Amber Zone - A Box of Handwavium
Last Updated
2 August
2007.
------------------------------
2007 #235
Message: 13
Date: Tue, 31 Jul 2007 00:27:09 +0100
From: Jim
Subject: Re: [TML] Pseudo Science Question
To: The Traveller Mailing List
Anthony Jackson wrote:
> The usual. Perpetual motion machines, free energy, violations of
> conservation of energy and momentum, etc. Really nothing different from
> a normal reactionless drive.
Garry Ward wrote:
> Every can of handwavium IS a can of worms; the only issue is whether you've
> gotten sufficient hooks ready for the worms once you've opened the can.
>
> Garry
>
Why does this make me think of strange cargos ?
The Handwavium incident (an adventure seed for the crew of a small
starship).
The characters are approached by a group of scientists who urgently need
to transport some experimental equipment to a nearby system (they say
are taking it to a well-known research facility to give a
demonstration). It comprises several trunk sized cases (which they will
open if asked - all contain recognisable scientific equipment and tools)
and one large sealed container. The container has its own power source
and, behind an obvious locked panel (which the team leader will open if
they ask to look), a display showing a set of complex readouts (the
container and display are standard equipment, but the characters can
make no sense of the readouts). This apparently contains delicate
samples in powered containment. The have all the right credentials and a
letter of reference from a senior regional noble, who unfortunately
isn't in system to help them out (although the starport authorities can
verify they are who they say they are). These are clearly NOT
terrorists, criminals, pirates (if such people exist ;-) or any other
kind of ne'er-do-well. They require access to the cargo en route. They
are offering a good sum (whatever seems reasonable for the campaign) to
take the equipment and some (or all if there is room on the ship) of the
team to their destination. If pushed, they will increase it to a large
sum, since they say that they cannot find a regular shipper who can
accommodate them in time.
1. Everything is as represented. The equipment is harmless. The trip
passes without incident. The team think they are on to something
groundbreaking (although anything useful is years away, even if it pans
out) and will talk about it happily. Unfortunately, none of the
characters understand sufficient maths/physics to follow the
explanations properly. The referee may talk about the anticipated
consequences of and handwaved explanations of how they might 'get around
them'. The players get a science lesson while the tension builds and
they wait for something to go wrong.
2. As above, but the scientists are very reticent and will not talk
about the cargo unless pressed. They do however check the cargo at
regular intervals and look anxious during the whole of the jump. In this
case, once the scientists start talking, it turns out that they have (or
think they have) a region of altered physics in the main container,
which may be seriously dangerous if mishandled. Make sure they point out
that trying to jettison the cargo WOULD constitute mishandling if
necessary. They approached the characters because none of the regular
shippers would take them.
3. As 2 above, but when they get to their destination, the starport
authorities will not let them land if they find out what they are
carrying. Resolve this as necessary.
4. Apparently as 2 above, except one of the team will be very garrulous
once the news is out and will talk to the characters at every
opportunity ('It's a relief to be able to talk actually'). They will try
to reassure the characters whilst actually making the situation sound
worse and worse ('The chance that it'll cause a phase shift in the
vacuum state and release zero-point energy exponentially is really very
small.'). The readouts start worrying the team more and more, near the
end of the trip there will be fault in the container's power source,
requiring the characters to rig up a power supply to it, then, as soon
as the ship docks, the scientists abandon ship onto the dock. The
players are left to deal with the cargo, which will sound an alarm,
start venting some kind of coolant, whatever seems appropriate, then
suddenly pop open to reveal a large display showing the host of the
local equivalent of 'Candid Camera' or 'You've Been Framed'. The team
have filmed EVERYTHING from the first approach and will edit it to make
the most amusing programme (read: make the characters look as bad as
possible). The contract for the trip included a release for the footage
in the (very small) print.
5. As 2 above, except that the worst happens. The equipment goes
critical during the trip and the ship experiences several hours of
altered physics. Work out the real side effects of your favourite SF
handwave and inflict them on the characters. If they are going to be
fatal, localise them to some parts of the ship so the players can see
the results without experiencing them and/or, in the best traditions of
sf, inflict them on handy NPCs (maybe some of the science team). After a
few hours the effect breaks down and normality restores itself.
6. As 5 above, except the effect is permanent and propogates across the
campaign area at whatever speed seems dramatically appropriate. Explain
to the players how the universe now works - or let them work it out for
themselves. ;-)
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