"...but who would do that?" That stare is the gaze of a GM that has experienced humanity's true inexhaustible resources; ingenuity and stupidity, one time too many.
I once tried to open an alien sliding door using the battery of my blaster (by rewiring it) in one palladium custom game...Space MAcgyver, I was not....
@@mikeching6374 I once had a power armor equipped player leap from the party's drop ship to the enemy drop ship and punch his way in during a d20future one shot, I still can't believe he rolled high enough to make that. He also dropped a Zerg Hydralisk in 4 shots during the same game because the Render Rifle is just nasty.
@@jasonscarborough94 ALso, not mine--but one of my university friends once did somethign unexpected in a D&D campaign, reacting to being caught in a completely unorhodox way: "I drop my pants."
I actually played through this 35 years ago in HS, from the original black book double module. And I can attest that pinnace joke is just as old as the module itself. = /
It's crazy how you played through this 9 years before I, a current Traveller referee was even born. Goes to show that this game is still alive and well.
@Capt777harris I was born in 83'. Where has this game been all my life? I spent all my childhood in books and somehow completely unaware if tabletop. *Sigh. So much time not spent at the table. Time to find a chair.
I still play with the Little Black Books and follow ons I started buying with my Christmas 1977 $'s. That was 2 years after I bought my 1st set of D&D Little Brown Books.
Jack’s Law of Portal Attraction: The desire of the players to open a mysterious door is inversely proportional to the desire of the GM to have the door opened.
unless of course if the door is critical for the adventure to proceed, then there is no way that the PCs have the required skills or abilities to get it open.
It's a specialized case of the law of object importance. The more importance a player or group attributes to an object, the less important it actually is.
As a player you seek resistance as a sign of progress. If the DM tries to stop you their first option is going to be to throw lots of skill checks at you. Most players will meet those checks as a sign of progress. If you want them to do something, you will throw less checks at them and make it easier. Thus they will assume your telling them to stop wasting time and get back to the mission. Your best bet is to make an example out of a player, make them fail a skill check and deal some damage to them. Do something that forces them to stop and reconsider but does not bar the path completely
Then there are the players who with little to no reason get so paranoid about what is behind a door that it takes them 2 bloody hours to open the unlocked door to an empty room. I came close to banging my head on the table that day.
Me and my wife played this module... which is the best of all those we used... Years later my character .. a very old ex merchant... had repeatedly refitted the ship... which ended up being the one we usually used... It had dimentional portals from you know what.... a black globe generator.. from.you know what... a prototype drive using shimmer suit displacement technology and a high energy weapon... I think we called this an impulse drive... disentigrator weapons taken from you know where... a highly repurposed interior... with simulator room... lounge... gravity and atmosphere as Regina Regina.. a garden including fish pond in the forward cargo area.... and so much more... My wife died of cancer earlier this year aged 42... and I still remember our happy times on this ship together
This really takes me back. I first got into RPGs as a Sophomore in High School back in.. wait for it... 1980... via a friend who bought this new thing called "Traveler". I had heard about D&D but this, I was told, was a sort of "D&D in a future" (aka Star Wars/Star Trek)... needless to say I was soooooo in. This was literally the first RPG I played, and this was the first adventure. So seeing this still living on and being played 40 years later, wen that brings back many a fond memories.
Awesome, another fix of Seth for my addiction. Seriously though, your reviews and philosophy videos are an amazing resource for players and game masters, and I just wish I had found your channel sooner than I did.
We used the Annic Nova adventure (I had the double adventure Shadows/Annic Nova) to introduce the Martians from Space 1889 as an Alien race in our Traveller.
My players and I have elected not to record our games. The main reason is that Game Days are our days to hang out as friends and not have a care in the world about anything outside the game and our fun. We talk about our lives and what's going on with us. A camera would feel intrusive and it would take away from our comfort.
@@SSkorkowsky I totally understand that. But you could maybe run a oneshot and film that after you've already bonded and smalltalked as a special "one time thing" ? Seeing you actually DM is on my wishlist as a longtime subscriber, but I would never try to "force" you into anything that would make you or anybody else feel uncomfortable.
@@SSkorkowsky I know I'm late to the conversation but I noticed that there was a question along these lines that I haven't seen anyone ask about. I don't intend to be rude and pester you. My apologies if it seems that way but... How about GMing a session for the fans? Possibly picked among Patreon supporters or a contest among subscribers who are interested? Record the session and post it? That way might satiate the appetite for the fans requests while also not intruding on your friends and family. On the other hand, those who weren't able to participate may want another chance. Once a year perhaps? Or whenever you feel like, like if you want to run a session but life gets in the way with your normal group?
Ran this for my players yesterday: In the setting they were in they were colonists on a Tech 8 ship earth had sent to a system 16 lightyears away. Their ship was an asteroid ship with 10k cryopods that was run by an AI named Hera. (AI and robots are more common in my setting, as is genetic engineering and cloning.) Four years ago Hera arrived in the system and founded a colony on an inhabitable planet there, though it was irradiated and had locals living there. Hera had loaned them the first cargo ship she made that she could spare to try and handle colonist issues. One of those issues was a missing mining ship that Hera ordered them to find. After that she had them investigate the kuiper belt mine the mining ship had visited, and they found a second colony ship. This one was lead by an AI named Baal that was worshiped by his 500k people as a god. Yesterday's session started as they were preparing to leace. Before they could there was a Gamma ray burst a 36 hour flight away. 15 minutes later Baal launched a 20 ton 3g scout ship there and the players followed. Baal's people arrived 12 hours before them, but there they found the Annic Nova. They clamped onto the hull beside Baal's ship and spacewalked aboard. All they foumd of the other crew were their space suits, footprints in the dust covering everything, and some evidence they had searched crates near the hydroponics trays on deck 3. The player found the engines and one of them rolled a 12 on a science check to idemtify the devices. I told him that he had read a paper about the possibility of using particle accelerators to make a type of exotic particle that could let you access the 4th spacial dimension. He went nuts about the possibilty of having a ship with hyperdrive, even with its tech 7 Commodore 64 like computer, as the drive was more advanced than anything he had seen. They searched the ship a second time and while they were on deck 1 near where they entered the ship it jumped. They had previously turned on the breaker for the computer and rolled an 11 electronics: computers check to access the security cameras, so they already knew how to use them. They saw two interesting things. 1) there was glowing plasma outside every window. 2) the plants started moving and as they watched a grey human hand with a leaf growing out of it came out of the hydroponics tray. I told the doctor that he scratched at a grayish green patch of akin on the back of his hand and he immediately went to the chem lab and rolled a medicine check of 10 to make something to fight it. I let him make 4 doses of an antifungal drug that killed the spores and kept them from getting reinfected for 24 hours. Since the zombies didn't seem to know how to use the elevator, the mechanic guy built a homeade flamethrower in the machine shop and hit the button in the elevator to send it up to deck 3. A zombie went inside and he hit the recall button, and they blew its head off when the doors opened. They repeated this on the other 4 zombies. Then they made more antifungal and dumped it on the zombies to make sure they were dead. They turned on life support, which threw a warning, but they figured out it was abbout the spores and dumped antifungal in the main air scrubber to clear the ship. 7 days later, agter they had dug around in the computer, downloaded everything, eaten 50 year old alien synthetic rations, learned their language and the fact that the "aliens" were a race of humans with Dwarfism, they dropped out of jump and were hailed by a guy shouting in German. He spoke enough English for them to agree to let him send a security crew aboard, and he impounded the ship for a conglomerate of Megacorps. They let the Pcs salvage a laser turret, the damaged jump 2 drive, and a capacitor bank, and were convinced to throw in 1 million credits, but took the rest of the ship. Now the players are stuck in an unfamiliar system for at least 8 weeks as one of them tries to learn at least 1 rank of Engineering: jump drive so that he can successfully reassemble the salvaged drive and jump home. I ffigured it would be a good way to get them to learn about the wider sector.
