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Post-Apocalyptic Traveler Game Needs Players

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I'm in the process of setting up a post-apocalyptic game using Traveler rules (CT through Mongoose 1e, no robots, psionics, magic, TL7-9) loosely (very loosely) based on The Morrow Project. PCs will be part of a team placed in cryo before the calamity and awakened at least 5 years afterward. Mission Objectives: Re-establish/rebuild civilization, Awaken any remaining fellow teams, Stay alive in a world that's actively trying to kill you. Hit me up at <a href="mailto:fotsgreg@aol.com" rel="nofollow">fotsgreg@aol.com</a> . Players must initially all be Army, Marine, or Mercenary backgrounds. Update 11/10/18: This game is fully set up and running. TO&amp;Es, supplies listings, supply caches, etc, have all been written down. Off and on since we began I have had up to 4 players at any one time, but only one has remained consistent. There are 22 positions available with those 22 positions pre-generated members of the team. I will likely be transitioning this game to a more Western Marches style as the initial area has been secured, more or less, and the 2 A-Teams (12 men each) can begin breaking down into task groups and smaller units to begin conducting more extensive exploration of the new world outside their dugout complex. I may also begin allowing players to introduce "natives" into the game as we go along as well - such "native" characters would be generated as Traveler characters with career classes such as Adventurer or Barbarian or something. We'd have to work that out between us.
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Positions: One command type. One XO type who is also medic/doctor/fighter Two commo/logistics specialists. Heavy weapons - two three person teams. Two squads of seven: Squad leader SAW person Dedicated marksman/sniper/counter sniper/scout/intel weenie Four bad ass fighters all cross trained to other specialties - commo, logistics, medical, weapons Update - 11/10/18: This is the unit's final TO&amp;E 3rd Special Forces Group - Dugout AA-24 CO Howard, William, Capt.(reserved position not available to players) XO/Medic Nichols, Benjamin, Lt (reserved position not available to players) A-Team "Alpha" Howard, William, Capt (CO) (reserved position not available to players) Patterson, Truman, WO 1 (Sniper, Intel) (PC) Mitchell, William, Sgt (Comms) Smith, Joseph, Sgt 1st (Rifle, Track Driver) Fireteam Alpha Davis, Jefferson, Sgt (Hvy Wpn, SAW) Jones, Alex, Cpl (Hvy Wpn, SAW) Livingstone, Ian, Cpl (Hvy Wpn, .50 cal) Morse, Winston, Cpl (Hvy Wpn, Track Main Gun) Murphy, Amos, Cpl (Hvy Wpn, Track Main Gun) String, Leonard, Cpl (Medic) Subotu, Kenji, Cpl (Hvy Wpn, GL) West, Allen, Cpl (Hvy Wpn, RL) A-Team "Baker" Baker, Martin, WO 2 (Rifle, Track Driver) Nichols, Benjamin, Lt (XO, Medic) (reserved position not available to players) Simms, Thomas, Sgt (Comms) Walker, Jon, Sgt Mstr (Rifle) Fireteam Baker Dean, Edgar, Cpl (Medic) Green, Alan, Cpl (Hvy Wpn, RL) Jones, Timothy, Cpl (Hvy Wpn, ML) Means, Victor, Cpl (Rifle) Mears, Benjamin, Cpl (Hvy Wpn, GL) Redbear, Mark, Sgt (Hvy Wpn, Track Main Gun) Singh, Mohammed, Cpl (Rifle) Storm, Charles, Cpl (Hvy Wpn, SAW) Command Arrangement CO (Capt Howard) ---&gt;LT (Lt Nichols) ---&gt;WO (PC) ---&gt;1st Sgt ---&gt;Sgt ---&gt;Sgt ---&gt;Cpl ---&gt;Cpl ---&gt;Cpl ---&gt;Cpl ---&gt;Cpl ---&gt;Cpl ---&gt;WO ---&gt;MSgt ---&gt;Sgt ---&gt;Sgt ---&gt;Cpl ---&gt;Cpl ---&gt;Cpl ---&gt;Cpl ---&gt;Cpl ---&gt;Cpl ---&gt;Cpl If interested please send me a message at <a href="mailto:fotsgreg@aol.com" rel="nofollow">fotsgreg@aol.com</a>
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Fog of War, dynamic lighting, mood music, tactical &amp; strategic maps, initiative, skill challenges, all will be in use. Game is set up and ready to go asap. Players needed. Search for game "Hell's Highway". Comments or questions invited here and at my email address (shown above).
