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Pale Mercy Group | Slow Stars | Long-Form Frontier Sandbox
Build a crew, earn a reputation, and survive the harsh frontier of the Trojan Reach where profit, loyalty, and survival collide.
$25.00
/ Session
Details
4 players following this game
Weekly / Sunday - 6:00 PM UTC
Aug 2 / Session 9
Session Duration / 1–2 hours
4 / 5 Seats Filled
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Schedule
About the adventure
Set in the harsh frontier of the Traveller Trojan Reach, this campaign follows a crew of independent spacers trying to build a livelihood one contract at a time in a region where survival is never guaranteed and every decision matters. This is a grounded, consequence-driven sci-fi campaign focused on: >Crew dynamics >Frontier survival >Problem solving >Reputation >Economics >Player agency The Reach is a dangerous and isolated region of space where information travels slower than starships, worlds are separated by weeks of travel, and help is often very far away. Small crews survive by taking work where they can find it: escort contracts, freight runs, salvage operations, rescue missions, security jobs, and sometimes work for people whose motives are not entirely clear. The campaign begins with relatively straightforward contracts designed to establish the crew, their relationships, and their reputation. Over time, the players will become entangled in larger events involving failing stations, struggling frontier communities, corporate interests, criminal opportunists, and the difficult realities of life at the edge of civilisation. This is not a heroic power fantasy where characters become unstoppable superheroes. Traveller characters are capable professionals, but they remain vulnerable to bad decisions, hostile environments, legal trouble, financial pressure, and the consequences of their own actions. Violence exists and may sometimes be necessary, but many problems are better solved through planning, negotiation, engineering, social skill, or simply knowing when to walk away. Actions have logical consequences based on what actually happens and what the game world can reasonably know >not arbitrary GM punishment or omniscient NPCs< Players can expect: >A living, reactive setting, >Meaningful choices, >Realistic faction behaviour, >Ship operations and frontier economics, >Opportunities for trade, salvage, exploration, and investigation, >A strong emphasis on player-driven goals. The tone aims for grounded science-fiction adventure with a mix of tension, dark humour, human drama, and occasional moral ambiguity. Inspiration includes classic Traveller frontier adventures, slow-burn sci-fi, and stories about ordinary people navigating extraordinary circumstances far from the safety of the core worlds. Whether your crew become respected operators, opportunistic profiteers, principled idealists, or something in between will depend entirely on the choices you make along the way.
Game style
Roleplay Heavy
Sandbox / Open World
Tactical / Crunchy
Game themes
Meet the Game Master
About me
I have been a tabletop wargamer and roleplayer since childhood, giving me decades of experience across a wide range of systems, settings, and styles of play. Even so, I still actively study the craft of GMing and game design in order to continue improving my games. I am a former British Army serviceman, and that background has given me a strong appreciation for grounded settings, believable stakes, and systems where preparation, teamwork, and decision-making matter. Games such as Twilight: 2000, Cyberpunk RED, Traveller, and Pathfinder 2E naturally appeal to me for those reasons. Whatever the genre, I enjoy campaigns with immersive worlds, meaningful choices, strong player agency, and stories that emerge naturally through play.
View Profile →Character creation
Creating your character
No prior Traveller experience is required. Full support will be provided during Session Zero, character creation and beyond. This campaign uses a refined version of the standard Mongoose Traveller 2E character generation system designed to create capable, believable frontier professionals without turning characters into superheroes. Background, upbringing and education all play a meaningful role during character creation, helping shape who your Traveller is and where they come from within the Trojan Reach. The system encourages broad competence, strong roleplay hooks and cohesive crews while avoiding excessive optimisation and narrow hyper-specialisation. Key changes include: >Expanded background generation. >Frontier-themed upbringing and education options. >A limited Luck system. >Skill cap of 3 during character generation to encourage broader competence rather than extreme specialisation. Excess skill gains are reallocated, not lost. >Greater emphasis on broad competency, identity and lived experience. Characters begin play capable and experienced, but the campaign remains grounded, dangerous and consequence-driven.