This sounds amazing! I'm a sucker for fish out of water scenarios and especially ones that involve the players trying to figure out technology (or magic) far beyond the level their characters are familiar with.
Really interesting module, I love Traveller. I'd be running it now, but all my players want to play Champions (curse my cold feet). I'm really looking forward to the full Mongoose Traveller system review if/when you get to it.
I love it when you review the classics and I 100% agree this is the Traveler equivalent of "The Haunting". I played this back in '81 in the double-adventure version and the AN (re-christened as the Hard Six) was our ship for the rest of that campaign.
I loved your idea of having a competing ship show up. In fact, if you think about it, one is already provided for in the original game: the pregenerated characters are Alexander Lascelles Jamison and the crew of the Empress Nichole. This gave me the idea of using A.L.J. and the Nichole as recurring rivals for a newbe group I am preparing to run a Spinward Marches campaign for. The Nichole will keep showing up and snatching the prize from the players at the last minute, but then, eventually show up to rescue the players when all hope seems lost.
You made some great additions to the module, that was often a problem with Traveller Scenarios. they were very hit and miss, some were great (Twilights peak) while others sucked or required heavy amounts of work by the GM to fill in all the blanks and make the scenario fun. I think your additions are great and I'd totally rip them off if I ever managed to get a group together for Traveller again! :)
Great stuff! I would definitely like to run this scenario with some friends who've created characters for The Expanse RPG. The addition of a rival group seeking the Annic Nova is a fantastic touch.
You did what most of us who GM'd Annic Nova did: spiced it up with some actual opposition and situations to deal with. As written, it was never much of an adventure, really. .
I'm gearing up to do a Traveller campaign with my group,and this video has given me a lot of ideas that I'm considering stea..um..borrowing for running Annic Nova at some point during the campaign. Great video!
So Annic Nova is not a name but is something akin to an airplane's tail number. Annic Nova becoming 4000019-00024 which could be said "40k, 19, triple 0, 24"
My local GM just ran us through the mega traveller Version, using mongoose. We met the ships AI, and proceeded to brick ourselves, as we're in a post AI's blowing up the 3rd imperium campaign. Good times.
OMG, at 15:07!!! I've totally known Doug for decades at this point. This post was from the TML I'm betting....Been to TML meet & greets with him at BayCon back in the day. Went and shot full-auto stuff in Oregon with him back in the day. Good times :) I also know Ian Stead, who's artwork is in here. There *MIGHT* have been something in there from Sean Kennedy as well (who I also know), but that is like ANCIENT history for me :)
I created a second ship that was a maneuver drive for the Annic Nova. It was like a tug. The players had to track the Nova back to its early point. And the adventure was about the players get the Nova updated and using it as a unique ship as well as a linked mystery involving both the race that made the Nova and Aliens from the other early Traveller adventure Shadows.
Great review as usual. I own a copy or two of this as well. I love ship designs that give you a good picture of the exterior of the ship as well as blueprints. If I remember correctly, the original didn't really have much backstory. That was always a disappointment to me.
I love these videos. I don't play these systems but I sincerely enjoy hearing your thoughts on it and of course the skits are great. I wait for lunch at work and just binge these when I can.
break it down: strange language - check, non-human design - check, doesn't fit standard access - check, doors are round and meant for a species that can fit through smaller spaces - check Jack is right it is defiantly serpent people
I have been GMing for three years and have read many modules, but have never run one until now. And only because of this review. So, I thank you. And I thank you for making your handouts available - I am using them.
Excellent video, as always. I really appreciate these reviews and your suggestions. Have used your suggestions for Last Things Last, ladybug, Ladybug and have even done some prep for Secret of Bonehill based on your video suggestions. Please keep them coming. I think I’m going to bave to get this Traveller box set too. Thanks!!
Love your reviews Seth! Your war stories are great and your Call of Cthulhu tutorials were amazing! The last sentence on Page 17 in the Annic Nova adventure reads "The following keywords are especially important." Any idea what those key words are?
*Maneuver,* *Acceleration,* or *Evasion.* One or both of the pinnaces may be swiveled under computer control, and thrust may be applied by their engines. Such manipulation will alter the orientation of the ship, allowing the guns to be brought to bear or the observation deck pointed as desired. Instructions are simply keyed into the computer. For travel to any great distance, a pinnace must be physically moved (using pilot or ship's boat skill) to the rear of the cargo bay (locat~on2 5) and magnetically moored. Computer instruction for long distance maneuver is then entered, and up to one-tenth G thrust applied. Each pinnace is capable of ten minutes thrust for each ton of fuel burned. *Fuel, Refuel,* or *Power.* The canopy collects radiated stellar power and stores it in the accumulators on the drive deck. The only way to extend the canopy is with the controls on the drive deck or the control panel in the observation dome. It cannot be controlled from the bridge. The accumulators can store enough energy to power each jump drive once, as well as maintain internal life support under normal conditions. Duration of internal power 60: days under ordinary load. Required recharge time: 1 to six weeks (1D). depending on the distance from, and spectral type of the star serving as the radiation source. *Weapons:* The two laser cannon turrets are used as laser +1, the guns being quite effective in fire control.
@@SSkorkowsky nice! I just didn’t connect the last sentence with the information on the next page. I’m going to run this adventure soon. Your content is a great resource for GMs. Thanks!
Gotta agree with DocArtemis on this one. Heh. Hearing of this ship-crawl does get my curious about Traveler, but honestly I got enough gaming systems on my plate between Zweihander (I still need to read up more on that, alongside a possible Jack the Ratcatcher, haha), Call of Cthulhu, and Starfinder. And that's the game I'm wanting to host with my pals. There's also Dungeons and Dragons that has become a weekly routine for us. Lucky us, shop we went to closed out and we found a guy that would let us use his building. I think that's my personal problem. So many game systems I see that I like the sound of and want to get into, but I need to slow down and settle with what I've got, otherwise I'll hit a burnout of sorts. I do LOVE Jack's conspiracy theory of Serpent People... Could be worse. Could be an incarnation of the Horror Beneath the Hill (as in the Doors to Darkness scenario collection). XD
I approve of all this love for Traveller. Great, legendary game that is still as relevant today as it was back then. With some legendary campaigns & material released these last few years (Pirates of Drinax for ex). Another game I feel that would be right in your alley, Seth, is King Arthur Pendragon by Greg Stafford. It's a great game, served by unique mechanics based on the BRP system & tailored for campaign play. Check it out :)
@SethSkorkowsky Do you happen to still have whatever statblock you used for the plant zombies? I really like the idea, and I'm thinking about stealing it for my own running of this adventure.
Sorry, I tossed that after the game. It wasn't much, just human-sized creatures with a hitpoint pool, though I did give them 1 or 2 points of armor from roots and what-not.