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Gen Kitty
Forum Champion
By default a link such as <a href="https://app.roll20.net/campaigns/details/1234567/s" rel="nofollow">https://app.roll20.net/campaigns/details/1234567/s</a> ... is only visible to players already in the game, and only Plus and Pro subscribers can make their games visible to the public , but even then people not in the game can not post to the forums. The best way to handle this situation is to create a Looking for Group listing ; even if you do not enable it for viewing in the LFG Directory you can share the link with others and have a separate Listing Discussion forum just for those potentially interested in your game. As a bonus, anyone who posts to your game's Listing Discussion forum will have a big blue button by their username and all a GM has to is click 'Invite to Game' and an invitation will be sent their way. I hope this helps, happy gaming! :)
It does. Thank you. I've created the LFG listing and this problem should be fixed now. Thank you again.
1536448009
Gen Kitty
Forum Champion
You will need to post the links in your ads if you wish people to quickly and easily find your games.&nbsp; Good luck and I wish you the best.
Session 0 of Hell's Highway had the 2 awakened members of the team exploring the strange new facility they found themselves in. Six levels deep, with only 2 exits out, it was fully-powered and contained tons of supplies, an M2 Bradley, a Stryker, an uparmored Hummvee, and two 2-1/2 ton trucks also loaded with supplies. Each of the size levels of the complex appeared to be dedicated to a specific purpose - cryofreezers, offices, quarters, medbay, armory, and garage/storage.&nbsp;
In Session 1 the players discovered that 6 months had not passed, nor 5 years nor 10, but they had been in cryosleep for 50 years while plagues ravaged the world and civlization crashed. They awakened their CO who then awakened the rest of the team. After a lot of discussion the decision was made to open the top hatch to the base and send out a small recon party to the nearest town, Ingleby, Pennsylvania. In Session 2, on their way to Ingleby, reported by their database to be a ghost town, the players found that they could, with difficulty, roll their vehicles out of the garage on the 6th level and clear the entrance. They discovered the remains of an old fire trail and on it, a rusted out pickup truck with the torn remains of its former driver, long dead and eaten. Approaching Penn Creek they found that the old wooden bridge used to access the fire trail had collapsed and rotted away. As they attempted to cross the river they sighted their first ALF (alien life form), a 6m long, 1m diameter day-glo orange wormlike creature with a mouthful of sharp teeth and 4 spindly insect-like forearms. As the creature was on the opposite bank they took cover and let it pass upstream before crossing Penn Creek.
Bumping, I still have several open slots for this campaign. Players will choose a main and a backup character from a group of pre-generated characters forming "the team". These fire teams will be sent out on various missions and it is likely rare that all 24 members of the team would ever be involved in the same mission. I currently have 3 players who will be running 6 characters, sometimes together, sometimes not, as they go about their mission of saving the world. Slots for possibly up to 5 additional players currently.
If you need someone I wouldn't mind joining. Basic newbie whos been obsessed for years now
C'mon aboard! The water's fine. You'll have your choice of about 18 or so pre-generated characters to run. They were pre-generated as they're all supposed to be part of an integrated force of special forces Green Berets. All of them are male. I take it by your name you are female. Are you all right with running a male character and a fairly rugged one at that, who can kill as well as build? There are 1 or 2 options beyond that where I could possibly fit you in (a female in disguise, for example, and fooling people trained to not be easily fooled, but she'd have had to be doing that for years) or an independent character. What type of character are you looking to play?
