Sharing of game ideas.

By Goldman of Chaos -- postmaster CRI-US ·

TML message #6440From bundle 523Read the whole thread (2 messages)

Replies:
I'd be interested in sharing campaign idease.  To get the ball
rolling, here is a sketch for a group that will be starting this
Sunday.

If you are one of the lurkers in my group, don't read the rest of my
message.  Please excuse my spelling and grammer errors.



Operation: Imperium

Time: Early in 1105, Imperial calander.

Section 1: Insertion

The main goal of this section of the adventure is to get the players
familiar with the mechanics of getting from place to place.  By the
end of this series of adventures, the players will be in Imperial
space with Imperial identity papers.

Start by giving players a new set of identity papers and travel
instructions.

	Nationality:	Zhodani
	Occupation:	Zhodani Navy Officers
	Travel reason:	Assignment shift.
	Travel orders:	Take naval transportation from Chronor (0303
		Spinward Marches) to Querion (0614 Spinward Marches).
		Check into Radison South Vladivostok and await
		contact.

The first part of their journey will be rather easy.  They will manage
to get transport from the Naval vessel "Long Star".  The planets they
will stop in will be the following:

	Jump 1: Chronor to Atsa
		B4337CA-A Zhodani Military Base, Poor, Non-Ag
		Domed cities, happy very well controled masses.  Very
		strict laws.

	Jump 2: Atsa to Ninjar
		A211666-C Zhodani Military Base, Non-Ag, Non-In
		Most of the people here are connected to the military
		base.

	Jump 3: Ninjar to Sheyou
		B756779-A Zhodani Military Base, Agricultural
		Balkanized government.  A number of farming
		collectives and a large transportation food storage
		co-op.  The co-op controls the area of the starport.

	Jump 4: Sheyou to Rapp's World
		C592320-8 Zhodani Military Base, Non-In
		LA smog like world.  Recovering from a nuclear war.

	Jump 5: Rapp's World to Querion
		B254788-9 Zhodani Military Base, Agricultural
		Vastly overcrouded.  Civil Service bureaucracy.  Great
		place to get lost and/or change identities.

The "Long Star" needs to have at least jump-3, preferable jump-4.
This ship and crew should be reusable at a later time period.  Build
it at tech 13 or tech 14.  This is a ordinary vessel, not a special
souped up spy ship.  (Detailed elsewhere, with deck plans.)

At the Radison South Vladivostok the players will be met by agents of
SORAG.  The players will be given new identity papers and travel
instructions.  They will also be given a sealed box.  If asked the
contact will tell them that the box contains a holy relic of Pavabid.
Up to 30,000 CR will be made available to them _if_they_ask_ for
additional funds.

	Nationality:	Pavabid (independant 1238 Spinward Marches)
	Occupation:	Pavabid religious cult members.
	Travel reason:	Returning holy relic to Pavabid.
	Travel orders:	Proceed to Hrunting (0921 Spinward Marches) by
		available transportation.  Check into the Radison
		New Berlin within 2 months and await contact.
	Background:	Pavabid is an amberzone strictly controled by
		a fanatic religious cult.  Sort of Ninja-Amish.

This next part of the journey will be more difficult.  The players
will need to maintain the illusion of being from Pavabid.  More than
likely they will have to make a number of jumps to get there.

	Hurunting: B463747-9
		Imperial Scout base
		Swords world naval base
		Rich world

At the Radison New Berlin the players will be met by SORAG agents
after a few days.  The players will be given new identity papers and
travel instructions.

Just some other notes:

I run the Zhodani as sort of a cross between the Soviets and the
Japanese.  The slant is that the Imperium *tries* to pass itself off
as a bunch of nice guys; however, see Adventure 1: Kuniur (sp?).

Comments?

Matt
- --
Matthew Goldman  E-mail: [email removed] Work: [phone removed]

My day today? Nothing major, just Xenon base gone, Scorpio gone,
Tarrant dead, Tarrant alive and then I found out Blake sold us out.