11 April 2026

The Final Form

 "But denunciatory rhetoric is so much easier and cheaper than good works, and proves a popular temptation. Yet is it far better to light the candle than to curse the darkness." - William L Watkinson, The Invincible Strategy

I spent the last few years of my working life in cyber security, and that left me with massive trust issues, no small amount of paranoia, and a constant twitching urge to reduce my attack surface. US big tech has done nothing to endear itself to me since then, and I'm on a gradual journey away from it, towards European alternatives with better privacy and security. Perfection is impossible, but improvement is not, and so we strive for that.

Despite its many admirable features, Blogger is owned by one of the biggest big tech corporations, so I'm moving again, this time to the Vivaldi implementation of WordPress. I hope you'll follow me there; this is the last time, I promise.

Will big tech care, or even notice, that I'm gone? I doubt it; I am but a raindrop falling on a mountain. And yet, enough raindrops falling for long enough can have an effect.

I invite you to join me in lighting a candle. We can still curse the darkness while we do so.

Oh, and the new blog is here: https://andyslack119.vivaldi.net

09 April 2026

Aslan Route: Retrospective

"The focus of the players is the centre of the campaign, and everything else in it simply exists to give them meaningful choices and interesting things to catch their attention." - Kevin Crawford, Red Tide

So ends The Aslan Route.

How It's Made

After completing The Pirates of Drinax, I found I had a number of scenarios left over that I wanted to play, so picking The Borderland Run as the spine for the campaign, I slotted the rest of them in around that. There are one or two I'd still like to play, although they're not location-specific and can just be slotted into a future campaign; and a number I don't think would be fun for me or the group, so we just won't play them.

I had intended Islands in the Rift to be a future campaign, but on a detailed reading I realised that given the way we play, it would only last a handful of sessions, so I bolted it on by way of Deepnight Endeavour.

By the Numbers

The campaign has been more or less normal for one of my games in terms of party size (4-5), duration (1-2 years), and advancement (a few steps into Legendary Rank).

  • The campaign began on 2nd November 2024 and ended on 4th April 2026, so that's 39 sessions over 74 weeks; we tried for weekly sessions, but wound up averaging a little over one session every other week, mostly because of my lengthy summer holidays.
  • The PCs acquired 19 Advances, taking them 4 Advances into Legendary; not only is that normal for my games, but it's also what there is room for on the official character sheet, so maybe it's a common duration. Or maybe it's just what they could fit in. Either way, it's a good length.
  • The party consisted of four PCs, and usually had 1-2 NPC hangers-on. Towards the end, these were replaced by Sidekicks, and if we had run longer, I think there would have been a group of Followers too.

Unlike D&D, where PCs have a narrow niche and get much better at filling that niche as they level up, Savage Worlds PCs gradually expand beyond their starting niche, so the party relies on NPC support less and less as they advance. You might expect the PCs to start treading on each others' toes as their niches overlap, but I find they use the Support and Test rules to buff each other instead.

Having run both D&D and Savage Worlds over long periods, I'd say that D&D is optimised for a four-person party, while SW is aimed at three. I have four players though, so we have a four-person party. 

I don't see a need to change any of these factors for future games.

  • We gain more by deepening our understanding of one game system than we do by switching to one which is theoretically "better" for a given campaign, so we'll stick with SWADE.
  • We've got four players, so we have four PCs.
  • Running a few Advances into Legendary Rank lets the PCs play with the cool toys on top of the mountain without turning into gods.
  • Aiming for one session per week averages out at half that, which is fine for aging grognards such as ourselves.

The Good, the Bad, and the Ugly

The good (what worked):

  • Session zero. The PCs were designed as a team with a specific goal in mind, so they meshed together well from the outset.
  • Grown-up conversations about undesirable behaviour, resolving it amicably.
  • Aligning the PCs with a faction early on, which could then act as a source of missions; giving the PCs an external reason to stick with that faction.