Okay, so me and some friends got into Call of Cthulhu and Hollow Earth Expedition from watching your videos, and we're looking to get into Traveller as well now, so I gotta ask, what would you say is like the most "core" set of books to get for this game? Like.... beyond the obvious starter kit and/or main rulebook clearly, maybe like some really good source books. Or should I just pick up the starter set/core book and call it good? (Sorry if I'm not wording this in a way that makes sense, the best I can explain is, we prefer to use homebrew settings while keeping things as mechanically tied down as we can, so I guess I'm looking for toolkit books? Sort of like the old D&D campaign setting books where it wasn't so much "Here's your adventure" but more "Here's a bunch of parts you can put together as you see fit".)
Sure thing. Start with the Corebook (It's exactly the same as the Starter Set, but all in one book versus a box with two softback books. Also, Mongoose said the Starter Set is about to get some overhaul or something, and they're not going to make them anymore like the one I reviewed. Don't know any more details than that. Also also, last I heard, the hardback core rulebook is not in stock and getting a new print-run that should be back in stock soon). After the Corebook (which is the only one you actually have to have), there's also: Highguard (ship-building rules. Critical for building ships.) The Central Supply Catalog (lots of equipment, weapons, and neat gizmos) The Travellers Companion (lots of expanded, optional, and alternate rules) and the Vehicle Handbook (how to build and modify vehicles like ships, tanks, and flying motorcycles). Those 5 books are the Core Set. Other books, like Aliens of Chartered Space, or JTAS Volumes 1-6, are cool and all, but probably not what you're looking for, as they have a lot of Third Imperium Setting stuff, and if you're more home-brew setting, those books might not have enough to make them worth your money. Now, if you're looking for Third Imperium Setting, just not pre-written adventures, but just lots and lots of setting info, then Behind the Claw covers the Spinward Marches and Deneb sectors. No adventures, just lots and lots of info about those sectors. The Great Rift covers the Rift Sector with lots of cool stuff about that. Then there's the Trojan Reach book, which covers the Trojan Reach sector. However, I think the Trojan Reach book only comes with the Pirates of Drinax campaign book, which might not be what you're looking for. Also, check out travellermap.com and the travellerwiki. Those have a ton of setting info and are free resources. Then, of course, my giant How to Play Traveller series that can help walk you through the corebook rules.
Perfect actually! Cause yeah, I'm totally good with pre-made settings and such, it's just the adventure itself that will be home done, since my group makes weird choices, they KNOW they make weird choices, and they've put literally every premade adventure we're tried to play into some sort of weird, uncontinuable state without already just going full homebrew. Somehow, some way, they do that every time, so I need something I can just change on the fly.
Hey Seth! Could you point me to those deck plans at 7:25? I'm trying to run this on roll 20 and they are delightfully atmospheric. Adding them to the handout folder would be superb
Yes and no. It's complete, but it also lacks a plot, which is very different than modern scenarios, especially ones that offer acts or scenes. It's got a complete map. It's got threats and obstacles. It just doesn't have all the other stuff that GMs expect (like a plot). It's a lot like Village of Hommlet was for D&D back in the 70's which was more of a place than an adventure. By today's standpoint Annic Nova is a solid frame, but needs more to be an adventure.
Maybe the module explains, but how is the ship even in the same sector after 15 years? It has to be jumping relatively quickly or it would have been borded the first time if hits a system with a C starport or better.
The module has it be like 3 years or so (or at least how long reports have gone). I did it as 15 for my own game. Remember that just because it lands in a system with a C or better starport, that doesn't mean it's remotely close to the port. A system hex is about 3 light years across in size. It might have jumped a full light year away from the starport and after a few weeks jumped away, but the starport wouldn't even know about it until the speed of light managed to get to the port days or months after the ship had already gone. Since its jumps are random, its just popping all over the place across the Spinward Marches. Maybe it goes Coreward for a few jump, then Spinward, etc. That's how it's staying in the same sector.
I want to make a clever comment about opening a branch of that real estate company from your war stories in the Traveler Universe, but I can't find the video!
Hey Seth, huge fan of your work! I have a question about Cyberpunk, sorry for being kinda unrelated! I was thinking about runing a game and i am wondering if you could point me to a module or two for a first time GM with a first time cyberpunk group? Thank you even if you dobt awnser and sorry in case you already awnsered elswhere. Greetings from goold ol'germany!
Unlikely. We rarely if ever play D&D anymore, and it'll probably be a good while before we return to any fantasy setting game. I do admit a curiosity to see how much of it compares to the old Castle and Catacomb guides from 2e. Those were some great books.
Slightly off topic. In a number of Traveler scenarios, the players are rewarded with a ship. Now ships are very expensive things. It's like giving a low level D&D character a fully outfitted castle. As I recall the ANNIC NOVA is worth about 200 MCR. That could buy 5 free traders. That could really throw off the game. So, how would you handle the situation?
This really depends. If the GM lets them keep the small fortune, the PCs can buy a few small ships or a pretty good ship (I have a soft spot for Corsairs, myself). Then they'll need crew if the ship is too big for the party to fly themselves (or if they buy a few Free Traders and open a shipping business or something, and now they need to hire multiple crews). This can escalate the game pretty quick if a GM isn't ready. So we get a few options. Hired crew can steal or damage ships. Pirates can steal or destroy ships. Rival crews that are pissed off at some past transgression can cause all sorts of problems (like bribing crew, tipping off pirates, or spreading some bad info to starport authorities). All kinds of unexpected costs can arise. If the crew are in Scout Services, then Scout Services might demand a cut since it was their ship the PCs used to get it. One of the big lessons I learned with SciFi games is that there's always a bigger opponent and plenty of them, so the more powerful the PCs get only changes the scale of the game, but not the odds. My approach is usually along the lines of fortunes are made and fortunes are lost. Until a PC either retires or dies, every adventure runs the risk of costing them that last big score. One of the big mistakes I made early on is thinking of new characters in a Skill-Based game as low level. It's a holdover from years of D&D (which is a Level-Based game). In D&D you can say, "Oh you're 5th Level, so you're about X powerful." In Skill-Based games like Traveller, a brand new character is only a hair below a seasoned character. Giving a low-level D&D character a fully outfitted castle isn't the same as giving a new Traveller character a sweet ship. Having a ship is part of what makes a Traveller a Traveller. The trick is keeping it flying and one step ahead of the people trying to take it. So my advice for GMs that want to keep the Travellers from getting too much money too fast is to think through the possibilities of an adventure before running it. Either choose against running that adventure that might make them too much money, or set up a contingency that quickly reduces the profits to a lower level they find easier to manage. If they make a mistake and pay the PCs a huge payday by accident, of if the PCs go out and pirate some ship and now they have a fortune, just go with it. Find a way to reduce that fortune back down in a way that's still fun for the players or just increase the stakes so that the fortune has really only bought them a higher class of obstacles to overcome.
As always good advice. In my early days I allowed players to build up fleets. After a very short time they became business moguls. My current technique is to let bureaucracy take over. "Why yes of course you're entitled to the ship, once all the proper paperwork and counter claims are settled. It shouldn't take more than two or three years. By the way, you know you have to pay for docking fees while the case is being settled?" Enter a claim buy out company. "We'll pay you 10% of the value for your share of the deed." It's a work in progress.
Finally got around to running this adventure this evening. Nothing lso entertaing as 6 guys in their 50s tittering at "pinnace". Why couldn't it be a sloop or a ketch!?
