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[Actual Play] Voyage of the Vulture

Originally posted by Christopher:
Great read! Please keep posting!
Das wuerde ich gerne machen, wenn nur meine Spieler regelmaessig anwesend waeren.

My players keep not showing up, I can't run the game. Aergerlich.

When there's more, you will definitely read it here.
 
Originally posted by Christopher:
Great read! Please keep posting!
Das wuerde ich gerne machen, wenn nur meine Spieler regelmaessig anwesend waeren.

My players keep not showing up, I can't run the game. Aergerlich.

When there's more, you will definitely read it here.
 
Originally posted by Random Goblin:
Das wuerde ich gerne machen, wenn nur meine Spieler regelmaessig anwesend waeren.

My players keep not showing up, I can't run the game. Aergerlich.

When there's more, you will definitely read it here.
Perfect German.


I love reading how other GM's adventures develop. (especially to get an idea how to run my own games) I don't have that much experience refereeing. And most of the games I've run so far were Fantasy-RPGs. Now, Traveller is something entirely different. Much more challenging for the GM, IMO.
 
Originally posted by Random Goblin:
Das wuerde ich gerne machen, wenn nur meine Spieler regelmaessig anwesend waeren.

My players keep not showing up, I can't run the game. Aergerlich.

When there's more, you will definitely read it here.
Perfect German.


I love reading how other GM's adventures develop. (especially to get an idea how to run my own games) I don't have that much experience refereeing. And most of the games I've run so far were Fantasy-RPGs. Now, Traveller is something entirely different. Much more challenging for the GM, IMO.
 
Originally posted by Christopher: Perfect German.


I love reading how other GM's adventures develop. (especially to get an idea how to run my own games) I don't have that much experience refereeing. And most of the games I've run so far were Fantasy-RPGs. Now, Traveller is something entirely different. Much more challenging for the GM, IMO.
Aber naturlich.

Actually, to me Traveller is the easiest game to run.

I do one of two things, depending on whether or not my players have a ship.

If they don't, I flip open 76 Patrons, look for something fun, and go from there.

If they do, then I let them make their own goals (i.e. making money). They know how to do it. Buy low, sell high. Travel from planet to planet trying to do it. My job is just to toss wrenches into the works every now and then. The man in Stateroom Number Three was out of 76 Patrons, the interdicted system was just me being a dick, and the abandoned freighter just popped into my head as a way to make refuelling at the gas giant a little more interesting.

From there on out, I just kind of boldly make things up as I go along. If I contradict myself and have to revise the history of my game as I go, oh well. Everyone is having fun.
 
Originally posted by Christopher: Perfect German.


I love reading how other GM's adventures develop. (especially to get an idea how to run my own games) I don't have that much experience refereeing. And most of the games I've run so far were Fantasy-RPGs. Now, Traveller is something entirely different. Much more challenging for the GM, IMO.
Aber naturlich.

Actually, to me Traveller is the easiest game to run.

I do one of two things, depending on whether or not my players have a ship.

If they don't, I flip open 76 Patrons, look for something fun, and go from there.

If they do, then I let them make their own goals (i.e. making money). They know how to do it. Buy low, sell high. Travel from planet to planet trying to do it. My job is just to toss wrenches into the works every now and then. The man in Stateroom Number Three was out of 76 Patrons, the interdicted system was just me being a dick, and the abandoned freighter just popped into my head as a way to make refuelling at the gas giant a little more interesting.

From there on out, I just kind of boldly make things up as I go along. If I contradict myself and have to revise the history of my game as I go, oh well. Everyone is having fun.
 
Well, working out the planet details requires a lot of work. The players are not as limited in their movement like they are in a Fantasy setting (at least if they own a ship). And I don't think I could manage to improvise a whole world, or at least some interesting features that make the currently visited world stand out from others. Just having the general background of the Imperium (or wherever the adventures take place) and the UWP isn't enough. (I don't know what I would be doing without the GT Spinward Marches Sourcebook....using my own imagination a lot more, probably...)
 
Well, working out the planet details requires a lot of work. The players are not as limited in their movement like they are in a Fantasy setting (at least if they own a ship). And I don't think I could manage to improvise a whole world, or at least some interesting features that make the currently visited world stand out from others. Just having the general background of the Imperium (or wherever the adventures take place) and the UWP isn't enough. (I don't know what I would be doing without the GT Spinward Marches Sourcebook....using my own imagination a lot more, probably...)
 