The bad (what didn't):

  • PCs taking Hindrances the player didn't want to play (Enemy) or I didn't want to engage with (Cautious, Greedy). There have been so many Cautious Greedy PCs these last few years that I'm seriously considering banning those Hindrances.
  • Trying to extend the rules set beyond the core SWADE rules. Except for The Scheme Pyramid, nothing else I tried to add was worth the effort of doing so. Half a century into the hobby, the core rules for RPGs are pretty solid, and cover what comes up in play without needing much else.

The ugly (challenges for me as a GM):

  • Balancing Rex's desire for bloodshed with everyone else's desire to avoid it.
  • Generating story arcs that the players were interested in following.
  • Generating or selecting aslan names which looked credible, but which could also be remembered and pronounced by all of us.

Coda

There were more stories to be told on Tyokh about the Psionics Institute and the aslan crime syndicate, and I could have spun off a number of adventures using the adventure seeds and world tags in Stars Without Number (I'd say Tyokh has the tags Trade Hub and Ritual Combat); but I'm starting to feel tired and burned out on the campaign, so I quit while I was ahead. Leave 'em wanting more, as they say.

I think I've exhausted the possibilities of the Trojan Reach now. There are two more campaigns which could be run there using elements from The Pirates of Drinax, one venturing deep into the Hierate, and one about pirate-hunting naval officers, but I don't think I or the group would enjoy either, so let's not.

I can see myself returning to Charted Space eventually, but for now I shall let it lie fallow while we turn our attention elsewhere.

07 April 2026

Aslan Route 39: Stepford Sister Wives

Previously, on the Aslan Route: Returning from adventures in the Islands Cluster, the Macavity arrives at the Clan Iuwoi landhold on Tyokh to find it in turmoil. The clan are delighted to see the crew back safely, but the head of the clan is at death’s door and Prince Hteleitoirl has taken up with a new female who looks set to become his second wife; while polygamy is the norm among aslan, Elehasei is not impressed with her proposed sister wife and asks to meet with the legally female crew members, Dr Matauranga and Vila, while the males pay their respects to the Prince and his father...

Tyokh, 1109 Week 52

The first step is for the crew to pay their respects. Elehasei meets with Vila and Dr Matauranga; she is not jealous of the potential new wife, Alea, but is concerned that her only assets are youth and beauty - her clan, the Weseah, is a low-class rural one with nothing to offer and no stronger patron clan, but has recently produced a batch of pretty but empty-headed young females who are marrying above their status. Elehasei can't see a pattern in the marriages; some are better than others, some are advantageous and others less so. She wonders if this might be part of a plot to manipulate the Prince and damage his reputation. Perhaps the crew might look into it? Dr Matauranga wonders privately if this is the Rea’a Hrilkhir re-integrating their members into legitimate clans; they tried to persuade the Prince to do that a few years ago, but the Macavity's crew talked him out of it.

Meanwhile, Mazun and Rex are talking to the Iuwoiko and his now-heir apparent, Prince Hteleitoirl. The clan head is in bad shape and not long for this world; Dr Matauranga is summoned to examine him, and determines he is dying of natural causes. Realising that it would be dishonourable to extend the ko's life when his time has come, the Doctor instead focuses on a treatment regimen which will allow him to pass with dignity.

Attempts to probe the Prince and Alea are stonewalled; Mazun thinks the Prince is embarrassed about how they met ("at a social function") while Vila concludes that Alea is out of her depth and has decided the best way to avoid a social gaffe is to say as little as possible. Elehasei has had cubs in the Macavity's absence, but they are all female, so maybe the new wife wants to usurp her position by producing a male heir; there is still everything to play for.

The crew persuade Elehasei to host a gathering for Alea and her relatives. Dr Matauranga collects genetic samples from all of them and disappears back to his laboratory to analyse them, but the crew are already suspicious as the females look surprisingly similar. Vila offers to mentor Alea, arguing that he has recently integrated into the clan as an outsider himself, and she accepts.

Meanwhile, the males - including Kharrosh, Rex and Mazun - are hanging around outside swapping yarns. One of the bodyguards suggests Kharrosh's story is less than accurate, and Rex uses this to manufacture a duel ("Are you calling my friend a liar?"). Rex cuts him down in a flurry of claws and fangs, and he and Mazun carry the fallen off to Dr Matauranga, who is well-known to be an excellent doctor.