Kayla, don't be discouraged by my questions. I want you to play. I want you to learn. Please send me an email message at <a href="mailto:fotsgreg@aol.com" rel="nofollow">fotsgreg@aol.com</a> and I'll send you an invite to the game. We learn by doing. Newbies are always welcome.
I'm perfectly fine running a male character! Or even a female being in disguise (that one sounds more amusing). If it's okay could I take a look at the pre-generated ones? I may click with one and we wouldn't need to change anything&nbsp;&nbsp;
I've got one player in line choosing ahead of you, but then it's you. I'll send you the list by tomorrow, latest. Have some discussions to enter into. Welcome aboard! Please send me an email to <a href="mailto:fotsgreg@aol.com" rel="nofollow">fotsgreg@aol.com</a> so I can send you an invite to the game.
Kayla's up to choose characters. I still have open player slots.
Yesterday we added 2 new players and 5 new characters to the mix with the rest of the team currently being run as NPCs. One of the players has 11 years of military experience (and so was assigned the XO’s role), but the other has never even seen a gun before so it’s an interesting mix. One lives in Maine, one in Florida, and the third in Scotland, and of course I live in Oklahoma&nbsp; Aside from my own connection difficulties (I use the WiFi at a little bar I go to and the connection is spotty at best and there’s a lot of background noise) I think things went well. Or at least well enough for a group that’s still forming and finding its way. As we opened up today it was September 29, 2070 and the team began going over the CO’s plan and equipping to scout north of their base near Ingleby, PA to the small town of Coburn about 4km away (pre-plague population of 236). The XO decided to take a full squad along with “Face” Patterson, their first contact agent and a former CIA agent. Six men would hold back and perform overwatch while “Face” And 2 others including the XO (Lt “Doc” Nichols) went forward. The team left the base at 5 AM the next morning, September 30, 2070, heading north through the area of Ingleby previously scouted and over a high ridge line to a point they could see Coburn. From their hidden vantage point in the densely forested area they were able to look down on Coburn and 2 old and overgrown roads leading into the town marked as Old Tunnel Rd leading south and the other marked as Ingleby Rd leading east. They were able to spot 2 opposing barricades of old rusted out cars, 1 on the outskirts of Coburn and the other at the junction of Rupp Rd and Ingleby Rd about a mile or so to the east. Both barricades were manned by armed men, the one farther east by men dressed in leather and hides, the other by men wearing homespun and all wearing black hats, white linen shirts, and black trousers. Both groups were armed with an assortment of shotguns, AK-47s, crossbows, and bows. “Face” approached the town along Old Tunnel Rd and made peaceful contact with what appeared to be a group of Amish survivors. He called the rest of his team in for further discussions with Coburn’s leader, Brother Thomas. They explained they were in peaceful contact with a group of similar survivors in the town of Millheim about another 4km north, but were also in contact with a group of local bandits who had been demanding tribute for many months. The next tribute day was scheduled for 2 days from now. Meanwhile the overwatch team observed the alleged bandits bring a young girl out of a house and throw her in the dirt outside. Through field glasses they were able to see she had been badly beaten and abused. At about this point “Doc” ordered the overwatch team to take out the 6 observed bandits before they could do more harm. A short burst of fire from an SAW and 5 M4s put all 6 bandits in the dirt. The girl was rescued and the overwatch team brought her to Coburn where she was welcomed by relatives and other members of the community and then quickly hustled away. Sgt “Apache” Redbear reported there had been no other bandits in the area and only 2 corpses in an upstairs bedroom at the house. Brother Thomas said he would have the bodies buried later. The team then returned to the dugout having successfully completed their mission to report the bandit situation to their CO and make further plans. All in all, a pretty good day though a short 3 hour session. The team recon’d Coburn, made peaceful contact with the survivors there (and through them Millheim) and saw a short bit of action. None of the bandits even know the team is active yet (though they will soon enough), and the team pulled off a picture perfect recon and rescue. Score: 6 bandits dead, no casualties or wounds to the team. I really couldn’t ask for better players or a better job than that. Good show.
