Introduction
Running the Classic Traveller adventure Twilight’s Peak solo
using 5D SF PPS RPG.
There are minor
spoilers for the adventures in this post but have tried to steer away from most
of the surprises. It is 40 years since the
adventure was released after all.
Background
I am attempting to replay solo Classic Traveller
adventures. I started with Traveller RPG
but then moved onto writing my own, streamlining them as I go. I ended up replacing all of that with 5 Dice
SFRPG for Annic Nova. It worked fine and
is great as it uses the same mechanics for both combat and non-combat
encounters. 5 Dice SFRPG does not provide the level of granularity of
characters compared to other RPGs but for running solo adventures I find I am
just looking for the main difference of the characters.
Adventure Structure
Here is the outline of how I plan to run the adventure:
Act 1: Set in space, covers collecting rumours to hopefully
point to the location of the correct planet.
Act 2: On the planet, getting directions and travelling to
the Octagon
Act 3: Searching the catacombs.
Act 4: The Zhodani and conclusion.
Notes
Act 1’s aim is to collect rumours while trading across a lot
of planets. This is not going to
translate well into solo play so what I have done for Act 1 is have the act aim
to scout around (collect a certain number of experience points) across space
scenes. This should generate around 3-8 scenes of tasks to undertake to gather
rumours.
Act 2 is random number of scenes in Rough terrain
Act 3 is a fixed number of scenes (5) that correspond to
major tasks required while searching the catacombs.
Act 4 is also a field number of scenes (3) that are the main
climatic scenes at the end of the adventure.
Prologue
The date is 300 1105 on Regina. The party is:
OCF is a Robot from an industrial background with good
skills and a mini-missile. OCF has 3 decades of adventure; decade 1 yields an
item, one blast; decade 2 sees a serious injury but recovered; decade 3
supplies general experience with great improvement.
Iui, a male Aslan from an industrial background with good
skills. Iui has 2 decades of adventure; decade 1 supplies general experience
with great improvement; decade 2 just drifts past.
Gia Choi, a female Human from a military background with
great skills and a big slug pistol. Gia has 3 decades of adventure; decade 1
yields an item, a weapon; decade 2 supplies general experience with great
improvement; decade 3 supplies general experience with great improvement.
Melany McBride, a female Human from a poor background with
average skills and a laser pistol. Melany has 2 decades of adventure; decade 1
yields an item, a weapon; decade 2 yields an item but already has one.
The team need to find a treasure – the secret behind the
Twilight’s Peak epic of what lost Scouts discovered.
Act 1: Rumours
The crew move from system to system trading but at the same
time picking up rumours.
Scene 1 Dinomn Colony
No one is really around but it is not surprising considering
the lack of anything around here of note.
The team walk into a bar for a drink.
“It is quite an amazing story.”
The team cannot help but overhear the conversation of three
well dressed women going on next to them.
“Do tell.” They continue.
“Well, there was this scout…” the speaker notices Gia
eavesdropping.
Gia looks sheepish but says enthusiastically, “Do you mind
if we listen in? I do love a good story
about scouts.”.
“Sure.”
OCF orders drinks for everyone to maintain the goodwill.
The team are then entranced as the woman proceeds to tell
them about the epic of Twilight’s Peak.
It has piqued their interest and they do further research on
it when back on their ship.
“Most interesting, it is a shame we don’t know where that
ship crashed – bound to be some good trading goods we salvage,” says Melanie.
Scene 2 Rech Outpost
It is now the late hours on Rech. A siren can be heard
droning on incessantly nearby. They realise the siren it for them! They crash the small buggy they have been
using to get around the docks. Luckily
the crash was only minor.
“Everyone alright?” asks Gia, who was steering.
“Yeah, we’re alright,” answers OCF. “Please do not do that
again.”
Scene 3 Wochiers Spacestation
The warmth of civilisation seems to be most evident, simply
by stopping and taking in all in. In the spacestation locale they end walking
behind two traders.
“I reckon Fulacin.”
“Nope, definitely not, the spaceship crashed on- “
Gia interrupts, “Are you talking about the Gyro Cadiz?”
The two traders turn around uncertainly, “Ye-es, why?”
Gia responds, “We have heard the story but there is not that
much speculation on it we can find.
Always keen to find out more.”
And with that a spirited discussion breaks out between the
traders and the party on how much of the epic is true, what are these Octagons
and where the spaceship may have crashed.
The party got the better end of the deal on information.
Scene 4 Spaceship Hazard
The main part of the day is over. It is evening at the moment. The adventurers are nearly done looking
around. In the spaceship zone the team are subject to sensory overload trying
to make sense of the Octogon book they have just found and how it relates to
the Twilight’s Peak epic. The task seems very hard.
Gia and OCF applies great survival skill and eventually
succeed.
