Team Harrier: Lennox, Sanpo, Sanders, Harper, Jaker. NPCs: Lehman, Schneider, Sauer, von Wuffenstein.
When last seen, the Harrier was leaving Torpol, bound for Borite. In the intervening fortnight, they’ve picked up another PC, currently known as Jaker, who is a medic; as usual, I shall say he was on the ship the whole time, he just never featured in the action before now. I have also named the NPCs; Lehman and Schneider are the marines, and Sauer the gunner. Lehman is a former member of the Princess’ personal guard, and therefore – they suspect – the one most likely to gun them down if they try to make off with the ship.
We’re still playing the first adventure from the campaign story arc, Honour Among Thieves, and at the present rate of progress I expect it will take another two sessions to complete. This week, they followed their lead to Borite, where they rescued Krrsh, a vargr pirate marooned by his fellows after the attack on the Sarcomond, and captured the chamax he was hiding from by the simple expedient of shooting it until it was unable to resist further and then picking it up using battle dress and carrying it aboard ship. The ship’s engineers have been given the task of building a chamax-proof container for it; they are currently arguing over whether to sell it to the highest bidder or keep it as a ship’s mascot.
Meanwhile, Kirrin persuaded the varg to spill his guts, and they now know why the pirate gang attacked Torpol and Clarke; they also have a further lead, as their new shipmate thinks the pirate boss will have sent his lieutenant to Theev to negotiate with the locals.
The group asked to fast-forward from Borite to Theev, as they want to get on with the adventure. They also insisted that Krrsh’s surname should be von Wuffenstein, and what does it hurt if it is, really?
Running Traveller again has been like putting a pair of comfortable old gloves back on.
So far we have been hand-waving trade, but I will explain that to the group’s quartermaster in a side meeting, as if they stay on the main story arc – don’t look at me like that, it could happen – they will need the trading rules to handle their ill-gotten gains.
I also need to learn the combat rules properly, as I forgot half a dozen things in the excitement. I need to have those rules down pat before they engage in any serious firefights. I suppose I should extend that to ship combat eventually – I’m not keen on having ship combat back in my games, to be honest, but you can’t really do piracy without ship combat.
Looking forward, Harper’s player wants to be a GM, so once the group has finished Honour Among Thieves I’ll hand the group over to him for a session or three, during which I can play; we have agreed that my PC will be the cut-out and loyalty monitor for a mysterious patron, explaining why he only shows up when said patron commissions the group. I feel obliged to call him “Mr. Johnson” because of this.
After that, I’ll run some actual piracy so we can see how the rules for that work. I suspect piracy will become repetitive, and therefore boring, but perhaps jacking a ship or two in between set-piece adventures will work.