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Tales of the Neophyte Travellers: A Blog

Yep. Yet another Blog. But I figured that if I couldn't get somebody from these parts interested, I should hang it up. I'll let the sub-title of the subject blog state my case, "A blog documenting my first ever attempt to run a Traveller RPG campaign... for my wife... who doesn't game"

So there you have it. I'm a seasoned RPG'er but this will be my first stab at Traveller. My wife... well, she likes space provided Nathan Fillion is somehow involved. Maybe together we'll offer a new perspective. Maybe you'll just get a kick out of our struggling and bickering. Why not give it a shot?

http://totnt.blogspot.com/
 
Well one thing to remember that Traveller is an entirely different animal to D&D. Mortality is much higher so solving problems with violence will result in a lot of characters being rolled up. Another thing is when it is run right it is more the GM is trying to nudge the players in the right direction while the players are trying to make their own destiny. Have starship will travel. Firefly is very much part of what Traveller is all about a group that tries to carve their own way into the ways of space. Good luck.
 
Another thing is when it is run right it is more the GM is trying to nudge the players in the right direction while the players are trying to make their own destiny. Have starship will travel.

Actually, I rather prefer letting the characters drive the game. Whether or not I'm running it, things are so much more fun and story like when players are hooked into achieving their character's goals.

L
 
Actually, I rather prefer letting the characters drive the game. Whether or not I'm running it, things are so much more fun and story like when players are hooked into achieving their character's goals.
L

I agree 100%.
My players will tell you that I have only done one thing to them in the way of control...well...ok, two (muhahahaha)...
First, three of them are charactes that earned titles in a previous campaign. BUT, those titles are unconfirmed until they make their way to Regina, Rhylanor and Mora to meet with Norris, Leonard and Delphine. Add to that the fact that I do use the DGP struggle between Delphine and Norris and you get the idea that the trip alone can be.."entertaining".

The topping, if you will, is the "rough around the edges" attitude the players have. This resulted in my 'educational program'. When They made Regina, they did not measure up to what Duke Norris(IMUT it is 1112 and Norris is not yet an Arch-Duke) and his people expect of nobility. As a result, their "quest" is to announce on entering every Imperial system they arrive in that they are there to help. They must achieve some mission to help the local nobility or Imperial government before they can move on...hehehehehe. Norris' ultimate approval of their confirmation hinges on the reports he gets and they know it.

Beyond that, they are fre to act. They can look at all the issues in each given star system and decide how they will help, as well as what independant actions they will take on their own behalf...


Marc
 
I'm liking this.

Agreed! Thanks for dropping a note here James Clark. Welcome aboard! :D

...three of (the characters in the game) earned titles in a previous campaign. BUT, those titles are unconfirmed until they make their way to Regina, Rhylanor and Mora to meet with Norris, Leonard and Delphine.

The topping, if you will, is the "rough around the edges" attitude the players have. This resulted in my 'educational program'...

That is a brilliant bit of refereeing! Genius! I am inspired with a fresh insight into campaign building variations. I can hear the wheels turning in my head ...they need some oiling ;)
 
Actually, I rather prefer letting the characters drive the game. Whether or not I'm running it, things are so much more fun and story like when players are hooked into achieving their character's goals.

L

Agreed. I'm in charge of the world, and they're in charge of their characters. The magic happens in that intersecting area. All of my best sessions, no matter the RPG system, have been when we've stuck to those rules.

I've actually been reading through quite a few Classic Traveller adventures getting ready for the campaign... especially the double adventures. You can tell these were either designed for tournament play or inspired by modules designed for tournament play in the contrived set-ups and referee railroading. Cool adventures, but the whole "... you're stuck on this planet and need to take this job or esle you'll never repair your lanthanum coils..." lead in would drive me nuts as a player.
 
Well one thing to remember that Traveller is an entirely different animal to D&D. Mortality is much higher so solving problems with violence will result in a lot of characters being rolled up. Another thing is when it is run right it is more the GM is trying to nudge the players in the right direction while the players are trying to make their own destiny. Have starship will travel. Firefly is very much part of what Traveller is all about a group that tries to carve their own way into the ways of space. Good luck.

Thanks Mandarin. I'm getting that impression re: mortality and problem solving. The good news is, my wife is the kind of D&D player that'll spend a whole night sneaking around a dungeon rather than trying to fight anything and then try to talk to the goblins when she's finally cornered... that's actually what led me to Traveller. I think we're both really going to enjoy it and I look forward to sharing our experiences on the blog.
 
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