An addendum - a report written by one of the new players&lt; Memorandum for Record: After Action Review Area recon of Coburn. Initial inspection of the town yielded some information about local technology and religious practices. The town and surrounding are to include Millheim are Amish. They have a source of fresh clean water from the creek as well as home grown food. Millhiem has fared better due to having an increased population and&nbsp; both communities support one another through barter.&nbsp; There is however a substantial bandit threat in the area. Humint suggests that they number upwards of 30 and operate out of a base in the vicinity of Ingleby.&nbsp; As the likelihood of Millhiem and Coburns success at surviving was probably their lack of reliance on technology, due to religious practices, I think that the best thing that we can do for them is to eliminate the threat that the bandits pose to this area. We already engaged and eliminated 6 of them during the recon of Coburn. They had no body armor to speak of and were armed with a few AK 47's and homemade crossbows (which were handed over to Coburn) and do not appear to be technically or tactically proficient. signed: Benjamin&nbsp; A. Nichols, 1LT 3rd Special Forces Group Executive Officer(edited)
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Due to problems with another non-Roll20 chat system, especially players stomping all over each other in chat, and a funky connection on my end (which will be fixed in about 2 weeks), I have become sorely disillusioned with a particular non-Roll20 chat program and will no longer be utilizing it for my games. Typing and Roll20's chat system will be sufficient for the time being. Having to switch between 2 different screens to see what people are typing has been a pain in the as$ anyway. So, from now, and going forward, I will be using Roll20 exclusively for Hell's Highway and Fire On The Suns A Blaze Of Glory until further notice. Update - 11/06/18 - Okay, I caved and tried the other chat system from a more secure and quieter area. Still had problems with the RTC Connection disconnecting at inconvenient times. One of my players thinks it might be my headset, but I think their servers are still having problems. Regardless, we will be using this alternate chat system which I shall not name at this time for Hell's Highway and Fire On The Suns: A Blaze Of Glory for the time being. I'm hoping I can get internet for my apartment this next week. At least there I can drink beer. They don't like it when you do that at the library.
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10/30/18 Update: Following their successful takedown of the 6 bandits east of Coburn, and with a memo in hand from the CO, Capt Howard, Lt Nichols, XO of the 3rd Special Forces Group and leader of A-Team "Baker", put together a plan for taking down the bandit headquarters at the intersection of Ingleby and Rupp Hollow Roads. Unfortunately, mainly due to problems on the GMs end, this game did not end well. The plan was for Baker Team to take the M2 Bradley and move up Ingleby Rd, conduct a short recon, and then eliminate the bandits in the area with extreme prejudice. As the team was on final approach to the camp they spotted a lookout location on a bluff about 40 ft above Ingleby Rd to the north. They stopped the Bradley and unassed. Lt Nichols ordered 2 men to take a team and move up the bluff, circle in behind it and then take out the lookout post. Meanwhile he and the Bradley would charge the bandits and use the chaingun to mow down any significant opposition. At about this time the LT's player vanished, never to return leaving behind 2 new players who literally had no clue what they were supposed to do next and did not appear to have any interest in continuing (indeed, these players quit the game within 15-20 minutes). I can't say I really blame them a whole lot as my comms problems could be frustrating at times. So, faced with a TPK, I had Baker Team go offline and be captured by the bandits who weren't quite as technically or tactically inefficient as the LT reported. 11/06/18 Update: Within an hour the rest of the unit knows something is up and Alpha Team musters for a snap-kick, Hail, Mary rescue attempt. Satellite and drone surveillance has shown 6 riders with 8 horses moving northwest toward Coburn, likely to pick up their tribute a day early. Capt Howard and 5 men take a Hummvee and race north to intercept the riders. Meanwhile, WO Patterson (PC) and 5 others will move southeast and then north and infiltrate the bandit camp from the southeast using silenced weapons, snipers, and Ghilly suits. The snipers will suppress enemy fire as well as keep the bandits from executing their prisoners. By 10am the men are approaching the bandit camp in three teams of two each. The operation goes like clockwork and the bandits never get off a shot as WO Patterson's teams knock down 21 of them with 27 shots. Baker Team is rescued and released and the M2 Bradley remains in working condition.