I don't think there has been a traveller group I've run that hasn't derailed on the first pinnace I foolishly mention... Because apparently everyone is 12 years old.
I loved the strange and atypical design of this ship, in addition to that essence of retro-technology. But I didn't like the plant zombie thing too much. If this ship is something like old school tech, then the greenhouse would be more just to supply food to the crew... and even if it were the ship's goal to do experiments or studies with these plants, I think it would be too little plausible and trite that they had so many of these dangerous plants and with such poor containment/security measures. Also, whether it is an invasion of fungi or plants, our bodies are much more complex and have greater defenses than the bodies of ants... which makes zombies of that kind too "strange", even zombies due to bacterial disease or viruses could leave someone in a state of aggression and madness "like a zombie" but the brain damage that would entail would mean that those zombies would have an extremely short lifespan. But well, I think I would prefer not to make any connection with the plants and let the disease in the air be some bacteria introduced by some member of the crew a long time ago in the past and well it simply kills, and the colony of bacteria has proliferated and maintained in this environment. Perhaps the plants are genetic engineering experiments to make them extremely efficient at generating oxygen in an attempt to create a self-sustaining alternative for oxygen generation. and that is the reason there is breathable air even though the ship's reserves should have been exhausted a long time ago.
So...it's an _alien_ starship built with _alien_ technology...but it has _Imperial-type pinnaces_ for auxiliaries? Either something isn't adding up or I've gone non-linear.
Jump Space is not connected to real space as such. The collector wont be collecting free hydrogen unless it is the stuff that was within the jump bubble.
@@SSkorkowsky For some reason I thought it was a ram scoop type thing. I think that is what our GM did when we played this - about forty years ago - so I am a bit rusty on the details. But there wont be any solar energy to collect in jump space either :)
@@SSkorkowsky Back in the old days it was described as a dull grey void out a few metres from the hull. That or what Loren Wiseman said - it looks like what you see after having fingers poked into your eyes. I prefer the bleak grey formless void. In GURPS Traveller there is a teaser story about a person who survived direct exposure to jump space. Also a story about a woman who time travelled from the past (a mis-jump).
Marc Miller's novel Agent of the Imperium (which was a way better book than I expected. Highly recommended) goes over the shifting lights of Jump Space and how trained Astrogators should at least once open the shutters and look directly into it.
Being a Call of Cthulhu and an Event Horizon fan, I'd absolutely run an adventure on that ship. But... since Traveller doesn't have any supernatural elements (outside of psionics) I'd either make the entity or power of the ship more of a psionic impression than an evil force. Like somehow the ship is essentially haunted by a living, albeit insane, mind or minds. However, it's also your game, so if you want to throw in supernatural elements, then by all means go for it. Let no one tell you otherwise. Originally, before I decided on the plant monsters, my idea was that the original crew was still on the ship, but locked in some sort of warp ripple and when the ship was in Jumpspace they appeared as these beings of light. They operated the ship, programmed the next coordinates, and then vanished when the ship exited jumpspace again. You could do something like that where the ship seems fine, but once it's in jumpspace all the weird Event Horizon stuff starts going down.
Actually, ANNIC NOVA is a universe-breaker, if you're not careful. It was written when Travelelr was still "Ur-Traveller" (to use the words of the _Immortal Larsen Whipsnade_ ), before Traveller had cemented into something solid. This is because the Jump drives - which are Jump-2 and Jump-3, respectively - require =NO= fuel. At all. There is =NO= power plant and no maneuver drives in the canon design -- all power is collected by the solar sail and stored in the accumulator on the engine deck...The ability to operate without fuel is a _HUGE_ wrench to the gears that make Traveller work, which is why that particular engine design never reappeared in the first 30 years of editions. GMs should use the scenario with caution, because it will do severe violence to your setting, if you let it get out of hand.....Props on the _"zombie fungus",_ though.....
"...but who would do that?"
That stare is the gaze of a GM that has experienced humanity's true inexhaustible resources;
ingenuity and stupidity, one time too many.
I once tried to open an alien sliding door using the battery of my blaster (by rewiring it) in one palladium custom game...Space MAcgyver, I was not....
@@mikeching6374 I once had a power armor equipped player leap from the party's drop ship to the enemy drop ship and punch his way in during a d20future one shot, I still can't believe he rolled high enough to make that. He also dropped a Zerg Hydralisk in 4 shots during the same game because the Render Rifle is just nasty.
@@jasonscarborough94 how high was his luck?
@@jasonscarborough94 ALso, not mine--but one of my university friends once did somethign unexpected in a D&D campaign, reacting to being caught in a completely unorhodox way: "I drop my pants."
@@mikeching6374 That night pretty damn high, on nearly every other time weaved gamed together he gets the lowest rolls.
I actually played through this 35 years ago in HS, from the original black book double module. And I can attest that pinnace joke is just as old as the module itself. = /
It's crazy how you played through this 9 years before I, a current Traveller referee was even born. Goes to show that this game is still alive and well.
Me too. 👍
@Capt777harris I was born in 83'. Where has this game been all my life? I spent all my childhood in books and somehow completely unaware if tabletop. *Sigh. So much time not spent at the table. Time to find a chair.
I still play with the Little Black Books and follow ons I started buying with my Christmas 1977 $'s. That was 2 years after I bought my 1st set of D&D Little Brown Books.
Wait, I thought it was pinnacle with an L?
Jack’s Law of Portal Attraction: The desire of the players to open a mysterious door is inversely proportional to the desire of the GM to have the door opened.
unless of course if the door is critical for the adventure to proceed, then there is no way that the PCs have the required skills or abilities to get it open.
It's a specialized case of the law of object importance. The more importance a player or group attributes to an object, the less important it actually is.
As a player you seek resistance as a sign of progress.
If the DM tries to stop you their first option is going to be to throw lots of skill checks at you.
Most players will meet those checks as a sign of progress.
If you want them to do something, you will throw less checks at them and make it easier.
Thus they will assume your telling them to stop wasting time and get back to the mission.
Your best bet is to make an example out of a player, make them fail a skill check and deal some damage to them. Do something that forces them to stop and reconsider but does not bar the path completely
Then there are the players who with little to no reason get so paranoid about what is behind a door that it takes them 2 bloody hours to open the unlocked door to an empty room. I came close to banging my head on the table that day.
Handout obsession, next level: Seth 3d-prints a 1:1 model of Annic Nova for his players to explore.
Actual size, no less.
Me and my wife played this module... which is the best of all those we used...
Years later my character .. a very old ex merchant... had repeatedly refitted the ship... which ended up being the one we usually used...
It had dimentional portals from you know what.... a black globe generator.. from.you know what... a prototype drive using shimmer suit displacement technology and a high energy weapon... I think we called this an impulse drive... disentigrator weapons taken from you know where... a highly repurposed interior... with simulator room... lounge... gravity and atmosphere as Regina Regina.. a garden including fish pond in the forward cargo area.... and so much more...
My wife died of cancer earlier this year aged 42... and I still remember our happy times on this ship together
You have my sympathies.
My wife and I game together too. You have my condolences. To lose your best friend is hard. Be well . hopefully your friends are there for you.
This really takes me back. I first got into RPGs as a Sophomore in High School back in.. wait for it... 1980... via a friend who bought this new thing called "Traveler". I had heard about D&D but this, I was told, was a sort of "D&D in a future" (aka Star Wars/Star Trek)... needless to say I was soooooo in. This was literally the first RPG I played, and this was the first adventure. So seeing this still living on and being played 40 years later, wen that brings back many a fond memories.
