I recently ran a campaign through 3058 that included the module Living Legends. My personal mercenary unit had already accepted a contract to work for the Draconis Combine in anti-Clan efforts in the vicinity where the Manassas appeared. I did a little research and found this adventure was slated for that area and time frame. I bought it, and ran it with some modifications.
For those who may not be aware, this book chronicles a WarShip, the Manassas, from the original Kerensky fleet with an experimental modified jump engine that can jump an extra ten light years. It misjumps and leaps forward in time almost 300 years, into 3058. By the end of the adventure, this wonder of technology is destroyed.
One of the main concerns many have with Living Legends is that the time-travel component just doesn’t have the ring of the authentic BattleTech universe. One of the things I love about it is the feel of the universe. We are all alone out here. And things like time travel aren’t normally possible. And yet here we find a pristine ship from the Star League Defense Force on the backdoor.
Obviously, this adventure opens up other questions. Can a ship misjump backwards in time? Can the 40 light-year K-F drive be replicated? Can other misjumps from history be scheduled to arrive any moment?
What do you do with Living Legends? Do you run it? Do you modify it? Does it exist in your personal BattleTech campaigns and universe?
I guess it’s similar to the novel Far Country, where a misjump sends folks to a planet far away from humanity that has intelligent birdlike aliens running around. Do you add alien life to your campaigns? What about misjumps so far away as to be beyond known space entirely? Do you use the planet of Kaetetôã in your campaign?
It seems like we have similar questions. To what degree do these examples of out-of-flavor aspects of BattleTech populate your own universe? Do you use them for inspiration? Pretend they never happened? Modify them somewhere? What do you do with them?