They are fairly certain now on what planet the ship likely
crashed.
This was the final task to complete this acts objective.
OCF still at good skill level and has: a mini-missile (1);
Iui still at good skill level; Gia still at great skill level and has: a big
slug pistol; Melany still at average skill level and has: a laser pistol.
Act 2: Searching for
the Octagon tower
Th team arrive at the planet they believe has the
spaceship. To succeed the team need to search
the planet for the tower.
Scene 1 At the Outpost
While at an outpost the group encounter some friendly
transporters and start talking. They do not know anything about a tower or
crashed ship, other than rumours but they doo get a good deal on an ATV for
their trek across the unforgiving planetary surface.
Scene 2 Mountains Obstacle
In the mountains they hit a tight spot and need to winch the
vehicle past an obstacle. That is when
they realise the vehicle is missing a winch!
Instead of winching Gia very carefully drives to the side of the
obstacle with maximum use of the gears and the wheel traction.
Gia applies great technical skill and succeeds.
Scene 3 Badlands Obstacle
During their time in the badlands location the adventurers again
find they ate in great need of a winch for the vehicle. The obstacle will not be as easy as the one
in the mountain, it fact it is very difficult.
Gia and OCF spend hours planning the best way to continue. With a great deal of sweat (at least from
Gia!) and concentration the obstacle is passed.
Scene 4 Badlands Animal
The main part of the day is over. It is evening at the moment. During their time in the badlands location
they run into a large carnivorous animal (a Snowcat as per the adventure animal
encounters).
Gia threatens it with her weapon but the snowcat pounces
before she can acts and knocks it from her hand. OCF crashes into the snowcat before it can
damage Gia but while the cat is knocked out the way, OCF lands badly on the
ground. Gia uses a small knife she is carrying to threaten the snowcat
again. The cat that realises that it is
not worth continuing and the snowcat retires.
Scene 5 Rough Hazard
“Look out!”
Melanie is driving but the warning from OCF, next to her, is
too late. It is in the rough and the
vehicle crashes, badly.
“Well, that could have gone better,” says OCF.
“Yes, well, how the hell are we supposed to get the vehicle
out of that?” Gia is pointing at their ATV, on it side and wedged between two
large boulders. The ATV is relatively
undamaged but firmly stuck.
“If we can move one of the boulders, then the vehicle should
right itself and it will be free,” answers OCF.
“If we move a boulder – how do you suggest we do that?” says
Melanie.
OCF shows them is mini-missile, “With this!”
The rest of the team are silent in a combination of shock at
the audacity of what OCF is proposing. After a while Gia is the one to voice
what they are all thinking, “If you place it wrongly though, the whole ATV will
blow.”
Any other suggestion?” asks OCF. He takes the further
silence as assent and indicates Gia to help him place the missile as she has
some experience in blasting.
After hours of calibrating and calculations, OCF sets it
off. BAM! The boulder breaks into smaller rocks and the ATV rights itself on
that side.
“Too easy,” says OCF daring anyone to disagree.
The team have a well justified rest to recover from the
stress of the day’s events.
Scene 6 Ruins Obstacle
The team come across the ruins of an abandoned small
settlement. They search through it and
OCF finds a grenade. Otherwise the search was fruitless.
Scene 7 Badlands Citizens
Another patch of badlands and up ahead is a building site,
the party stop to talk to some workmen.
“Hey, “ OCF calls out, “What’s with the work.”
The labourers blatantly ignores him.
“Hey,” OCF says again. Silence.
“Leave it OCF,“ Gia says, “it doesn’t matter. They won’t be able to tell us anything to
help us anyway. Although I am curious
too on what is being built….”
Scene 8 Ruins Obstacle
Afternoon has arrived. The party are ready to complete the
challenge to reconnoiter. It is in the rough the adventurers stumble over the
spaceship! The spaceship leads to the
Octagon.
Finally, the objective is completed.
Act 3: Scout Around
The party travel to the building.
“Obstacles are going to be harder to overcome here."
The team are feeling
strained.
Scene 1 Ruins Obstacle
Afternoon has arrived.
“We need to figure out how to get into this thing. Somewhere should be an entrance into the
hidden base associated with this building.
Or the epic is really just a fable.”
OCF has the best chance but cannot find anything. They are
dispirited and shuts down in despair.
Iui and Gui tram up and spend a day searching, prodding,
thinking.
“Hey Gia!“ Iui calls out pointing at what he has uncovered,
“Look here!”
Gia comes over and cries out in surprise. Iui has found a trapdoor and when it is
lifted it reveals a corridor leading downwards.
Scene 2 Ruins Hazard
It is the early hours of the day. Passing through the trapdoor
corridor the adventurers are becoming stressed in the catacombs and by being contained
from all sides. The task seems routine.
“I can solve this,” says Iui using his sensory enhancer to
reduce people’s stress.