Plants zombies in space, created by serpent people that span the ages and 3 separate games.
Those wily serpent people.
Awesome, another fix of Seth for my addiction.
Seriously though, your reviews and philosophy videos are an amazing resource for players and game masters, and I just wish I had found your channel sooner than I did.
Yeah, I've been there too. I made the mistake of referring to a vessel as the "captain's pinnace", and now I only use "yacht" or "launch".
16:10 This is all an elaborate crossover, I know it!
We used the Annic Nova adventure (I had the double adventure Shadows/Annic Nova) to introduce the Martians from Space 1889 as an Alien race in our Traveller.
You should post a full length game that you run, I'd love to see your GM skills in action. 20+ years of experience has to be entertaining
My players and I have elected not to record our games. The main reason is that Game Days are our days to hang out as friends and not have a care in the world about anything outside the game and our fun. We talk about our lives and what's going on with us. A camera would feel intrusive and it would take away from our comfort.
@@SSkorkowsky As a fellow rpg player I can totally understand
@@SSkorkowsky I totally understand that. But you could maybe run a oneshot and film that after you've already bonded and smalltalked as a special "one time thing" ? Seeing you actually DM is on my wishlist as a longtime subscriber, but I would never try to "force" you into anything that would make you or anybody else feel uncomfortable.
@@SSkorkowsky I know I'm late to the conversation but I noticed that there was a question along these lines that I haven't seen anyone ask about. I don't intend to be rude and pester you. My apologies if it seems that way but...
How about GMing a session for the fans? Possibly picked among Patreon supporters or a contest among subscribers who are interested? Record the session and post it?
That way might satiate the appetite for the fans requests while also not intruding on your friends and family. On the other hand, those who weren't able to participate may want another chance. Once a year perhaps? Or whenever you feel like, like if you want to run a session but life gets in the way with your normal group?
@@SSkorkowsky It's really cool to hear you stand up for RPGs as simple fun with friends in today's age of celebrity DMs and professional paid DMs.
Ran this for my players yesterday:
In the setting they were in they were colonists on a Tech 8 ship earth had sent to a system 16 lightyears away. Their ship was an asteroid ship with 10k cryopods that was run by an AI named Hera. (AI and robots are more common in my setting, as is genetic engineering and cloning.) Four years ago Hera arrived in the system and founded a colony on an inhabitable planet there, though it was irradiated and had locals living there.
Hera had loaned them the first cargo ship she made that she could spare to try and handle colonist issues. One of those issues was a missing mining ship that Hera ordered them to find. After that she had them investigate the kuiper belt mine the mining ship had visited, and they found a second colony ship. This one was lead by an AI named Baal that was worshiped by his 500k people as a god.
Yesterday's session started as they were preparing to leace. Before they could there was a Gamma ray burst a 36 hour flight away. 15 minutes later Baal launched a 20 ton 3g scout ship there and the players followed.
Baal's people arrived 12 hours before them, but there they found the Annic Nova. They clamped onto the hull beside Baal's ship and spacewalked aboard. All they foumd of the other crew were their space suits, footprints in the dust covering everything, and some evidence they had searched crates near the hydroponics trays on deck 3.
The player found the engines and one of them rolled a 12 on a science check to idemtify the devices. I told him that he had read a paper about the possibility of using particle accelerators to make a type of exotic particle that could let you access the 4th spacial dimension. He went nuts about the possibilty of having a ship with hyperdrive, even with its tech 7 Commodore 64 like computer, as the drive was more advanced than anything he had seen. They searched the ship a second time and while they were on deck 1 near where they entered the ship it jumped.
They had previously turned on the breaker for the computer and rolled an 11 electronics: computers check to access the security cameras, so they already knew how to use them. They saw two interesting things. 1) there was glowing plasma outside every window. 2) the plants started moving and as they watched a grey human hand with a leaf growing out of it came out of the hydroponics tray.
I told the doctor that he scratched at a grayish green patch of akin on the back of his hand and he immediately went to the chem lab and rolled a medicine check of 10 to make something to fight it. I let him make 4 doses of an antifungal drug that killed the spores and kept them from getting reinfected for 24 hours.
Since the zombies didn't seem to know how to use the elevator, the mechanic guy built a homeade flamethrower in the machine shop and hit the button in the elevator to send it up to deck 3. A zombie went inside and he hit the recall button, and they blew its head off when the doors opened. They repeated this on the other 4 zombies. Then they made more antifungal and dumped it on the zombies to make sure they were dead.
They turned on life support, which threw a warning, but they figured out it was abbout the spores and dumped antifungal in the main air scrubber to clear the ship.
7 days later, agter they had dug around in the computer, downloaded everything, eaten 50 year old alien synthetic rations, learned their language and the fact that the "aliens" were a race of humans with Dwarfism, they dropped out of jump and were hailed by a guy shouting in German. He spoke enough English for them to agree to let him send a security crew aboard, and he impounded the ship for a conglomerate of Megacorps. They let the Pcs salvage a laser turret, the damaged jump 2 drive, and a capacitor bank, and were convinced to throw in 1 million credits, but took the rest of the ship.
Now the players are stuck in an unfamiliar system for at least 8 weeks as one of them tries to learn at least 1 rank of Engineering: jump drive so that he can successfully reassemble the salvaged drive and jump home.
I ffigured it would be a good way to get them to learn about the wider sector.
This sounds amazing! I'm a sucker for fish out of water scenarios and especially ones that involve the players trying to figure out technology (or magic) far beyond the level their characters are familiar with.
Really interesting module, I love Traveller. I'd be running it now, but all my players want to play Champions (curse my cold feet).
I'm really looking forward to the full Mongoose Traveller system review if/when you get to it.
I love it when you review the classics and I 100% agree this is the Traveler equivalent of "The Haunting". I played this back in '81 in the double-adventure version and the AN (re-christened as the Hard Six) was our ship for the rest of that campaign.
I don’t have any plans on ever playing this Traveller RPG but Seth’s breakdown and videos are amazing and entertaining. Makes my week watching these.
I loved your idea of having a competing ship show up. In fact, if you think about it, one is already provided for in the original game: the pregenerated characters are Alexander Lascelles Jamison and the crew of the Empress Nichole. This gave me the idea of using A.L.J. and the Nichole as recurring rivals for a newbe group I am preparing to run a Spinward Marches campaign for. The Nichole will keep showing up and snatching the prize from the players at the last minute, but then, eventually show up to rescue the players when all hope seems lost.
You made some great additions to the module, that was often a problem with Traveller Scenarios. they were very hit and miss, some were great (Twilights peak) while others sucked or required heavy amounts of work by the GM to fill in all the blanks and make the scenario fun. I think your additions are great and I'd totally rip them off if I ever managed to get a group together for Traveller again! :)
Great stuff! I would definitely like to run this scenario with some friends who've created characters for The Expanse RPG. The addition of a rival group seeking the Annic Nova is a fantastic touch.
You did what most of us who GM'd Annic Nova did: spiced it up with some actual opposition and situations to deal with. As written, it was never much of an adventure, really. .
With your ideas it's almost like a new module... Better module, even if it was a great adventure itself. Definitely will use your tips for my run.
Torn space suits?! What did they make their iris hatches from? Broken glass?!
I’m going to adapt this for my starfinder game. Thanks Seth.