Dr Matauranga has established that the females are clones, and that someone from Tech-World has meddled with their appearance, agility and visual cortex; he recognises the handiwork of a former rival. The crew immediately jump to the conclusion that they are sleeper assassins, but before they can act on this Rex and Mazun arrive with a gutted aslan for the good Doctor to repair. Naturally, the Doctor shoots him full of truth drugs as well as antibiotics, and Mazun charms him into revealing that he is indeed a member of the Rea’a Hrilkhir crime syndicate, and now also a member of Clan Weseah. It seems obvious that the isolated and impoverished rural clan has taken the deal the Prince refused. Putting together the clues they have so far, it also seems the syndicate has paid Tech-World to generate attractive clone females and is using Clan Weseah as a toehold, marrying the females off to gradually higher and higher-status clans to gain land, power and influence; an aslan version of money-laundering.

Dr Matauranga - who is now growing catgirl clones in the ship's expanded medical bay - wants to make the visual cortex changes to the next batch to see what they do, suspecting some kind of hypnotic gaze, but there isn't time. Reluctantly, therefore, he oversees Mazun and Vila in hacking the register of births, marriages and deaths, maintained to ensure correct inheritance of land; it turns out that the females all appear fully grown and marry quickly, but that their integration into aslan society is facilitated by Bridget Harris and her Port Authority contacts. Dr Matauranga suspects, but cannot prove, that Harris is associated with the Psionics Institute, so the crew decides not to tug on this particular thread as it may result in biting off more than they can chew.

They present their findings to Elehasei and ask what she wants to achieve. She asks that they break up the romance and take down the conspiracy; any other outcome besmirches the Prince's honour, and by association that of his clan and hers, as either he was taken in (and therefore incompetent) or complicit in covering it up (and therefore dishonourable). The first part is easy; no formal promises have been exchanged, so the Prince just dumps his new girlfriend, not without regret as she is rather pretty, but the knowledge that she was deliberately and dishonourably designed to appeal to him rather takes the shine off things.

The crew next ponders how to end the conspiracy without dragging their own names or the clan's through the mire. Fortunately, Vila "knows a guy" in the Port Authority, so they present him the case which will make his career, with all evidence neatly tied up with a bow on top. Conscious of social niceties, and not wanting to spend the rest of his life duelling, this contact gives the various clans involved some warning, giving them time for damage limitation, before bringing the ceiling down on the Rea’a Hrilkhir.

Epilogue

Fast-forward a few weeks. The Iuwoiko dies and Hteleitoirl is installed as the new ko. He promotes his former boon companions to full clan membership as a reward for their many services.

Elehasei persuades her husband that the crew of the Macavity can best serve the clan by continuing to trade along the Aslan Route, and so they do.

Unknown to everyone else, Mazun continues to report back to his IISS handler on Cordan every time they get that far coreward.

GM Notes

This campaign has run its course now, but it was fun while it lasted. For the final session, I rolled a random adventure seed (number 96) from Stars Without Number, then tried to tie up as many loose ends as I could with it. Perhaps because of that, the group worked out fairly quickly what was going on and who was responsible, the problem was how to prove it and resolve the situation without causing social problems for themselves and their patrons.

31 March 2026

Books in March 2026

 


I've been (re)reading a lot of my roleplaying games of late, especially the solo ones, deciding which I'm going to play and which I'm not, as I grow ever more aware that my remaining playing time is limited.

I'm already playing Coriolis: The Great Dark in Dom's Flowers of Algorab campaign; I love the background, but the Year Zero Engine isn't going to displace any of my existing favourites. As mentioned recently, I'm also using FASER and the Italian version of Cepheus Engine offscreen; the former is an Italian equivalent of Mythic GM Emulator 2nd Edition and very nice, the latter is a straight translation of what is basically Mongoose Traveller 1st Edition with the serial numbers filed off.

Scarlet Heroes, Interstellar Overthruster and A Star for Queen Zoe shall go to the ball; the jury's still out on Four Against Darkness; and Cairn is going to find itself in a shallow grave in its own woods.