The scene comes to a successful conclusion. They have
managed to through the catacombs and get through the vault door into the alien
base!
Scene 3 Ruins Obstacle
The party halt at the edge of a chasm. A bridge
intermittently comes on and off.
“How will we know it will stay on long enough for us to
cross?”
“And how will we know it is safe to cross anyway?”
Everyone watches and probes and waits. It takes longer than it probably should have
but they work it out and safely cross the bridge.
Scene 4 Ruins Obstacle
It is so quiet it is unnerving. The party go room by room
investigating the various part sof the alien base. One of the most interesting is a 10 metres
half sphere that seems to show a representation of the planet itself, with up
to day weather patterns.
Iui finally works out the controls and what is being represented. It is fascinating.
“It even shows ships in orbit,” Iui states, “Look there are
three ships and I can expand the view so you can see – What? Those are Zhodani
ships!”
“Zhodani?“ OCF says, “This is starting to make sense based
on the rumours we have heard.”
Scene 5 Ruins Professionals
The group come across a large chamber with a number of
Droyne warriors encased in ovoid containers.
“Hey don’t get too close!” warns Gia. But it is too late. Iui with intense curiosity touches one of the
ovoids. They all quickly dissolve and 36
armed Droyne Warriors are now also in the chamber with the four members of the
team. Well, the team has found not only the alien base but the aliens.
Act 4: Investigate
The team are quite stressed.
Scene 1 Ruins Professionals
The aliens at least seem to ascertain the party is not
dangerous. They swarm to the globe room
and instruments and calmly are absorbed by what it is displaying.
OCF points to one of the displays, “Aren’t they Zhodani
troops? And isn’t that the vault door we came though?”
OCF is right. The
Zhodani arrive. The Droyne warriors
point their pistols at them and they disappear one by one.
Iui whispers to himself, “Disintegrators. They should be impossible. So many tech levels above now. Who are these
soldiers?”
Scene 2 Outpost Obstacle
Iui remembers something about the globe’s controls. He goes over to a panel and on the globe a
pointer can be seen moving towards one of the Zhodani ships. The pointer pauses on the ship and after a
few seconds the ship disappears.
Iui explains, “I remember seeing this when I was looking at
it before. The alien disintegrators gave
me an idea on what the controls meant.”
Iui continues and the other two ships are also destroyed.
Scene 3 Ruins Hazard
The aliens make it clear they have set off a self-destruct
mechanism for the base. They will not be
coming with the party.
Quickly the party retrace their steps, back out the tower and into their vehicle. Only Iui suffered any injury as he was climbing through some rocks.
The scene has come to a successful conclusion. The party escape
the base.
Gia laments, “No one is likely to believe us you know.”
The objective is achieved.
Adventure aim completed successfully.
Verdict
I seem to have used a different homegrown RPG for each of
the Traveller adventure plays! However,
5 Dice SFRPG worked very well. 5 Dice
SFRPG is not very different form 4 Dice SFRPG so maybe I can count them as the
same. I will try and stick to 5 Dice SFRPG for the next game but no
promises. I sort of stuck to the
promise. I am currently running the next
one but have modified the 5 Dice rules to be a little more closer to standard
RPG mechanisms. E.g. larger weapons
inflict more hits rather than increase chance to hit. Also adventurers can have
more than one skill. But it is still very similar.
Very interesting (and in its way, exciting too!). Just a couple of Qs:
ReplyDeleteWhat happens mechanically in Act 1 Scene 2?
How close did it feel to the spirit of the original adventure?
Mechanically I roll 5 dice for the scene
ReplyDelete1st dice (location) was Spaceport
2nd dice (type) is a Hazard
3rd dice (subtype based off type) is crash
Subtypes are just for narrative. I did add various changes to the scene for subtype but found I could live without the detail.
4th dice (opposition level) was 1 (minor)
5th dice (reward) was none.
Gia rolls 1d6 to get under or equal to her STAT (5); she succeeds and the opposition level is reduced to 0 and the party win the scene.
How close to the spirit? To be honest average as it is solo play and this adventure is really a programmed adventure and I know the steps and how it ends! So there is not any "ah ha" or "ooo, that was interesting" part to the written story. The fun was actually reading through the adventure and then when running the scenes coming up with a narrative for the scene that fits into the overall adventure, not knowing who would get injured, rewarded etc. While is doesn't come through very well in the narrative, the adventurer's quickly developed their own personalities based on the tasks thay completed. So Iui is the clever one, Gia tends to spot what no one else does. OCF is just an average leader after all and Melany plays no part at all!
My favourite CT adventure to run solo so far was the first story in Kinunir. That one was basically you had to complete two of three tasks (one sentence descriptions) and then a final scene. Lots of wiggle room. Twilight's Peak does not.