• 042-1117 – Jumpspace

    Immediate crisis over, the crew of the Grayswandir is given a lucrative, but potentially dangerous, offer.

    For the full story, visit The Log of the Grayswandir

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  • 041-1117 – Jumpspace

    The air is finally cleared among the crew as secrets are shared and conspiracies unveiled. Meanwhile, tensions among the passengers erupt into violence as one of them attempts both an assassination and a hijacking, while a second passenger is revealed to be something other than what they seem.

    For the full story, visit The Log of the Grayswandir

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  • 040-1117 – Jumpspace

    Shelly and the Gorters get tours of the ship, and Jaya is found wandering in the crew lounge

    For the full story, visit The Log of the Grayswandir

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  • 039-1117 – Jumpspace

    The Grayswandir enters Jumpspace, but tensions are already rising among the passengers and the crew.

    For the full story, visit The Log of the Grayswandir

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  • 038-1117 – Boilingbrook – Adar/Hinterworlds

    The crew makes preparations for leaving planet, but disturbing news arrives from the Imperium.

    For the full story, visit The Log of the Grayswandir

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  • 035/037-1117 – Boilingbrook – Adar/Hinterworlds

    Things are slow as Derek decides what to do with the information he has.

    For the full story, visit The Log of the Grayswandir

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  • 033/034-1117 – Boilingbrook – Adar/Hinterworlds

    Derek gets drawn deeper into the conspiracy

    For the full story, visit The Log of the Grayswandir

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  • 032-1117 – Boilingbrook – Adar/Hinterworlds

    A starship captain makes a clandestine delivery and finds himself involved in conspiracy.

    For the full story, visit The Log of the Grayswandir

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  • Traveller – In From the Cold

    So I mentioned playing Traveller again a while back and figured I’d do a quick AAR for that session. The Whatever3 jumps into the Daralan system. They are heading elsewhere but have stopped to refuel and swing past the planet to see if there is anything of note. Daralan is fairly uninteresting; a small, cold world with few minerals or other resources. The permanent population only consists of a few dozen families, most of whom live on a handful of farmsteads scattered around the equatorial regions. The “spaceport” is simply a cleared patch of land near an inland lake but most ships entering the system don’t even bother to land, mostly refuelling from the local gas giant. The players have been flying the Whatever3 for some time. The Whatever3 is designed as an exploration/trade pioneering ship. It is 1200 tons, capable of Jump-2 and 2G, and has enough fuel capacity to make two sequential jumps. It carries two 100 ton shuttles; one armed and designed for combat called Sword and one unarmed and designed for cargo transport called Plow. Sword normally carries an ATV and an enclosed, armed air-raft. The Whatever3 has a crew of 9 but only 4 players were around for this session. The other characters stayed on the Whatever3. The Whatever3 enters orbit and the players discover that there is no communication from the surface. Even the beacon at the starport is shut down. They start a detailed scan of the surface and eventually pick up a

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  • Remembering the Future

    I got a chance to run my semi-dormant Traveller game this past weekend. The campaign has been running for a while; the earliest session notes I still have are from 1984. These days I only get to run it on rare occasions. Our last session was about a year-and-a-half ago. The game went well, the crew of the Whatever3 managed to find trouble again, shot up another science outpost and probably got themselves added to someone else’s enemies list and everyone had a good time. I was glad to visit the old galaxy again but after it was over I felt a bit let down. Some of the shine seemed to have gone. The future just isn’t what it used to be. I discovered the game way back in 1978 but I always associate the game with the 1980’s. And that’s what it feels like, really; it’s the 1980’s with fancier gadgets. Sure, you have interstellar travel, fusion power and antigravity, but that’s really about it. Take those three things out and it would be hard to find a scenario you couldn’t run as a game set on Earth in the present day. Wrist computers and personal communicators don’t seem so unusual when half the players are tracking their characters on iPads while checking in on a cell phone. I suppose this is an inevitable result of any tech-focused science fiction. What seems advanced initially seems quaint later on. The best science fiction of course is about people, how the

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