Just a note here - There are many opportunities for a more sandbox/Western Marches style in this game. Obviously (to me anyway), 24 characters is way to many to have in a single game which is where the sandbox/Western Marches style comes in. The TO&amp;E can be adapted to fit 4, 5, 6-character groups with each group doing, essentially, their own thing while at the same time working to accomplish the larger mission goals of the team in general.
WO Patterson, T. has been awarded the Army Commendation Medal with "V" Device for meritorious conduct in the field while in contact with enemy combatants for his leadership and actions on the morning of 2 October, 2070. LT1 Nichols, B. has been reassigned from Baker Team to better utilize his medical and supervisory duties. WO Patterson, T. has been assigned to take over LT1 Nichols' field leadership responsibilities.
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I am still recruiting for this game (Hell's Highway). With a successful action against the bandits under their belts, the team began to branch out a little bit more. They went hunting. With 3 whitetail deer successfully bagged WO Patterson took some of the meat and useful organs (heart, liver) to Coburn as a gift to the people there. As the team proceeded toward Coburn from Ingleby they spotted 2 men on horseback, riding without saddles and wearing deerskins and who were apparently watching the team. They disappeared into the woods as soon as they realized they'd been seen and the team pushed on to Coburn. While in Coburn, Patterson questioned, and was questioned by, Brother Thomas. The Amish community leader showed off Coburn's fields, most of which had been harvested for the winter already, and explained he could not see how Millheim, another Amish community 4 km north of Coburn, could feed 5 times the population of Coburn with only 1-1/2 to 2 times as much farmland. Something just seemed off there to him. Brother Thomas also showed Patterson the community's water wheel and millhouse explaining that the mechanism for grinding grain was broken and asking for the team's help in fixing it. While discussing other matters the two were interrupted by a young boy who alerted Brother Thomas that the remaining fields were under attack by alien lifefrms called "Bloodvines". Patterson promptly dubbed the fungal, carnivorous, mobile plant-like hings "Seymores". After a short engagement 3 of the things were killed with a Corporal being slightly wounded when one of the things overran his position. Patterson and his team returned to the dugout and he began preparing a small expedition to Millheim to make contact with them. Captain Howard also informed him that he had discovered while going through the computer files that there were 6 small supply caches located about 20 km out from the dugout in different directions resembling the faces on a hexagon. Brother Thomas had agreed to lead the way and help them initiate contact so accompanied the team from Coburn when they returned the next morning. . On the road to Millheim the team once again spotted 2 men on horseback, again riding without saddles and wearing deerskins. This time the team was close enough to observe the men had paint of some kind on their faces and were carrying spears. Without a word the 2 riders once again disappeared into the woods to the east side of the road before the team could initiate contact. Proceeding on to Millheim the team was greeted by Brother Matthew who showed them around town. They discovered that Milheim appeared prosperous and growing with a population of just over 250 people. Patterson, who was raised on a farm, noted that there was far too little evidence of cropland to support a community anywhere near this size. He also noted that Brother Matthew was surreptitiously leading the team around and away from a weather-beaten modern style building near the north edge of town. The building was built of concrete and steel and the windows appeared to be blown out. Resembling a hospital or clinic style building Patterson noted something odd about the place he couldn't place his finger on until later aside from its rather out-of-place location in an otherwise Amish-style community. As he continued to casually question Brother Matthew about Millheim he came to the conclusion that the man was lying through his too-perfect teeth. He also realized that the odd thing he'd noticed about the hospital/clinic building was that the windows had not been boarded over, but there had appeared to be plywood barricades set up inside the building blocking off the windows so no one could see inside and the building still appeared to be abandoned upon casual view.