Wow, those old message board posts take me back to my Usenet days. Haven't heard of Doug Berry in years.
No kidding, right? Nostalgia.
I'm gearing up to do a Traveller campaign with my group,and this video has given me a lot of ideas that I'm considering stea..um..borrowing for running Annic Nova at some point during the campaign. Great video!
So Annic Nova is not a name but is something akin to an airplane's tail number.
Annic Nova becoming 4000019-00024 which could be said "40k, 19, triple 0, 24"
Another great review, but what in the hell is it with those doors? Some of the truest words ever spoken!
My local GM just ran us through the mega traveller Version, using mongoose. We met the ships AI, and proceeded to brick ourselves, as we're in a post AI's blowing up the 3rd imperium campaign. Good times.
Spoiler Alert:
It looks like it’s serpent people, but it’s really Omicrons!!
🤨 I knew it.....
Frikin’ Omicrons.
Fucking Omicrons man, I hate those guys.
@@Grummar
Should be a law or something
You were expecting serpent people, but it was us, Omi!
Currently running Stranded! for my group as an introduction to Traveller. This seems fun.
What a great review and synopsis of "How You Ran It".
OMG, at 15:07!!! I've totally known Doug for decades at this point. This post was from the TML I'm betting....Been to TML meet & greets with him at BayCon back in the day. Went and shot full-auto stuff in Oregon with him back in the day. Good times :) I also know Ian Stead, who's artwork is in here. There *MIGHT* have been something in there from Sean Kennedy as well (who I also know), but that is like ANCIENT history for me :)
Some of the 3D artwork is from Winchell Chung, who designed it and drew the original cover image. (Yes, Winchell "Ogre" Chung.)
I created a second ship that was a maneuver drive for the Annic Nova. It was like a tug. The players had to track the Nova back to its early point. And the adventure was about the players get the Nova updated and using it as a unique ship as well as a linked mystery involving both the race that made the Nova and Aliens from the other early Traveller adventure Shadows.
Great review as usual. I own a copy or two of this as well. I love ship designs that give you a good picture of the exterior of the ship as well as blueprints. If I remember correctly, the original didn't really have much backstory. That was always a disappointment to me.
I love these videos. I don't play these systems but I sincerely enjoy hearing your thoughts on it and of course the skits are great. I wait for lunch at work and just binge these when I can.
break it down: strange language - check, non-human design - check, doesn't fit standard access - check, doors are round and meant for a species that can fit through smaller spaces - check Jack is right it is defiantly serpent people
I have been GMing for three years and have read many modules, but have never run one until now. And only because of this review. So, I thank you. And I thank you for making your handouts available - I am using them.
Good luck with the game.
Oh boy more Traveller content!
So Seth's player broke a window to get in, and opened the quarantine door? Ha. Typical players.....
Excellent video, as always. I really appreciate these reviews and your suggestions. Have used your suggestions for Last Things Last, ladybug, Ladybug and have even done some prep for Secret of Bonehill based on your video suggestions. Please keep them coming. I think I’m going to bave to get this Traveller box set too. Thanks!!
I dont know why but for about three weeks I dont see your videos in my sub feed and habéis to check your channel every friday
Love your reviews Seth! Your war stories are great and your Call of Cthulhu tutorials were amazing! The last sentence on Page 17 in the Annic Nova adventure reads "The following keywords are especially important." Any idea what those key words are?
*Maneuver,* *Acceleration,* or *Evasion.* One or both of the pinnaces may be swiveled under computer control, and thrust may be applied by their engines. Such manipulation will alter the orientation of the ship, allowing the guns to be brought to bear or the observation deck pointed as desired. Instructions are simply keyed into the computer.
For travel to any great distance, a pinnace must be physically moved (using pilot or ship's boat skill) to the rear of the cargo bay (locat~on2 5) and magnetically moored. Computer instruction for long distance maneuver is then entered, and up to one-tenth G thrust applied. Each pinnace is capable of ten minutes thrust for each ton of fuel burned.
*Fuel, Refuel,* or *Power.* The canopy collects radiated stellar power and stores it in the accumulators on the drive deck. The only way to extend the canopy is with the controls on the drive deck or the control panel in the observation dome. It cannot be controlled from the bridge.
The accumulators can store enough energy to power each jump drive once, as well as maintain internal life support under normal conditions.
Duration of internal power 60: days under ordinary load.
Required recharge time: 1 to six weeks (1D). depending on the distance from, and spectral type of the star serving as the radiation source.
*Weapons:* The two laser cannon turrets are used as laser +1, the guns being quite
effective in fire control.
@@SSkorkowsky nice! I just didn’t connect the last sentence with the information on the next page. I’m going to run this adventure soon. Your content is a great resource for GMs. Thanks!
Gotta agree with DocArtemis on this one. Heh.
Hearing of this ship-crawl does get my curious about Traveler, but honestly I got enough gaming systems on my plate between Zweihander (I still need to read up more on that, alongside a possible Jack the Ratcatcher, haha), Call of Cthulhu, and Starfinder. And that's the game I'm wanting to host with my pals. There's also Dungeons and Dragons that has become a weekly routine for us. Lucky us, shop we went to closed out and we found a guy that would let us use his building.
I think that's my personal problem. So many game systems I see that I like the sound of and want to get into, but I need to slow down and settle with what I've got, otherwise I'll hit a burnout of sorts.
I do LOVE Jack's conspiracy theory of Serpent People... Could be worse. Could be an incarnation of the Horror Beneath the Hill (as in the Doors to Darkness scenario collection). XD
Thank you for the review and suggestions. Definitely gonna have plant zombies when I run this.
Would that there were more stuff like this about a game I love (and get to play and run all too little). Well done. I'll be back.
HEY SETH!
thanks a lot for sharing Traveller Scenarios!
Interesting take on this adventure.
Well, let’s face it, calling the adventure 4 00 00 1 9 would be as crazy as naming a planet BT-SHT 365.
I approve of all this love for Traveller. Great, legendary game that is still as relevant today as it was back then. With some legendary campaigns & material released these last few years (Pirates of Drinax for ex). Another game I feel that would be right in your alley, Seth, is King Arthur Pendragon by Greg Stafford. It's a great game, served by unique mechanics based on the BRP system & tailored for campaign play. Check it out :)
Few years ago the local safeway had card reader with a defective stylus.
The sign said "pen is broken use finger" but it was missing the first space.
Wow
I curious about what became of the Annic Nova when the adventure was over. Is she getting Reverse Engineered, Retrofitted, or Cut Up for Scrap?
Can u review outbreak undead id really like your opinion
The plant zombies are very Dr Who & The Seeds of Doom. Also, I wonder if the people who mad Event Horizon ever played this module...
Swamp Thing
forgot the number but one of the vaults in New Vegas
Another great video! Thanks!
@SethSkorkowsky Do you happen to still have whatever statblock you used for the plant zombies? I really like the idea, and I'm thinking about stealing it for my own running of this adventure.
Sorry, I tossed that after the game. It wasn't much, just human-sized creatures with a hitpoint pool, though I did give them 1 or 2 points of armor from roots and what-not.
One of my DMs is handout crazy too
A module to give people pinnace envy 😊
Always a thrill. TY.
So with the current High Guard version, the pinnace can’t go in the rear dock. Bummer.
Nice! New video!
When I ran this scenario, I had aliens return to reclaim their ship. Because the PC's fought back, they were enslaved.
