While officially there are multiple guilds on Oollar to handle the day-to-day work of surviving on a hostile planet, there are of course multiple political factions even within a dictatorship. A lot of this the players will never see or notice assuming they do go on a rescue mission for Professor Plutonis and his assistant Yvonne (who I am just going to use some pregens from Citizens of the Imperium for stats and all that). But I do want to have some NPCs from Oollar that will interact with the players.
First, I have a large map made from several segments of the Starship Geomorphs. There will be a chase from the moonpool or a water lock to get to the prisoners. Of course there will be people there, but not everyone is backing the dictator. There are some freedom fighters, and in fact, that telescope they noticed in their fly-by was in fact from one of those groups. And yes, even if I post this my players either won't read it or will read it after I post the next update. And even if they do read it, we're good about not meta-gaming.
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| the lower complex |
In the 10,000-meter view, His Mightiness Lord Grey is the dictator of Oollar. Fourth generation dictator who is barely holding the world together as the technology is hard to maintain. He has his goons nicknamed the Greenies as they were a seaweed green uniform. These men and women carry single-shot guns that are low impact but cause damage from the larger slug (same as a body pistol). His immediate circle of guards are actually well-trained and are willing to die for him. Those at the lower levels may not have that same fervor and harbors many who just want the benefits of working for his Mightiness.
There is at least one faction openly opposed to the dictatorship. Lord Grey has his own spies in this group and feels it is better to know your enemy. When they get too close to actual action, he initiates a purge where the most vocal are summarily tried and tossed out the nearest water lock. Survival in measured in seconds between the cold, the thin atmosphere, and the luck of the draw from any nearby carnivorous sea creatures. This group is known as the Freedom Fighters.
There is another more subtle group that is also working on bringing down his Mightiness and his goons. This is the group that also has spies in both the Freedom Fighters and the Greenies. This group is working more slowly but also realize that the Greenies still outnumber their group by a significant margin. Working for his Mightiness allows for better food rations, weapons and much better working conditions. And the vast majority of the 2 billion inhabitants are, if not happy, then at least not in misery.
Using the rogues pregens in the Citizens of the Imperium book, we have two rebels:
- Jason Garch 8948A5, age 50, 8 terms. Streetwise-1, Forgery-1, Bribery-1, JoT-1. An older man with thinning hair, Jacob has held a grudge against his Mightiness since his wife was murdered by him. She was a leader of the Freedom Fighters and caught up in one of the purges.
- Thriss Hardy 85A35B, age 22 1 term. Streetwise-1, Demolition-1. A shaggy-haired and wiry youth, Thriss just hates being part of the Mining Guild as it is dangerous work, though he has picked up demolitions as part of his job there. He wants off the planet if at all possible but has little to provide outside of demolitions. He will beg to leave with the group should they meet.
Interesting that someone with 8 terms only has 4 skills. And I'm ignoring the mustering out benefits, though Thriss does have a gun that he really does not know how to use!
And pulling from OSE, we'll have random encounter checks every 10 minutes or so, or once per sector (20x20 grid map). 1d6, and 1 = an encounter. Then a d6 roll each time they enter a new section:
- Greenies. 1d6 guards show up, each has a body pistol with a single shot. Wearing cloth armor. Reaction roll as per rules, so the players may be able to talk their way through.
- Freedom Fighters. 1d6. The Freedom Fighters want to get the 2 prisoners out of the prison and hidden in the main dome. Reaction roll + 2. They are armed with cudgels, no armor.
- Greenies with Freedom Fighters. 1d6 Greenies or which at least half will be rebel sympathizers. If fighting starts the sympathizers will aid the players and help get the prisoners released. They will also explain the world politics as they understand it if asked.
- Guild workers. 1d6 Machinist Guild workers (who have a wrench insignia). Reaction roll and utilize any character streetwise, carousing as a DM. A bad result and they will try and send out an alarm.
- Jason and Thriss. The players will meet up with these two. They will help the players.
- Guild workers as above (4) but from the Pump Guild. Insignia is what looks like a tube connected to some machine (a pump),
If an alarm does go off (a chance with encounters 1, 3, 4 & 6 unless all enemies are either killed or unconscious), it will be 2d6 rounds before a squad of 4 Greenies shows up.
If the group does not encounter Thriss and Jason, they will meet with them at the moonpool as the group makes their exit (assuming they actually make their exit, which assumes they also go in! But pretty sure that they will). Thriss really wants to leave with the group, and there is a mining suit near the pool. It will take 5 minutes for him to get into though and only has air for a few minutes as it normally uses an air pump from the station or boat to supply air. He will be begging, and Jason will urge the group to take him as well.
While this is mostly an extraction scenario, the Freedom Fighters may try & get the players to stay and help "fight the man". With their weapons and skills the Fighters would have a real chance. Or so they believe, but as there are thousands of Greenies and limited ammo, the fight probably would not go well.
Inside the domes, the light is from incandescent bulbs that tend to flicker and cast a pale light over dark walls. The air is still thin and reeks of wet metal, but it is breathable. Endurance may be impacted if the players try to do too much but should normally not be an issue. The furniture and everything has a brutalist appearance: purely there for function with no style. The heavy equipment in the engineering sections looks old: rust, scuff marks and dents. And loud - there is always the sound of pumps, fans and heavy machinery make conversations on this level difficult.
Some notes on running Traveller here. I really like Traveller - I tend to like rules-heavy games. Unfortunately, my group tends to be more narrative driven so I've always hesitated to running a Traveller game because of that, and they do not like science fiction as much as I do. And there are always assumptions, known or not, about any game. Traveller is a sandbox game: each game can be something entirely different, and the players do not have the built-in assumptions of most fantasy games. One of the players decided he was just not having fun so is dropping out. Part of it is I am not a great GM, but I think another part are some assumptions about the Traveller universe. Which is why I stuck this in MTU - leave a lot of the 50 years of lore behind unless it pops up organically. But I fear I am not getting this across well except for 2 of the players that have played Traveller before and know that each universe is different. This is also why I gave up running Corsairs: I don't think the players understood the world of Corsairs and were not having fun. Dolmenwood is a pretty generic fantasy game with known tropes and a specific setting, so they are comfortable there it seems. I do have a pretty thick skin at this point, but it bothers me if the players are not having fun. As it is mostly my presentation that I feel is lacking.
As I am starting a new job in a week, not sure how long this game will run. But I may give up running games for a while as it does stress me out. I'd make a good assistant GM as I love all the stuff around running games: creating worlds, maps, characters, ideas. But getting them across in a good way seems to be more difficult than I like. And I do have a good bit of social anxiety, even among my friends. Which is one of the reasons I do try & run games - to get over those issues or at least learn to deal with them better. And of course, part of this is the anxiety from starting yet another new job. I am not discounting that impact on my emotional stability! You'd think a 62-year-old guy would have more confidence in himself!