I also read some 'proper' books...

How Bad Are Bananas? by Mike Berners-Lee. This estimates the carbon-equivalent footprint (that's to say, including methane and other greenhouse gases) of everyday products and activities, allowing one to make informed choices. Quite a lot of it was not as I expected, for example bananas are actually pretty good compared to other foodstuffs, but key points are: eat seasonal local food, don't fly if you can help it, and make any manufactured product last as long as you can. I like the idea of the "five tonne lifestyle", in effect a personal carbon budget; I might work out what my footprint currently is.

Last Act in Palmyra by Lindsey Davis. This month's Falco, number 6 in the series, sees our hero and his long-suffering girlfriend Helena on an espionage mission which fails; they escape by joining a travelling theatre which is short-handed due to a recent murder, one they feel compelled to solve. The plot felt a little contrived in places, but the characters were well-drawn as usual, and the historical detail was delightful. I'd worked out the missing person subplot and the motive for the murder by about halfway through the book, but the identity of the murderer eluded me until the penultimate chapter.

Otherlands by Thomas Halliday. The palaeontology of the last half billion years, in reverse chronological order; I thought that was a strange choice at first, but it does allow the author to shift us gradually from more familiar lifeforms to ones less so. It's interesting how different the Earth has been in the past, and how that affected the niches available for life.

Scratch Monkey by Charles Stross. In the far future, all human star systems are connected by the Dreamtime, an AI-controlled "internet" exchanging messages at lightspeed. Interstellar travel is accomplished by sending consciousness as a large, complex message to be reincarnated in a cloned body. Everyone is routinely backed up into the Dreamtime, so death is merely an inconvenience. Sometimes worlds drop out of the Dreamtime for various reasons, and then teams of covert specialists are sent to find out why, and fix it. Our heroine is one such specialist, and gradually learns that all is not rosy in the garden. The book considers how such a society might work, what AI needs and the lengths it might go to to get it, and how AI might evolve, because evolution doesn't just stop at some arbitrary pinnacle. If you're upset by body horror or child abuse, you might want to give this one a miss.

I may need to stop reading non-fiction soon, though, for the same reason I gave up watching the news; it's just too depressing.

28 March 2026

Fringe Space: Three Months In

“The question for you to ask yourself is whether what you think you want to pursue will actually get you the happiness you think it will get you.” – Tony Hsieh

From the beginning, I intended to review this campaign after three months of play - a dozen episodes - to answer the questions I posed initially and some new ones that came up along the way, and decide what to do next.

Depending on the answers, my plan was to keep going, drop SWADE and revert to 5150, or abandon the game entirely and move on.

Here are my conclusions; YMMV.

Questions and Answers

Does "5150 for Savage Worlds" work well enough for long-term solo play?

Yes. It needed some tweaking, but I've always found that when I mash games up like this, I have to experiment to find what works and what doesn't; that's one of the main reasons I run solo games. The setting, NPCs and missions work well enough, and I think I have a good grasp of everything else I need. I'm happy I can run this indefinitely without any more significant tweaks or rulings.

One thing which is definitely faster and easier in 5150 is combat, but as you've seen I'm experimenting with various options from the SWADE Adventure Toolkit to come up with something that looks and feels similarly simple and straightforward. The Savage Goose recently suggested using the Fear rules for morale checks, triggered the first time an enemy is taken out or when the foes lose half their number (Extras) or half their Wounds (Wild Cards). I wish I'd thought of that; next time, Gadget, next time.

I'm tempted to introduce some edition of Traveller for starmaps, world statistics, and ships, but I'm reluctant to add another product set. In particular, one of the beauties of the 5150 universe is that - like many wargames - it doesn't need a starmap. Perhaps I should unbend far enough to bring back Interstellar Rebels; maybe I've let my loathing for the movies it emulates (Star Wars Episodes 7-9) blind me to the elements worth using.

Does it work well enough for group play?