I was am evil DM back then...
6:30 - I gotta say... that method for maneuvering the ship seems really inefficient.
It was clearly created just for the jokes.
Did they also try docking two pinnaces together, head-to-head?
Thanks for the review - I would like to GM that scenario. At 7:26 you show some deck maps - where are they from?
How do you feel about Cyberpunk Red Vs 2020?
I assume a Cyberpunk Red review is forthcoming
I'll let you know once we play Red.
@@SSkorkowsky okie doke.
Okay, so me and some friends got into Call of Cthulhu and Hollow Earth Expedition from watching your videos, and we're looking to get into Traveller as well now, so I gotta ask, what would you say is like the most "core" set of books to get for this game? Like.... beyond the obvious starter kit and/or main rulebook clearly, maybe like some really good source books. Or should I just pick up the starter set/core book and call it good?
(Sorry if I'm not wording this in a way that makes sense, the best I can explain is, we prefer to use homebrew settings while keeping things as mechanically tied down as we can, so I guess I'm looking for toolkit books? Sort of like the old D&D campaign setting books where it wasn't so much "Here's your adventure" but more "Here's a bunch of parts you can put together as you see fit".)
Sure thing. Start with the Corebook (It's exactly the same as the Starter Set, but all in one book versus a box with two softback books. Also, Mongoose said the Starter Set is about to get some overhaul or something, and they're not going to make them anymore like the one I reviewed. Don't know any more details than that. Also also, last I heard, the hardback core rulebook is not in stock and getting a new print-run that should be back in stock soon).
After the Corebook (which is the only one you actually have to have), there's also:
Highguard (ship-building rules. Critical for building ships.)
The Central Supply Catalog (lots of equipment, weapons, and neat gizmos)
The Travellers Companion (lots of expanded, optional, and alternate rules)
and the Vehicle Handbook (how to build and modify vehicles like ships, tanks, and flying motorcycles).
Those 5 books are the Core Set.
Other books, like Aliens of Chartered Space, or JTAS Volumes 1-6, are cool and all, but probably not what you're looking for, as they have a lot of Third Imperium Setting stuff, and if you're more home-brew setting, those books might not have enough to make them worth your money.
Now, if you're looking for Third Imperium Setting, just not pre-written adventures, but just lots and lots of setting info, then Behind the Claw covers the Spinward Marches and Deneb sectors. No adventures, just lots and lots of info about those sectors. The Great Rift covers the Rift Sector with lots of cool stuff about that. Then there's the Trojan Reach book, which covers the Trojan Reach sector. However, I think the Trojan Reach book only comes with the Pirates of Drinax campaign book, which might not be what you're looking for.
Also, check out travellermap.com and the travellerwiki. Those have a ton of setting info and are free resources. Then, of course, my giant How to Play Traveller series that can help walk you through the corebook rules.
Perfect actually! Cause yeah, I'm totally good with pre-made settings and such, it's just the adventure itself that will be home done, since my group makes weird choices, they KNOW they make weird choices, and they've put literally every premade adventure we're tried to play into some sort of weird, uncontinuable state without already just going full homebrew. Somehow, some way, they do that every time, so I need something I can just change on the fly.
Which version of Traveller are you all playing? I can't make sense of the 5th edition vs 2nd edition thing.
I'm running Mongoose 2e. User-friendly and we're very happy with it. T5 seems a bit... over-complicated.
@@SSkorkowsky Just saw you're coming to TotalCon! One of the best conventions out there. Great community!
Hey Seth! Could you point me to those deck plans at 7:25? I'm trying to run this on roll 20 and they are delightfully atmospheric. Adding them to the handout folder would be superb
Here ya go. I'm pretty sure this was where I found them. imgur.com/gallery/2lWHg
@@SSkorkowsky dude thank you so much!!
Seth, would you say that this module is more of a framework than a complete adventure?
Yes and no. It's complete, but it also lacks a plot, which is very different than modern scenarios, especially ones that offer acts or scenes. It's got a complete map. It's got threats and obstacles. It just doesn't have all the other stuff that GMs expect (like a plot). It's a lot like Village of Hommlet was for D&D back in the 70's which was more of a place than an adventure. By today's standpoint Annic Nova is a solid frame, but needs more to be an adventure.
I should go to sleep after this video. You've been up too late when you stop hearing game master and... something else
Maybe the module explains, but how is the ship even in the same sector after 15 years? It has to be jumping relatively quickly or it would have been borded the first time if hits a system with a C starport or better.
The module has it be like 3 years or so (or at least how long reports have gone). I did it as 15 for my own game.
Remember that just because it lands in a system with a C or better starport, that doesn't mean it's remotely close to the port. A system hex is about 3 light years across in size. It might have jumped a full light year away from the starport and after a few weeks jumped away, but the starport wouldn't even know about it until the speed of light managed to get to the port days or months after the ship had already gone. Since its jumps are random, its just popping all over the place across the Spinward Marches. Maybe it goes Coreward for a few jump, then Spinward, etc. That's how it's staying in the same sector.
@@SSkorkowsky ah. I foolishly assumed it was travelling in a straight line.
No problemo. You never know until you ask.
Did you mean like a PS2 or like a PS/2?
What are your thoughts on Paranoia? Which editions have you played, if any?
Oh shit, nvm, just found your video on it
I want to make a clever comment about opening a branch of that real estate company from your war stories in the Traveler Universe, but I can't find the video!
ua-cam.com/video/mMesEO5_lWA/v-deo.html
Mongoose Publishing let this man remake this for 2e
7:01
Your players didn't happen to include Laura Bailey by any chance?
Hey Seth, huge fan of your work! I have a question about Cyberpunk, sorry for being kinda unrelated! I was thinking about runing a game and i am wondering if you could point me to a module or two for a first time GM with a first time cyberpunk group? Thank you even if you dobt awnser and sorry in case you already awnsered elswhere. Greetings from goold ol'germany!
I didn't run too many Cyberpunk modules (we mostly did homegrown adventures) , but Thicker Than Blood was a hit with us.
@@SSkorkowsky Thanks!
The Caduceus expanded universe
16:00, I mean servant people are smaller than normal humans, so maybe that was a ship of serpent people.
USB vs PS2. Are we talking Playstation 2 or IBM PS/2 ports? :)
Any chance you'll review Strongholds and Followers?
Unlikely. We rarely if ever play D&D anymore, and it'll probably be a good while before we return to any fantasy setting game. I do admit a curiosity to see how much of it compares to the old Castle and Catacomb guides from 2e. Those were some great books.
Slightly off topic. In a number of Traveler scenarios, the players are rewarded with a ship. Now ships are very expensive things. It's like giving a low level D&D character a fully outfitted castle. As I recall the ANNIC NOVA is worth about 200 MCR. That could buy 5 free traders. That could really throw off the game. So, how would you handle the situation?
This really depends. If the GM lets them keep the small fortune, the PCs can buy a few small ships or a pretty good ship (I have a soft spot for Corsairs, myself). Then they'll need crew if the ship is too big for the party to fly themselves (or if they buy a few Free Traders and open a shipping business or something, and now they need to hire multiple crews). This can escalate the game pretty quick if a GM isn't ready. So we get a few options. Hired crew can steal or damage ships. Pirates can steal or destroy ships. Rival crews that are pissed off at some past transgression can cause all sorts of problems (like bribing crew, tipping off pirates, or spreading some bad info to starport authorities). All kinds of unexpected costs can arise. If the crew are in Scout Services, then Scout Services might demand a cut since it was their ship the PCs used to get it. One of the big lessons I learned with SciFi games is that there's always a bigger opponent and plenty of them, so the more powerful the PCs get only changes the scale of the game, but not the odds. My approach is usually along the lines of fortunes are made and fortunes are lost. Until a PC either retires or dies, every adventure runs the risk of costing them that last big score.
