I don't exactly remember when it all started to change, when each starport looked a little more rundown than the last, when starships became fewer and further between. It was sometime after 1120.
Now starports are in tatters and starmercs are in demand when you can trust em. Still, you need the escort,cause theres no shortage of pirates or stat-sanctioned privateers.
Some of those worlds are dying, running out of everything including air. But that doesn't stop the natives from going after what they need at any cost. Everything from ammunition to immunoboosters is in short supply. You use whatever you can get your hands on and some of the stuff is pretty old-fashioned or downright weird.
Me? I'm a survivor. I've gotten used to the whole sorry mess. But I guess it's true when they say we'¢re living in
Inevitably, aftermaths are no long than the wares that cause them. And the War of the Rebellion is no exception.
Hard Times provides both referees and players with a detailed look at the post-Rebellion Imperium and the new challengers that they can expect to face in it. However, Hard Times is more than a sourcebook. It integrates adventures with resource materials in order to provide complete support for roleplaying in the postwar Imperium.
As part of that complete support, Hard Times offers:
- Practical and easy-to-use guidelines for creating new adventures within the environments of the post-Rebellious Imperiim.
- 10 well-detailed, sample adventure for use in these new environments, plus several brief adventure outlines all of which serve as examples of these new environments and how to create them.
- A flexible adventure interface design which allows you to us each of the adventures as part of a complete campaign or by itself.
- Additions to the UCP design sequence, special post-war industries, a unique collection of implements and opponents and more.
The war may be ending, but there are Hard Times ahead.
There's a wealth of information about MegaTraveller in the DTRPG Guide to MegaTraveller (free download).