I'm less certain about this. My usual players don't get on with on-the-fly emergent play; I could perhaps get around that by working up adventures in advance, much like the ones in the various 5150 No Limits products, or by recruiting new players. I'd have to try it out to be sure, and I already have the next two campaigns sketched out, which at least gives me time to prepare.

Should I adopt more of the SWADE SF Companion?

No. I simply don't need it for this campaign. I did try rebuilding Simon Makavan to avoid using the SFC Captain Edge, but it didn't feel like him anymore after that, and I like him as he is; the same applies to rebuilding him for 5150, it's possible but the resulting PC doesn't feel right. This is interesting as Arion, my previous solo SF character, was rebuilt in a new game engine every few months and always felt like the same guy.

Apart from that one Edge, I'm using the commlink (which could easily be replaced with a cellphone, that's all it is really). I spent many unhappy and unproductive hours trying to design the standard 5150 ships in SWADE, but failed every time; the two chief reasons for this are that Mods are different sizes depending on both the size of the ship's hull frame and the component you're installing, and that Superstructures are enormous, which is a shame as they are the obvious way to deal with 5150 ships' ability to reconfigure passenger cabins as cargo holds on the fly. I could have homebrewed some smaller version of superstructures I suppose, but in the end I gave up and reverted to the SWADE Adventure Toolkit for ship combat, so that I don't need to design ships at all.

Meanwhile, in my group game - the Aslan Route - one player eventually took an Edge from the SFC; the group also took a liking to the stun weapons and automatic shotguns, so the Companion is seeing some use.

Is it worth switching from Roll20 to Fantasy Grounds?

I experimented with this for about a month off-camera, and my conclusion is that for what I do, it's more effort than it's worth. Fantasy Grounds is more powerful, and includes some things that are paid extras in Roll20; but it has a steeper learning curve, especially for the GM, and works by shifting the GM's effort from the session itself into prep time - I'm going the other way.

Like my parallel experiments with AI, also off-camera, I discovered that it automates things I don't do anyway, so until I come up with a more relevant use case, there's no point.

Questions Arising During Play

Is the tail wagging the dog?

That's to say, have I become more invested in blogging than in actually playing the game? No, I don't think so; since 2008, blogging about my solo games has been at least as important to me as actually playing, and has added greatly to my enjoyment; that hasn't changed. If I stopped blogging about solo play, I think I'd probably stop playing shortly afterwards, and that's okay - it's a solo game, so I am uniquely qualified to say which elements matter to me, and how much.

How should I organise my game notes?

I experimented with Obsidian, but it takes up a lot of space for something that organises Markdown files; I don't have a gigabyte to spare on my travel laptop. I wound up with a word processor file containing the character (including planned advances), worlds, NPCs split by location, setting information, and house rules; at this point that's about six pages long. After experimenting with full-fat NPCs I restricted them to name, race, Rep, profession, weapon, and some notes; I'm now ignoring skills and attributes, which are not necessary for my purposes.

I have whole-heartedly adopted the Lonelog standard notation, though, as I find it genuinely helpful and it improves my enjoyment of the game. I did not see that coming, but there it is.

Is it time to move on from 5150?

Maybe; there are days I'm excited to roll more dice and push the story forward, and days when I just can't be bothered with it, but then that's true of most things.

My last few SF games have all faltered somewhat, regardless of rules, setting or characters, so maybe I should give them a rest for a while.

What Next?

I'm not sure whether I want to carry on with Simon and a 5150/SWADE mashup or not; I'll park them for the moment rather than taking any rash decisions I might need to roll back later. (This is not uncommon for me; I am easily bored, and tend to lose interest in something once I have fully understood it.)

The last few solo SF games have not delivered what I was looking for, and I'm still feeling burned out on my normal alternative, the zombie apocalypse; so let's take a short break to pause and reflect.

26 March 2026

Esperimento 10: I giovedì dei GDRS

"In sostanza, l'emulatore di game master aiuta i giocatori a gestire e guidare la fiction quando giocano in solitario o quando non hanno un master umano per condurre la partita." - Roberto Bisceglie, FASER

Recently I've come across a number of polyglots who recommend journaling in the language you're trying to learn; those who are especially gung-ho about this recommend reading it back to yourself aloud, marking up errors, and so on.