Originally posted by Christopher:
Well, working out the planet details requires a lot of work. The players are not as limited in their movement like they are in a Fantasy setting (at least if they own a ship). And I don't think I could manage to improvise a whole world, or at least some interesting features that make the currently visited world stand out from others. Just having the general background of the Imperium (or wherever the adventures take place) and the UWP isn't enough.
Hey, different strokes for different folks.

I see it this way: like I said, I run two kinds of games.

Scenario 1: PC's own a ship. This is generally player-driven, out to make a credit. Mostly by speculative trade. This means they pretty much never leave the spaceport, and for that the UWP most certainly suffices for me. When I throw wrenches (i.e. adventures) into the works they might actually spend time on-planet (stay tuned for more Voyage of the Vulture for this one), but I only need to come up with one planet at a time that way, so it's not too much work.

Scenario 2: PC's don't own a ship. Just one world, mostly. Certainly only one at a time. I start with the UWP and go from there.

Maybe it's a GM-style thing. I think I tend to run very plot-emphasis games as opposed to setting-emphasis.
 
Originally posted by Christopher:
Well, working out the planet details requires a lot of work. The players are not as limited in their movement like they are in a Fantasy setting (at least if they own a ship). And I don't think I could manage to improvise a whole world, or at least some interesting features that make the currently visited world stand out from others. Just having the general background of the Imperium (or wherever the adventures take place) and the UWP isn't enough.
Hey, different strokes for different folks.

I see it this way: like I said, I run two kinds of games.

Scenario 1: PC's own a ship. This is generally player-driven, out to make a credit. Mostly by speculative trade. This means they pretty much never leave the spaceport, and for that the UWP most certainly suffices for me. When I throw wrenches (i.e. adventures) into the works they might actually spend time on-planet (stay tuned for more Voyage of the Vulture for this one), but I only need to come up with one planet at a time that way, so it's not too much work.

Scenario 2: PC's don't own a ship. Just one world, mostly. Certainly only one at a time. I start with the UWP and go from there.

Maybe it's a GM-style thing. I think I tend to run very plot-emphasis games as opposed to setting-emphasis.
 
Bad news for all you Vulturites out there.

As it stands, I leave to train-up to go to Afghanistan very, very soon (weeks, not months). Unless that changes, the Vulture might not be Voyaging for quite some time.

Since it's an 18-month deployment. :(

Currently, I'm trying to change my situation. I'll keep you all posted, and hopefully the Vulture will be jumping again.

Watch this sector for updates!
 
Bad news for all you Vulturites out there.

As it stands, I leave to train-up to go to Afghanistan very, very soon (weeks, not months). Unless that changes, the Vulture might not be Voyaging for quite some time.

Since it's an 18-month deployment. :(

Currently, I'm trying to change my situation. I'll keep you all posted, and hopefully the Vulture will be jumping again.

Watch this sector for updates!
 
This was looking like something that should be posted into a Fanzine or book.
I look forward to future installments. Perhaps you could find players wherever you go? I played around the world while I was in the US Marines and US Army.
Take care and keep you A$$ down.
file_22.gif
 
This was looking like something that should be posted into a Fanzine or book.
I look forward to future installments. Perhaps you could find players wherever you go? I played around the world while I was in the US Marines and US Army.
Take care and keep you A$$ down.
file_22.gif
 
Good news!

As of Friday afternoon, I'm not going to Afghanistan! Plenty of thanks to God (my wife and I prayed so hard) and Lt. Davis (who really put himself on the line for me). It's a volunteer mission, so they switched me out for someone who actually wants to volunteer.

Now I can go to law school this fall. And maybe, just maybe, we can have some more Vulture.

We've lost at least one player in the lapse, so look for a character death soon!

Watch this space!
 
Good news!

As of Friday afternoon, I'm not going to Afghanistan! Plenty of thanks to God (my wife and I prayed so hard) and Lt. Davis (who really put himself on the line for me). It's a volunteer mission, so they switched me out for someone who actually wants to volunteer.

Now I can go to law school this fall. And maybe, just maybe, we can have some more Vulture.

We've lost at least one player in the lapse, so look for a character death soon!

Watch this space!
 
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