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ANSI A (US Letter) format - Freelance Traveller

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Fifth Imperium(Continued from page 4)9. Plot arcs can really help to give form to a campaign.I already mentioned that I ran three major plotarcs in my campaign. More specifically, they were:hunting down the person who‘d caused the crash of astar ship; getting to Mora to receive commendations;and delivering a person of importance to Vanejen.Besides providing structure to the campaign,these plot arcs also ensured that every 6 weeks or soplayers could succeed at a goal they‘d been workingon. Two of the three arcs led to multi-week finales(where most of my sessions over the course of thecampaign were one-offs) which just improved thesense of accomplishment. I love big, meanderingplots, but I think these mini-arcs worked betterwithin the strictures of an RPG, especially for agame that was sometimes run irregularly.10. Letting characters in on the creativity canwork wonders. I used to jealously guard the creativityof my games, but thanks in part to some of thepodcasts of 2d6 Feet in a Random Direction I decidedto try and get the players more involved thistime with telling me what they wanted to see in thecampaign.I did a lot of different stuff, some more successfulthan others. The best was my ―next time on <strong>Traveller</strong>‖segment, where I‘d ask players to give me aIn A Store Near YouStim Stixby Ken Murphyscene, idea, or something else that they‘d like to seein an upcoming game. On average I used about halfof what I got, usually as some small element in astory. However, I also ended up running at least oneepisode entirely based on ―next time‖ ideas and somepretty cool subplots appeared because of them, too.Even better, players would sometimes talk after thegame about which plot elements had been based onprevious ―next times‖. As I sometimes changedthings around, and there were always at least twoweeks from one session to another, people rarely realizedimmediately what I was doing.Player empowerment, player buy-in, ideas that Iwouldn‘t have thought, and general grist for the creativemill were all excellent results of letting playersinto the creative process.ConclusionOverall, I‘m very pleased with how my <strong>Traveller</strong>campaign went, and I‘m hoping to repeat the experiencea few years down the road when I don‘t havequite as much other stuff in my life.For now, I‘ve got one more article coming upbased on my campaign: a list of short plot hookswhich will summarize the plots I ran and give youideas for how to use similar hooks in your own campaign.That‘ll be next month.The Gun ShopStim Stix are a mixture of proprietary alchemicalingredients bonded to a pectin/gum based deliverysystem about 2.5cm long and about 6mm wide.Chewing the stick releases the mild stimulant, andthe active ingredient should last for approximatelyone hour. Chewing a stick more often than that, orchewing more than a single stick at a time—bothfrowned on by the manufacturers—will inevitablyincrease the duration of the effects.Sticks come twenty to a small pack (or occasionallythe Lucky 21 pack), and one hundred (or sometimesmissing up to 14) to a belt-clipped pack.Packaging is all smooth lines and a fast-lookingtypeface.Unlike the cigarette butts found nearly everywherehumankind has managed to reach in his questfor the stars, the pectin/gum base makes Stim Stix aguilty pleasure with a conscious. They are easilyconsumed, rather than turned into an eyesore.A small pack of Stim Stix costs Cr2, while thebelt pack costs only Cr9.Simulation Stats: Approximately 30 seconds afterchewing, the stimulant is dumped into the chewer‘ssystem, increasing mental focus (+1 INT) and dex-(Continued on page 6)5

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