Now, I've tried journaling before and it doesn't work for me, but I do like solo roleplaying. So, I thought, what if I did that in Italian? If nothing else, it should give me some entertaining vocabulary. Maybe if I git gud I can join an Italian game online?

Once this idea struck I took stock and did a quick search of the net. I'm not ready to spend any serious money on this until I'm sure it'll work long-term, but I found I already had Italian rulebooks for Labyrinth Lord, Outgunned and SWADE. Itch.io has a range of free Italian products, including the GM emulator FASER (yoink!), and the Italian Translation Alliance works on translating games from English, including Cepheus Engine and White Box D&D (double yoink!).

I'm now playing a very slow-moving, pencil-and-paper SWADE/Cepheus Engine/FASER hybrid off-screen, and enjoying the linguistic challenge and the lack of pressure.

Currently, I don't intend to share my Italian solo play on the blog - for one thing, my lack of mastery of the subjunctive makes me sound embarrassingly uneducated in Italian - but I did want to share the idea in case it helps anyone else who's studying a language. The Italian resources are likely only useful for that language, but there's probably something similar for whatever interests you; I've seen original RPGs and translations in Chinese, French, German, Hebrew, Italian, Japanese, Polish, Russian, and Spanish, and I haven't really been looking.

GDRS? Giochi Di Ruolo Solitario, o in inglese "Solo RPGs".

In bocca al lupo, ragazzi!

24 March 2026

Aslan Route 38: Herzenslust

Previously, on the Aslan Route... The Macavity is headed for Herzenslust to recover backup copies of the lost data cores from the Perfect Stranger.

Sturgeon’s Law, 1109 Week 22

Sturgeon’s Law is closed for business; both ships are refused landing permission and warned off on pain of being shot down. No reasons are given. Consequently, they need to refuel at the gas giant; normally this is uncomfortable but not especially dangerous, however during the first skimming run they get an alert for a sensor lock-on, shortly followed by a two-missile strike. Vila dodges the missiles by the skin of his teeth, then backtracks them to a launch position which Kharrash and Rex obliterate with the lasers of both ships. Reasoning that any resources must be spread thinly to cover a whole gas giant, the two vessels rapidly conduct wilderness refuelling and jump out again, heading to Herzenslust via Elysee.

Herzenslust, 1109 Week 26

Upon arriving at Herzenslust, sensor scans show a force of gunships defending the world, operating out of a space station built from a decommissioned freighter.

The economic and industrial heart of Herzenslust is its capital city, which enjoys greater technological and social sophistication than the rest of the world. The capital has its own Class C starport but this is off-limits to all vessels other than those coming from New Colchis. Everyone else, including the Macavity and the Perfect Stranger, must make do with a rudimentary port over a hundred kilometres away.

The bonded warehouse is part of a starship graveyard at the main port, which turns out to be a fenced compound owned and operated by a company called WrekYard. WrekYard charges a Cr 10 fee to enter the yard, mainly to deter gawkers and idiots who want to climb around the starships, and has a make-an-offer policy on components extracted from the wrecks.

A bored-looking WrekYard employee checks the team's (forged) papers, points out a few details they got wrong, and lets them into the bonded warehouse anyway after they slip him a few Credits to 'correct their papers'. The warehouse appears to have a storage system based on stuffing things in as they arrive with no attempt to sort them and a hashing algorithm of gravity, so it takes some time to find the data cores and extricate them from under a pile of more recently-delivered detritus. They are in fairly good shape, considering.

The employee wanders off to the warehouse office, apparently so that he won’t get roped into helping load up the data cores. While Dr Matauranga, the designated bureaucrat, goes up with him to sort out the paperwork, and Vila stands watch with his stun pistol at the ready, Rex and Mazun get the cores loaded and tied down. Just as they’re finishing this, Vila points out a bunch of local thugs approaching, and the captain and the vargr go out to reason with them.

