thoughts?
Totally agree. When I read it, I actually thought it'd be far more fun to play the scientists.
 
#3
Do you think it would work fine as an adventure without Travellers at all? So, the players take on the role of down-on-their-luck researchers who need to complete the current job just to make ends meet? Might make sense to make the rescue at the end more tempting by having the ship belong to a rival university or corporate-backed rival team?
 

Dom

Administrator
Staff member
#4
Not read the scenario, but could you give the scientists basic ship skills so they can get annoyed by having to sort things out as well?

Edit: I’m assuming you dump the Travellers here as the interplay with the scientists will be more fun and pretty much impossible to do as a GM without hogging the airtime.
 
#5
Absolutely. The scientists have the essential skills to handle the ship – a toroidal lab ship with a pinnace launch – but, it's beneath them. In the adventure as written, they hire the Travellers to do the grunt work AND help with their experiments.

It might be interesting to give each player a Scientist and a Traveller, but have the Traveller with the skills the Scientist possesses but doesn't want to use, be in the control of another player.

The adventure has an interesting premise, but at one stage expects the GM to handle six scientists, three very active NPCs and keep events ticking along at pace.
 

Guvnor

The Guvnor
Staff member
#6
The scientists are (if I remember) competent. As NPCs they will keep arguing and bickering. As PC's they could do that.. and still resolve the adventure.
 

Guvnor

The Guvnor
Staff member
#7
The scientists are (if I remember) competent. As NPCs they will keep arguing and bickering. As PC's they could do that.. and still resolve the adventure.
I even suspect it was originally the scientists as PCs. Is the author Timothy Collins?
 

Dom

Administrator
Staff member
#8
Just make the latest instalment of the scientist’s grant be delayed; they can’t pay the Travellers (who walk off the job for the salary they’re owed). Perhaps they get a note that they’ve filled the paperwork in wrong and need to resubmit it, a process that will take say 3 months due to jump and processing.
 
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