Roll20 uses cookies to improve your experience on our site. Cookies enable you to enjoy certain features, social sharing functionality, and tailor message and display ads to your interests on our site and others. They also help us understand how our site is being used. By continuing to use our site, you consent to our use of cookies. Update your cookie preferences .
×
Create a free account

I have returned

Sorry for disappearing but no joke I was in jail for a few months but I'm back now and ready to play
What part of space were you in when you were playing last? We're currently in Darrian space, on our way from Darrian to Laberv.
Hello and welcome to Mongoose Traveller: The Fifth Frontier War. The Artemis Group (newly re-named) is currently docked at Darrian in the Darrian Confederation. This rag-tag group of various races has weathered war, adventure, intrigue, political and social winds in the Spinward Marches . I, Pakkrat am both the current and cycling GM for the the years of 1107 to 1110, the duration of the Fifth Frontier War. Then I will cycle out and another GM will take my place. The Artemis Group flies around in an 800dT Mercenary Cruiser furnished by a retired Star Marine Colonel Lloyd Robertson. The company is privately owned with the retired Colonel holding a majority of the shares. Such shares are up for purchase but will only feed the Colonel's retirement fund. Character creation should welcome someone who is not so specialized and can cover a broad band of tasks so as to minimize game boredom. Shipboard, planetside, social and technical skills are all welcome. Characters who muster out with Contacts, Allies are especially welcome as such brings in more mission-tickets to Artemis. Currently the ship's roster includes: Captain Jacob Crow, Imperium Naval Gunner and Engineer Dr. Simone, Imperium Ship's Medic Senior Scout Gevaudan "Gev" Cannagrrh, ethnic and Equal Vargr Pilot-Astrogator on the Ares Former Agent Larzamonte Charoux, Darrian tech-hunter Hane Meson, a street-level, grass-roots Jack-of-All-Trades and company lawyer William Johnson, corporate desk jockey and Steward 8 Turret Robots armed with shotguns Ship's long-term passengers include: Dame Qithka Cannagrrh, Equal Vargr, Gevaudan's Knighted elder sister, magazine reporter Uthka Varzeekh, Unequal Vargr, the Dame's eccentric attache and fortuneteller? Witness, a TL14 magazine drone robot recording everything the Dame experiences for the magazine Kfan Uzangou <White Fangs> Cybernetics and Psionics are present in the game but are on a Don't-Ask-Don't-Tell basis. Yet the ship and personnel have suffered enough experiences to take precautions against mental intrusion. Missions come in the form of mercenary tickets negotiated by Larzamonte Charoux, Hane Meson and Captain Crow. Random Encounters are included in daily activities and can be a source of adventure individually. Then there is the overarching metaplot blanketed by the Fifth Frontier War lasting from 1107 to 1110 with some events immediately following. Finally, the Ares conducts mercantile runs utilizing ship's cargo, extra staterooms, and clout to make spending cash on the side. Applicants are encouraged to approach the Ares docking terminal and contact the Artemis Group. Currently undergoing ship repairs, the drydock is the current home to the Artemis Group and their home office while in orbit above Darrian (Spinward Marches 0627).The game makes use of the Mumble VoIP program so players can speak to each other and interact both in-character and out-of-character or to the GM. Players should be aware that some character interactions take place in the game's chat-box. Stay alert. The game is laid-back and a character can conceivably survive a session without ever rolling dice or taking an action other than to follow fellow shipmates around. There is an extensive art gallery available in the Drawing Thread that gives a pictorial log of this long-running campaign. Feel free to add an in-character journal if the player is a writer of any means. Enjoy The Fifth Frontier War.
This campaign features a GMs meeting on Wednesday nights at around 7pm Eastern US. It is then that we talk game from the metagaming point of view, handling crunch details so prevalent in Traveller, the usual gearheadedness, character creation, character improvement, mercenary ticket negotiations, and any other topics that arise. This is done so as to not bog down the Sunday night game and continues the flow of story enjoyed by all. It is at the metagame meeting you will be able to look behind the curtains of Mongoose Traveller: The Fifth Frontier War and experience the numbers and mercantile rolls and skills useage that would normally take place between games. This is also a metagame night to make judicious use of your character's well-earned credits, suffer solo play with the GM, ( my preciousssss).To present this campaign in the spirit of Traveller we have grown up with through the 3+ decades, the Wednesday night GM meeting allows the cycling GMs to compare and contrast notes so as to allow smooth transition from one GM to another when the time comes to hand the reins over. As to character creation: We have had characters who halted their Careers at 4 terms. On the long end, we have had long-lived characters who mustered out at more than ten terms. While going out that far due to racial tendency, some might feel that there is little to no room for growth based on what is needed by the company. If your character is an ancient sage, chock full of skills, there is not much room for enjoyment of growth. A nice, round number of terms should be 5-7 terms, modified by race selected. There are, of course, exceptions to this rule of thumb, but playing the average of rolled terms lends to more enjoyment in the long term. In the end, it is imperitive that enjoyment of character development as well as immersion into the character and interacting with the story of The Fifth Frontier War over trying to Win at Mongoose Traveller be undertaken. In this case, it is better to see How a character is played than whether the mission was a success or a failure. Characters in this campaign have the opportunity to be a part, directly or tangentially, of a major historical event in the game's timeline. After the Fifth Frontier War, it can be assumed that the Rebellion of 1116 will come next as Emperor Strephon is assassinated by Archduke Dulinor and the factional war for the Iridium Throne begins. Immediately following the Rebellion is the Hard Times era, a period where war and strife erodes the Third Imperium and Tech Levels and Starport ratings drop. Piracy and scarcity of needed equipment, gear, starship systems becomes a mainstay. Artemis intend to survive this tumultuous time of their lives and become one of the diehard small-time companies to weather these chapters of Traveller history.