A group of galactic super spies travel the known universe, using a manipulation of ‘dark energy’ to enable faster than light travel. Follow them on their travels as they discover strange races on even stranger worlds in the year 2178 when you step on to the ship of GM Optimusnorm and his team, in their Traveller campaign, “Mass Effect: Spectre’s Angels“.

First off, feel free to tell us about the person behind the GM screen. Where are you from? What do you do aside from gaming? Alter Egos? Life partners? Family? Where can we interact with you on the internet?
I’m a Brit living in Dubai, UAE, where I work as an Investment Advisor, helping clients around the world manage and grow their wealth—whether through stocks, property, fine art, wine, or whisky. Outside of work, I’m a husband, father to two children, and a passionate gamer. I also enjoy camping and socialising, especially connecting with like-minded people. I’m proud to be a co-founder of the Gulf Roleplaying Community, a group we created to bring together roleplayers across the Arabian Gulf and the Middle East, offering a space for enthusiasts to connect and share their love for rolling dice around the table. I have been roleplaying since the late 1980s – I think my first RPG was Warhammer Fantasy RPG second edition.
You are running a Traveller space scenario, but before we get into further details, please explain in a nutshell the “Mass Effect”. What is it? What is its significance to the campaign?
“Mass Effect is a military science fiction franchise, best known for its critically acclaimed video game series. In the game’s universe, the term ‘Mass Effect’ refers to a scientific phenomenon based on the manipulation of a universal force called ‘dark energy.’ This technology underpins the series’ interstellar civilisation, enabling faster-than-light (FTL) travel, advanced weaponry, and biotic powers.
My campaign is a Mongoose Traveller 2nd Ed conversion set in this, universe, combining the franchise’s lore with the unique Traveller system, which is really the granddaddy of sci-fi RPGs
How long has your campaign been running and what made you choose Traveller as your gaming system?
The campaign ran for just over a year and is currently on hiatus while we explore other sci-fi projects (I am definitely more of a sci-fi than fantasy fan). Traveller was always my first choice for this setting because of its excellent character creation system, simple and flexible mechanics, and the inspiration I drew from other gamers who had successfully adapted a previous version of Traveller to the Mass Effect universe.

Your WIKI starts out by detailing Mongoose 2nd Edition Rules Conversions. How much work did this involve and what tips would you give to those enterprising GameMasters on Obsidian Portal who might be thinking of converting a Rule System to meet their personal needs.
This project has been a significant undertaking, but much of the groundwork was laid by fellow Obsidian Portal user Jacobkosh, who ran a Mass Effect Traveller conversion about a decade ago and generously shared his notes with me. I adapted those notes to the Mongoose Publishing 2nd Edition rules, and as a group, we’ve been tweaking, adding, and refining elements throughout the campaign. It’s truly been a labour of love. For anyone looking to attempt something similar, I’d recommend starting with the core rules and finding an understanding group of players who are willing to collaborate and help the game evolve through actual play.
You currently seem to have three active players listed. It is presumed they form the basis of the group, “Spectre’s Angels”. Tell us about this group and their place in the universe. And what about the people who play the characters? How often do you meet and how do you all interact?
Living in Dubai means we have a REALLY diverse group of players. Our current roster includes another Brit, his Lebanese wife, and a Russian. We also had a Filipino gent with us but he had to move away and couldn’t make sessions anymore. The transient nature of expat life often means people move on when they change jobs or relocate. As I only game in-person this means we sometimes gain and lose players.
The concept behind ‘Spectre’s Angels’ was inspired by the Spectres in the Mass Effect universe—elite agents with broad authority, akin to super spies. In our campaign, the group operates under a Spectre, much like Charlie’s Angels (hence we called it Spectre’s Angels!). The PCs themselves are a disparate crew with individual agendas but share a common goal: to pay off the debts on their ship and ultimately gain full independence.
We played every two weeks on average but again, the nature of expat life meant people go home for the summer, travel for work, head back for Christmas holidays etc so sometimes a month or more would go by between sessions.

How much of your gaming time is spent on space travel as opposed to action on various worlds? Feel free to give us a brief overview of the type of scenario your characters could normally expect during your campaign.
Space travel is usually quick in our games, unless the adventure itself takes place on a ship en route to somewhere. Most of the time, it’s about getting to a world, space station, or other location and jumping straight into the action. We tend to enjoy a mix of 50-75% investigation and interaction, with 25-50% combat.
One session turned into an epic bar crawl across a massive space station as the group hunted for a missing person, discovering weird cocktails and shady establishments along the way! Some sessions focus more on combat, but overall, the group isn’t too combat-heavy.
Did you build the Campaign yourself? While building your campaign, what tools did you find useful? Do any of your players get involved in the Campaign design?
I always build my campaigns from scratch, starting with a session zero where the players come together to create their characters. This gives them a chance to develop interlinked agendas and backstories, which I then use as inspiration and fuel for shaping the campaign. It’s a great way to make sure the story feels connected to the characters and their goals. I don’t really use any specific tools except Obsidian Portal and my digital notes.

Without divulging any major plots, what is your plan for the future of Spectre’s Angels?
The game ran just before the events of the Mass Effect 1 PC game. The future will likely be in parallel to the events of that first game, bringing in themes and plots that relate to the main story.
Having been a member of Obsidian Portal for over ten years, what would you say are the most useful benefits for you as both a Campaign Designer and as a person running a campaign?
Having one central place for both me and the players to refer to is invaluable. With the expat lifestyle sometimes causing long gaps between sessions, it’s great to have everything in one spot to refresh our memories and keep building on the campaign whenever we’re ready.
For me as a GM, it’s also a great way to gauge player engagement. Those who aren’t really into the game tend not to update their characters and get involved in the Portal, which helps me figure out if we’re a good fit to keep gaming together.
Are there any specific adventures you have had that stand out in your memory as being particularly fun for you and your players? Feel free to add any pictures or links.
We really had fun with a Casino heist scenario where the PCs managed to stumble through every step and succeed in the least subtle way imaginable! There’s been a number of ‘bumbling successes’ around the galaxy – often in clubs and bars!
Okay, as a last question, we always ask for the GM’s “pearls of wisdom”. What GM insights can you offer the community this month?
At its heart, gaming is all about the people. Every gamer is different, and as GMs and players, we all bring our own expectations and standards to the table. One of the most important lessons I’ve learned is that having the right group makes all the difference. A group with committed people who are truly present can thrive even with an unfamiliar system or an improvised adventure, while a mismatched group will struggle—even with the perfect story and a deep understanding of the rules.
Focus on building a group that clicks, and the rest will fall into place.
Thank you to the community for making this campaign of the month possible! That’s all for now, join us on our next adventure February 2nd, and don’t forget to nominate your favorite campaigns for our next Campaign of the Month!