Mazun explains that the team are a hardened trader crew, the thugs are not really a threat but they could be a nuisance, and he is prepared to buy them off if the price is reasonable. The thugs’ leader says they have been promised money to beat the crew up and kidnap a couple of them, but cash in hand beats promises that could be reneged upon. A price is agreed, and Mazun proposes that they escort him and Rex to the handover – if they play their cards right, they could get paid twice. So it is that he and Rex are led to a sleazy motel on the outskirts of town and handed over to a pair of armed offworlders, while Dr Mataurange and Vila follow in the air/raft.

The thugs are paid off and disappear; Mazun and Rex are dragged into a motel room; and Vila stealthily sneaks up to lurk outside the room in case the two inside need help.

“Who are you people?” one wants to know. “And what the hell are you up to?”

Mazun trots out the usual story, he is repossessing the Perfect Stranger for non-payment of mortgage and has no knowledge of what it might have been doing beforehand, or why.

“This is above our pay grade,” the other offworlder says. “Let’s hand them off to head office.”

Before that goes any further, Rex pops his surgically-implanted forearm claws and lays about him. Those watching on his bodycam from outside see nothing but fountains of blood; it’s over in seconds, one captor down and bleeding out, the other sliced and diced beyond repair even by Dr Matauranga.

While Mazun shoves Rex into the shower cubicle to hose off the worst of the gore, Dr Matauranga stabilises one of the offworlders and he and Vila bundle the man into the air/raft. The other two emerge dripping wet, but at least not bright red, and everyone makes their way back to the ships and lifts off as soon as practical.

Fast Travel, 1109 Weeks 27-51

The two ships return to Zuflucht via Elysee and the Serendip Belt. The captive is unable to hold out against Dr Matauranga’s wide range of illegal drugs, and reveals that his boss told him to impede the Perfect Stranger’s new crew and if possible capture them for interrogation. He thinks he is working for Neubayern intelligence, but Mazun theorises that whoever recruited him would have told him he was working for whoever he most sympathised with, so that doesn’t necessarily make it true.

Considering all the clues the team has to hand, however, the most likely explanation is that Neubayern noticed the Perfect Stranger nosing around, assumed it was working for one of the other factions in the Cluster, and put a stop to it.

The team return to a heroes’ welcome at Zuflucht, and are paid the agreed amount and carried as cargo aboard an outbound Imperial ship back to the Imperium at Cerebin, from where it is only a couple of jumps back to the Aslan Route. Vila’s friend comes with them as far as Cerebin – the whole team are Persons Of Interest to Neubayern intelligence now, which could cause trouble for anyone who stays – then leaves the company. Dr Matauranga busies himself during the trip conducting the kind of experiments on his captive that led to so many disagreements with the Ethics Committee in his former career.

Tyokh, 1109 Week 52

The Macavity arrives at the Clan Iuwoi landhold on Tyokh to find it in turmoil. The clan are all delighted to see the ship and crew back safely, but the head of the clan is at death’s door and Prince Hteleitoirl has taken up with a new female who looks set to become his second wife; while polygamy is the norm among aslan, Elehasei is not impressed with her proposed co-wife and asks to meet with the legally female crew members, Dr Matauranga and Vila, while the males pay their respects to the Prince and his father.

To be continued...

GM Notes

Thus ends Great Rift Adventure 1: Islands in the Rift. I could probably have got another couple of sessions out of it, but this is a group that prefers to avoid interstellar trade and combat - the PCs are deeply involved in trading, but that doesn't mean the players have to be. Traveller is a slice-of-life game where you immerse yourself in the detail of the PCs' lives, but we are not a group that plays that way, and consequently skip through scenarios at a brisk pace.

Rex's player loves fights, and thus has invested the thick end of 20 Advances in becoming the ultimate melee combatant; paradoxically, this means that if he ever does get into a fight, it ends in one or two combat rounds, so the better Rex gets at melee, the less session time we spend on it.

This session brings us to the PCs' fourth Legendary Advance, and it feels like the campaign will wrap up in the next one or two sessions.

The Final Form

 "But denunciatory rhetoric is so much easier and cheaper than good works, and proves a popular temptation. Yet is it far better to lig...