What to expect
Preparing for the session
Players will require a Discord account for voice communication, campaign coordination and session announcements, alongside a modern web browser for access to the self-hosted Foundry VTT. Chrome or Firefox are recommended for best compatibility and performance. A stable internet connection and a working microphone are required. Webcam use is strongly preferred for all players. In my experience, face-to-face interaction greatly improves communication, roleplay, group cohesion and overall immersion, particularly in a long-form character-driven campaign such as this one. I generally prefer either a fully video-enabled table or a fully voice-only table so that all players are engaging on equal footing. Preparation before Session Zero is minimal. >Join the Discord server. >Ensure your microphone and browser are functioning correctly. >Consider the sort of character and role within the crew you may wish to play. >Read any campaign materials or setting information provided beforehand. No prior Traveller experience is required. Full support will be provided during Session Zero, character creation and beyond. Session Zero will include: >Character creation. >Campaign briefing and tone discussion. >Rule introduction for new players. >Foundry VTT onboarding and guidance. >Group expectations and crew integration.
What GM Auger brings to the table
My GMing style focuses on grounded, immersive and character-driven science fiction where player choices matter and consequences emerge naturally from the actions taken by the group. I aim to create believable worlds populated by believable people, where the setting reacts dynamically to player decisions rather than forcing events toward predetermined outcomes. Slow Stars is an open-ended frontier sandbox. Players are free to pursue contracts, exploration, trade, salvage, diplomacy, investigation, personal ambitions or entirely self-directed goals. The campaign is designed to evolve around the crew and the choices they make over time. Roleplay, atmosphere and group cohesion are all important elements of my games. I make regular use of ambient music, visual aids, maps, handouts and character-driven NPC interaction to help create an immersive long-form experience. While I do use character voices and vocal variation where appropriate, my primary focus is believable personalities, motivations and interactions rather than theatrical performance. The tone of the campaign is grounded and consequence-driven. Characters are competent professionals operating on the edge of civilisation, not invulnerable action heroes. Dangerous situations, poor decisions and escalating complications can carry meaningful consequences, but success, careful planning and intelligent problem solving are equally rewarding. I strongly believe that consequences should feel earned rather than arbitrary. The world will react realistically to player actions, both positively and negatively, but the purpose is never to “beat” the players or force failure. Player agency and meaningful choice are central to the campaign. Rules will generally be run close to Rules As Written where practical, but common sense, pacing and the needs of the table will always be considered. I value consistency, fairness and immersion far more than rules-lawyering or adversarial GMing. Players can expect: >A welcoming environment for both new and experienced Traveller players. >Strong emphasis on teamwork and crew dynamics. >Open-ended problem solving and player agency. >Grounded long-form storytelling and worldbuilding. >Professional session preparation and campaign continuity. >A balance of roleplay, exploration, tension and occasional tactical combat. >Support and guidance for newer players throughout the campaign.
Homebrew rules
This campaign uses a small number of carefully considered homebrew rules and refinements intended to support grounded long-form frontier play without dramatically altering the core Traveller experience. The largest changes relate to character generation and crew identity rather than major mechanical overhauls. Key changes include: >Refined background, upbringing and education systems during character generation. >Skill cap of 3 during character generation to encourage broader competence over extreme specialisation. >A limited Luck system designed to represent instinct, resilience and narrow margins under pressure. >Expanded emphasis on background identity, lived experience and social origin. >Morale and psychological pressure are sometimes reflected through roleplay guidance and narrative prompts rather than strict mechanical penalties. >Consequences and world reactions are generally simulationist and persistent rather than encounter-balanced or plot-protected. Rules will otherwise remain reasonably close to standard Traveller play, with rulings prioritising consistency, fairness, pacing and immersion.
Equipment needed to play
Internet
Computer
Microphone
Webcam
Platforms used
Safety
How GM Auger creates a safe table
Player comfort, mutual respect and open communication are important at my table. I strongly believe that healthy groups function best when players engage with one another maturely, communicate honestly and exercise good judgement toward their fellow players. Session Zero will include discussion of campaign tone, expectations and player comfort so that everyone begins the campaign with a shared understanding of the type of game being played. I generally favour common sense, self-awareness and respectful communication over overly formalised safety procedures, but player wellbeing will always be taken seriously. If issues arise during play, they will be addressed calmly, fairly and directly. Slow Stars is a grounded, consequence-driven science fiction campaign and difficult themes, tension and danger may occasionally arise naturally through the setting and narrative. However, the goal is always collaborative storytelling, engaging roleplay and an enjoyable long-form experience for everyone at the table. Players can expect: >Respectful and welcoming table culture. >Open communication between players and GM. >Clear campaign tone and expectations. >A non-adversarial GMing style. >Reasonable flexibility and understanding where needed. >Prompt intervention if behaviour becomes disruptive or harmful to the group experience.
Content warnings
Safety tools used