One of the big mistakes I made early on is thinking of new characters in a Skill-Based game as low level. It's a holdover from years of D&D (which is a Level-Based game). In D&D you can say, "Oh you're 5th Level, so you're about X powerful." In Skill-Based games like Traveller, a brand new character is only a hair below a seasoned character. Giving a low-level D&D character a fully outfitted castle isn't the same as giving a new Traveller character a sweet ship. Having a ship is part of what makes a Traveller a Traveller. The trick is keeping it flying and one step ahead of the people trying to take it.
So my advice for GMs that want to keep the Travellers from getting too much money too fast is to think through the possibilities of an adventure before running it. Either choose against running that adventure that might make them too much money, or set up a contingency that quickly reduces the profits to a lower level they find easier to manage. If they make a mistake and pay the PCs a huge payday by accident, of if the PCs go out and pirate some ship and now they have a fortune, just go with it. Find a way to reduce that fortune back down in a way that's still fun for the players or just increase the stakes so that the fortune has really only bought them a higher class of obstacles to overcome.
As always good advice. In my early days I allowed players to build up fleets. After a very short time they became business moguls. My current technique is to let bureaucracy take over. "Why yes of course you're entitled to the ship, once all the proper paperwork and counter claims are settled. It shouldn't take more than two or three years. By the way, you know you have to pay for docking fees while the case is being settled?" Enter a claim buy out company. "We'll pay you 10% of the value for your share of the deed." It's a work in progress.
i gave this video its 420'th like. I feel good knowing what i did, and bad knowing it wont last forever....
Look at this, this way, it’s now locked in time, available to any time traveler to visit, forever
Finally got around to running this adventure this evening. Nothing lso entertaing as 6 guys in their 50s tittering at "pinnace". Why couldn't it be a sloop or a ketch!?
So Seth, this Gamemaster handout addiction you have... would you say it's like a job giving all these handouts?
(Sorry, I'll see myself out now...)
See Seth, you’ve set up a precedent!
I don't think there has been a traveller group I've run that hasn't derailed on the first pinnace I foolishly mention... Because apparently everyone is 12 years old.
After watching this vid, I'll *love* to play Traveller with someone, but I don't know anyone who knows the game; any ideas?
There's several online communities such as Reddit or Facebook groups. Maybe check those to see if there's any local or online games you can join.
@@SSkorkowsky Thanks Seth! Also, the fact that you are answering questions from old videos is incredible. Keep up the good work!
So...the Annic Nova aliens have the same myth associating the Caduceus with medicine?
Actual space ship porn.
Space Cape
Hey Seth love your Traveller videos! I just bought the core rulebook. Would you ever consider doing a step by step character creation?
This has got to be the worst "video to listen to while painting" ever. Laughing over the pinnance jokes too hard to accomplish a thing. :)
I loved the strange and atypical design of this ship, in addition to that essence of retro-technology. But I didn't like the plant zombie thing too much. If this ship is something like old school tech, then the greenhouse would be more just to supply food to the crew... and even if it were the ship's goal to do experiments or studies with these plants, I think it would be too little plausible and trite that they had so many of these dangerous plants and with such poor containment/security measures. Also, whether it is an invasion of fungi or plants, our bodies are much more complex and have greater defenses than the bodies of ants... which makes zombies of that kind too "strange", even zombies due to bacterial disease or viruses could leave someone in a state of aggression and madness "like a zombie" but the brain damage that would entail would mean that those zombies would have an extremely short lifespan. But well, I think I would prefer not to make any connection with the plants and let the disease in the air be some bacteria introduced by some member of the crew a long time ago in the past and well it simply kills, and the colony of bacteria has proliferated and maintained in this environment. Perhaps the plants are genetic engineering experiments to make them extremely efficient at generating oxygen in an attempt to create a self-sustaining alternative for oxygen generation. and that is the reason there is breathable air even though the ship's reserves should have been exhausted a long time ago.
The plant zombies was an addition that I made for our group, so simply don't add it.
So...it's an _alien_ starship built with _alien_ technology...but it has _Imperial-type pinnaces_ for auxiliaries? Either something isn't adding up or I've gone non-linear.
You just blew my mind.
ship looks like a giant pathoge....ah
Jump Space is not connected to real space as such. The collector wont be collecting free hydrogen unless it is the stuff that was within the jump bubble.
So the solar collector collects... hydrogen?
@@SSkorkowsky For some reason I thought it was a ram scoop type thing. I think that is what our GM did when we played this - about forty years ago - so I am a bit rusty on the details. But there wont be any solar energy to collect in jump space either :)
Jumpspace is a bubble of light of shifting colors that can cause hallucinations or madness.
@@SSkorkowsky Back in the old days it was described as a dull grey void out a few metres from the hull. That or what Loren Wiseman said - it looks like what you see after having fingers poked into your eyes. I prefer the bleak grey formless void. In GURPS Traveller there is a teaser story about a person who survived direct exposure to jump space. Also a story about a woman who time travelled from the past (a mis-jump).
Marc Miller's novel Agent of the Imperium (which was a way better book than I expected. Highly recommended) goes over the shifting lights of Jump Space and how trained Astrogators should at least once open the shutters and look directly into it.
Would it be too weird to run a Traveler game in the Event Horizon ship?
Being a Call of Cthulhu and an Event Horizon fan, I'd absolutely run an adventure on that ship. But... since Traveller doesn't have any supernatural elements (outside of psionics) I'd either make the entity or power of the ship more of a psionic impression than an evil force. Like somehow the ship is essentially haunted by a living, albeit insane, mind or minds. However, it's also your game, so if you want to throw in supernatural elements, then by all means go for it. Let no one tell you otherwise.
Originally, before I decided on the plant monsters, my idea was that the original crew was still on the ship, but locked in some sort of warp ripple and when the ship was in Jumpspace they appeared as these beings of light. They operated the ship, programmed the next coordinates, and then vanished when the ship exited jumpspace again. You could do something like that where the ship seems fine, but once it's in jumpspace all the weird Event Horizon stuff starts going down.
Actually, ANNIC NOVA is a universe-breaker, if you're not careful. It was written when Travelelr was still "Ur-Traveller" (to use the words of the _Immortal Larsen Whipsnade_ ), before Traveller had cemented into something solid. This is because the Jump drives - which are Jump-2 and Jump-3, respectively - require =NO= fuel. At all. There is =NO= power plant and no maneuver drives in the canon design -- all power is collected by the solar sail and stored in the accumulator on the engine deck...The ability to operate without fuel is a _HUGE_ wrench to the gears that make Traveller work, which is why that particular engine design never reappeared in the first 30 years of editions. GMs should use the scenario with caution, because it will do severe violence to your setting, if you let it get out of hand.....Props on the _"zombie fungus",_ though.....
Fir-.... DAMN IT!!!
Sorry, but when I hear "plant zombies from space", I think of this movie. ua-cam.com/video/QkMF0oGubho/v-deo.html